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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
I'm slowly adding in things. I also want to try the faction selection functionality as a research item versus the current select at game start.
Ya, I really need to tweak this. I might have to reduce the number of hard points as well
Just need to find a sweet spot.
Yeah, sorry Z. I'll make it a habit to look back at least three pages before I ask another dumb question again.
Don't be so hard on yourself. It was answered in the same page a few replies above.
Also, good job on the port so far. I love it!. Can't wait till Colonial comes in!
But, a few things. First, some of the icons: all the victory conditions, victory condition time, and at the end the titan tab icon is missing. Second, the race selection is back to the original game. Third, when I have victory conditions set to flagship, the model is shown as the radiance. Besides that I made a few tweaks, just the command points and fleet size.
Ya, don't really care about most of that right now.
Fair enough. I know that they're minor, but those are the only things I have found that don't feel right.
This is just a quick and dirty conversion to satisfy those that wanted to play something in Rebellion before I start tearing apart the research and abilities. As previously stated it will take about 6-9 months to redo the abilities and research trees for the Cylons and Colonials. During that time I'll also cleanup any lose ends like you posted above.
Next version for cylons.
Adds the boomer class titan.
Requires you to research Loyalists or Rebels on the Fleet Logistics screen before you can build a Titan.
http://www.gamefront.com/files/21884556/SotF+Blood+%26+Chrome+%28Rebellion.0.1%29.7z
Let me know if the AI has any issues building a Titan.
Also, delete your previous version before applying this one.
Looks like hard point reduction is in order. I tried making it work with better with other settings, but it appears the reduction is the best way to handle this situation.
Well you can compensate less missile with more damage
The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.
Indeed. It's overwhelming currently.
lolz, your funny.
They'll probably get some of that too with some rebalancing.
About sums it up.
Kind of an off topic question, but I was wondering if anyone could tell me where I need to goto change the volume on the Cylon sound effects, everything else in the game is fine, but the missles and such for the cylons are so much louder then the rest of the game, I would like to balance it out more.
They would be in the Cylon's sound directory.
Ok, so colonials are working in Rebellion, but I'll need 2-3 weeks to hard point and make appropriate icons for the new titans. Also need to add hard points for the Cetus.
Z, take as much time as you need. I am enjoying the Cylons, allot! And I can probably speak the the rest of us when I say wan't the Colonials to be just as good as the Cylons.
ya no worries there. This is just the quick and dirty so you guys can have what's there. Once you get the colonial update it won't be until next year when you get what I would consider a completed mod.
Thanks Z. are you going to be porting any of the rest of sin's of the fallen? Mainly the planets? Thank you for your hard work.
I need help.... (hoping that it may be Koobalt!!)
A mate of mine has done most of the work and has modeled and UV'd an asteroid for me (that has an old school cylon basestar crashed in to it). It just needs to be textured.... would anyone be able to help, please, please, please!!!!!!
you can post the model, hope this is a .obj file and i don't promise anything.
Hey guys,
I'm running Rebellion v. 1.02. Ive extracted the file thats on the first page, about 300 MB, and the one on the last page, about 130 MB. But whenever I enable the mod and hit apply, the game crashes. Am I missing something?
This isn't the first mod i download and try to run. I've gotten the others to work no problem, so im sure my path i extracted too is fine.
Thanks.
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