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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
How To Install Sins of the Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How to Activate Sins of the Fallen
Sins of the Fallen: Fall of Kobol
A Battlestar Galactica mod for Sins of the Solar Empire
Release Date: TBD
NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!
* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).
Quick synopsis
This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
Colonial Fleet
Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.
Colonial Sound Dialogue Script (link)
Cylon Armada
If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.
Contributions can be emailed to: zombiesrus5 at gmail dot com
Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.
Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice
Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.
Please email me for development SVN access which is different from the playtest SVN noted above.
Members: ZombiesRus5
War-era Centurian: Status is given to those that actively contribute to the mod.
Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy
U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod.
Members: Stalcore, JonJay
Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.
Members: Unikraken, SpardaSon21, holybeast
Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.
Unknown Members: 2500+ souls or machines
Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost
Modding Contributions Needed
Wonderful, great, i like it so much. Why I didn't see before this mod.
But it's not too late. I'll try tanks.
So say we all !!!
Hey since in Rebellion The Vasari Loyalist have an emergency jump can that be an ability for the colonial for emergency FTL Jumps?
Why should it have to be for emergencies only?
I think that the Colony needs to be seen as much more than just a "stationary" titan... It needs to be able to move around the map freely.
Emergency Jump? Do you mean starbase mobilization?
The Colony is a Titan. It won't have any movement restrictions.
Cylon starbases will also be capable of phase jumping.
Need some help with this mod, downloaded all the R5's I needed, but when i go to start a new game, none of the cylon or colonial units or races are in the game, its just the default sins of the fallen races are in there, is there a particular order or combination I have to do in order to get the races to show up or something?
Ok i managed to figure out how to get this mod working, but now im wondering if the mine-layers are even enabled for this mod? does anyone know how to put mines down? otherwise i wont even both with the tech that enables them, from what i can tell its supposed to be a cruiser but i build every cruiser type and the ability isn't there, would gladly take any help on this
Its a squadron
@vackillers The research trees for Colonial and Cylon are stand-ins currently using the stock TEC and Vasari research trees. As such some functionality like Mines may not actually be tied to an implementation.
yeah thats what i thought, so im guessing its not readily available yet then?
No guessing needed. It states release date as TBD in the OP.
oh yeah i know that, but i thought that everything was mostly implemented, just tweaking/fixing needed really gathering from this post, and went through all 33 pages and not one person mentioned anything about the mine fields...
frakking love this mod though, sins is really poor without this mod, and the sins of the fallen, brings so much to the game it actually makes it REALLY enjoyable! plus a huge fan os the BSG series anyway! finding it very hard to win though, cylons just completely over-throw my sh!t in numbers its very very difficult to defend... why i was hoping for the mines lol
@vackillers the mod is basically still in the asset stage. It needs research trees, custom abilities, artwork, etc before it's even close to finished. It should be a pretty good addition when it's done which may be towards the end of this year or beginning of next.
Alright man, well im still playing it anyway, because its ABSOLUTELY AMAZING!!!!!!!!!!! even though the AI is absolutely wooping my ass from left to right! Will be looking forward to seeing the finished product
Hey Z... you didn't comment on Cylon_Luvr's ideas for the Titan abilities? (post #797). What do you think? I agree with them.
Z - have been in touch with DANMAN about working on that asteroid/old school basestar model. This is what he said:
Steve,
hell yeah, this is gonna be the best mod to come out of sins for sure! love it when a community sticks together
He also wrote about waiting for rebellion and vasari to release which I agree with and thus did not reply.
I'm glad he's offered to help you out with that model. Honestly I don't need help coding research trees. I know as much or more than most the modders around here about the technical aspects of making a mod. The lacking part right now is the creative side of the research trees which is why I've reached out in the OP for ideas.
Trust me I'm logging the various ideas as they are posted whether I'm specifically responding to it or not.
I'm also debating internally with myself how "standard" the colonial and cylon tech trees will be. The standard path for tech trees is:
Combat: Weapons/Durability/Prototypes
Defense
Civilian: Trade&Resources/Culture/Colonization
Diplomacy
I've done this four times over now with Nephilim, Plague, Hypercorps and Rogue. Basically, I'm not quite sure how I want the colonials to map out research/technology advancement wise, so I'm mining for ideas on abilities and what not while I think this through.
Hey Zombie russ mind if i toy around with your mod a little? Colonial ships should be able to be at least on par with the tec on survivability however i played against the tec and they made mince meat out of the ships
I would also like to see if i can make battlestars target fighters effectively as well as add up to 3 targets for the left and right sides
Im asking permission now from the sins of a scifi multiverse team to see if i can use some of thereabilities (Such as using un networked systems for the galactica) however im not entirely sure how to bring in abilities from other mods but i will try to work through it with your and there permissions
Ok, so summary of Cylon (and a few additional ideas that I have thrown in):
Cylon research
Resurrection Hub (tier 3) --> Basic Resurrection (tier 4) ---> Enhanced Resurrection (tier 6) ---> Ultimate Resurrection (final tier ultimate ability)
Disorientate: Ship goes offline and drifts for a few seconds.
Logic Bomb: Causes damage to a ship over time (overloads systems etc)
Disable: Disables a structure for a period of time.
Disrupt systems: Decrease combat effectiveness of targeted ship/reduces hull strength
Total System subversion: Completely takes over an enemy ship. Long cooldown period. Same as “Advent Domination” ability.
Advanced firewalls: Reduces the impact of enemy culture and propaganda on the cylon populace.
Disrupt Dradis: Ship cannot lock on to target effectively for a period of time.
Superluminal bomb: Slows FTL jumps
Infiltration: Tracks a ship for a period of time i.e. is visible.
Others...
"Boarding Troops"
Description: Cylon Raiders attempt to Land on and disrupt an enemy vessel.
Use: Boarding parties effectively lower a ships efficiency (ie, lower damage done / shields / movement etc)
"Heavy Fallout"
"Grants the Heavy Fallout ability to the Cylon Siegestar and Basestars, which causes planets they bombard to have reduced population growth for a period of time."
"Tracking Beacon"
"Cylon scout ships in danger deploy a Tracking Beacon, which provides vision at a location for some time even after the scout perishes there."
"Improved Hybrid Systems"
"Onboard hybrid systems are perfected, allowing Cylon capital ships to reach higher levels of experience."
for culture improvements (or a decreased cost of structures due to increased labour)
"Total Centurion Allegiance"
"An advanced allegiance algorithm is programmed in to the Centurions, increasing their allegiance to the united Cylon cause."
Could the following ability be given to the Cylon scout ship?
"Cylon Agent Infiltration"
The enemy planet is infiltrated by Cylon agents who insert themselves into human society. These highly skilled spies provide vision of the planet long after the scout ship has left the gravity well."
"Human farms"
Research facilities are established on the planets surface to explore human-cylon reproductive capability. This results in a small population cap on each of your planets.
Population could be 10 on each planet? This would allow for a small planet income...
I'm thinking that this could be under "develop planet", and replace "Civilian infrastructure", or, could be in one of the research trees....
fantastic implementations there!!! like all of that mord..... Like the logic bomb and the Disorientate, making ships spin out of control is brilliant haha!! YEAH!!!
In the new beta change log for Rebellion, it says this for the Advent:
These abilities would fit the Cylons really well. How does it work exactly for the Advent?
And how did the Jupiter turn out Koobalt?
Looks awesome! I like it!
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