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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
Hey thanks very much I followed the instructions and the mod works fine now.
Sorry for the double post
So... I have made a couple of decisions regarding Rebellion for SotF.
Priority will be given to factions that have actual Titan models. This of course means Colonial and Cylons will be the first factions moved to Rebellion (say thanks to Koobalt). Once they are in and functional I'll be gutting their research trees and abilities and designing all new stuff for them. My question to you guys is do you want a playable version of Colonials and Cylons for Rebellion (i.e. basically what is here now + Titans with stock abilities) before I start gutting. I estimate designing/coding new abilities and research trees for everything will take 6-9 months to complete.
What we have now is very good in my opinion, just add the Titans, and i can start Colonial extermination
About the other faction from Sotf if you want and give me some sketch/schematics ideas i can model some titans, but as my free time is limited it want be to fast...
Hehehe, I agree Koobalt... die Colonial scum!!!
Yep, would be awesome to have a playable version for rebellion... considering that the only reason I'm interested in Rebellion is so that I can play this mod with Titans in it.
Koobalt.. For the other SoTF races, why cant we just convert one of the capitals over to a Titan? I can see a few capitals that would make pretty cool titans for the other races. You could remove one of the capital ship slots and just bump it up to a Titan. The tech trees and everything else has already been done for the other races too hasn't it? This would speed up the move to Rebellion for the other races.
yeah would be great to have a playable version for Rebellion before you gut it.
Yea... since it may take that long, i'd LOVE a playable version now... cause in about that amount of time i leave for the marines, and i want to play before that.
Well, that's a good enough reason for me. Don't need any more convincing.
I hate to give dates and shit because anything can happen. But based on my previous test conversions I believe I could have a working version of Colonials and Cylons in Rebellion in July. Biggest effort will be meshing and wiring up the colonial titans which I just haven't had much free time to do on that yet.
Zombie.... you're awesome... you know that? 'Cause you are...
Z you the Man.. Poor Cylons going to meet your one true god soon.
You mean Poor colonials
And thanks ZombiesRus5 for this mod
Please don't take this the wrong way, but how long until the Rebellion version? I have both Rebellion and Trinity, but Trinity and it's mods are holding over 25.5 gbs on and my hardrive needs some space, so I was thinking about deleting it.
I already answered this question a couple replies up. No worries if you delete it or not. I make the mods first and foremost for myself.
First iteration is looking good. I was able to get the cylons working in Rebellion. Now just need to get the titans wired up.
Thats AWESOME Z... cant wait...
Here's the first iteration with a titan for the cylons. I also cleaned up a bit of the research so it wasn't really awful. Now it's just sorta awful.
http://www.gamefront.com/files/21879896/SotF+B%26C+Rebellion+Alpha0.7z
I have no idea when the next update will be, I'll just post them when I can.
This is going to be, simply put, awesome.
Cannot wait for colonials... i want me another fleet of battlestars, with the titan leading the way!EDIT: Also.... how much do you want in terms of bugs? =P I'm sure all you're doing is porting over, so you probably arent concerned right now, but i thought i'd ask. And actually, this might be important... Just as i finished building the cylon colony, i lost all sight of the phase lanes, and then the game didn't even minidump, it just crashed.
What affects were you running with? You probably ran out of memory.
I'll add it worked fine for me building a colony, but I made sure my settings weren't maxed out.
Ok, on this note, yes this was a quick port over and not "fully" tested.
That said I'd be interested in wierd model/mesh issues. I already noticed and knew about on a different model where damage particles like fire seem to come out of no where next to the model
Maybe wierd lighting issue or texture issues I haven't noticed yet would be good.
I had them all on medium. It had to be maybe 25 minutes into the game, i built the colony, and gave it one level on each of the passives to hull/weapons. Then, boom. Medium map, 3 normal AIs, each on random.In terms of lighting/effects bugs, i noted that the missiles fired from the basestar capital ship didn't have an impact effect, as in there was no explosion for each missile.I did absolutely love seeing/hearing the autocannons on the Resurrection Ship as it fired almost continuously... that is exactly how it should be, IMO.
Ok, I'll try recreating that one. Seems pretty straight forward to try. I basically uploaded this as soon as I verified it would load in Rebellion correctly
Probably one of the rebellion changes in particle effects. It's probably pointing at an old effect that no longer works/exists. Probably some more things like this too.
I still haven't been able to recreate this yet. Who knows right now. It's my first build out with rebellion so all kinds of things could still be wonky
Well I'll keep trying, if it happens again i'll try to pay more attention to everything else that's going on.Even buggy, you're still awesome for pushing this out fast. Still can't wait for battlestars...
I imagine that in future versions you will add the Boomer class as a Titan? Or is it already in there?
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