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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
Yes!
Looks Awesome. Now that is a Titan. good work Koobalt.
Regarding the Cylon research tree, a lot of their technology should be based on sabotage and infiltration - considering that they are experts in this.
Hey Z, will you also bring the other Sins of the Fallen races across to Rebellion? Will you give them Titans or just take one of the existing models, beef it up and convert it to become a Titan?
ZombiesRus 5 I send you Jupiter with texture did you receive it??
Yes, sorry I should have PM'd you earlier when I downloaded it. Just been busy busy...
Hey ZombiesRus 5, if your still looking at abilities for the Cylons, one that you might consider has already been built into the game for the Vasari Loyalists. We know that in BSG, the cylons wiped out the colonials by essiantially destroying their worlds, why not adapt the Vasri Loyalists Titan ability for use by the Cylons? It would be in keeping with their character.
I'm worried people will be dissapointed when the find out the Vasari Loyalist Titan cannot destroy worlds... It's actually just a simple research/scuttle that allows vasari to destroy worlds. Which of course means this is sadly unusable by the AI which is it's other failing.
Hey Z I was wondering if you were still think of making gas giants colonizable for blood and chrome? also I was think of an ability for the titans. Nuclear barrage. basically a heavy missile strike of nuclear missiles.
Hey Stalcore, nice to hear from you
Yes, I'm planning on making gas giants colonizable for all races.
Nuclear Barrage will definitely fit as a Titan ability as well.
Cool. Thank you for your hard work. Looking forward to the next release. One question are you going to try an add the Titans into Diplo. or just to rebellion?
Hey Zombierus i made a few changes that have seemed to work really well
20 40 60 on the armor its interesting because it actually makes battlestars able to soak up damage like they should
ive lowered the ammount of ships you can build (To try to focus people on battlestars rather then lots of small ships)
made it so only pegasus flagstars have the ram ability
added missile spam to regular pegasus ships (In reducing the overall amount of ships capitals are vunerable against frigate spams however im orking on the damage done by them to make it more fair)
beefd up the nuke because nukes are nukes and should be more powerfull then they were
changed the galacticas abilities slightly however having problems integrating some special abilities from other mods and the game itself into this mod any time i try it either wont load right or all the abilities for the capital ship will disappear all together
equiped anti light autocannons to battlestars giving them the ability to target fighters effectivly like a battlestar would as well as keeping the ability to effectivly target other ships (Looks cool with or without the effects mod enabled)
made it so 3 ships can be targeted on oiter side of the pegasus (Normal ones not sure quite yet if ive got it right with flagstars) i tried making it to 4 but it just looked wierd when the weapons fired so scaled it back to 3 and it looks great sort of like a barrage
4 works fine with the galactica and it works well as a sort of anti fighter capital ship it now has nuke colonise burst rockets and armor i was planing on replacing the burst rockets with non networked systems but cant get it to work right
am in the process of beefing up the defences on planets however my goal is to find a way to only beef up the tec and colonial defences as they get stomped on by huge fleets
i was thinking about adding non networked systems to the hangers to balance out the cylon super weapon a little
lowered the damage on the boomer basestar because its fire rate is so damn high
cant think of any thing else off the top of my head but im thinking about asking permission to add the imperials to it from danman and with your permission to do it (just for my own purposes it will not be relesed however if you would like to see it i can send you the modified files if you like)
Honestly I don't see any new development with Diplomacy other than pulling in the Cetus and Jupiter done by Koobalt.
Rebellion opens a lot more modding possibilities to differentiate these factions through research and abilities that you just can't get in Diplomacy. Basically after seeing what Rebellion has to offer for modding leaves me with little desire to keep modding Diplomacy.
These look like some interesting changes I'll keep in mind.
Though I'm not a big fan of "RAM" personally. I feel this is mainly a plot mechanic of the TV series to remove the more modern, powerful Battlestar.
You do not need my permission to mod any of my files as long as you don't release them. Feel free to tinker, modify, etc to your hearts content and also feel free to let me know like above if you think your on to something. No guarantees whether I'll agree with you or not, but dialogue does start the process of modifications on my end too.
How do you add races im still coming up on that barrier? I also cant brin in other abilities
I completely understand. I've been playing Rebellion a lot. I can't wait to start making maps again with the new galaxy forge.
I still really like the idea of the Cylons being able to "scuttle" worlds. Even if it cant be used by the AI, it would still be fun to use for the actual player. Regardless, I think that if you don't include this ability, I should be able to mod the Colony further to give it this ability? Is that right?
The capability to scuttle worlds (i.e. stripped to the core) cannot be performed via an ability on any ship. It is currently only available using the UI scuttle button after the appropriate research is performed.
I would have much rather this been a dual feature of Maw such that planets attacked with Maw are stripped to the core in addition to the current affect when frigates are targetted.
Maybe we can convince the devs to open this up as a Buff instant action type
Ok cool. Still fits in really well with the Cylons though, i mean, if they are exterminating humanity, they would capture a planet and then completely ruin it to prevent humans settling there again...
Hey Z, so are you waiting for Rebellion to come out before you do any more work on this mod?
Pretty much. Will probably wait a while after that too for Rebellion to gel a bit more.
Makes sense. Surely it has to come out soon!
It comes out tomorrow I think...
Hey guys I'm sorry to be a pain but I just downloaded this mod and have been trying to enable it in diplomacy. However every time I try I get a minidump and the game crashes. Is there a specific way to install this (and I apologise if the instructions are in an obvious place that I missed) or does a computer need to be above a certain performance level for it to work? Sorry again but I am dying to try this mod.
Go here. Sin's of the fallen and blood and chrome work the same way. http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen-r5
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