Tweets by @zombiesrus5
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
The first and second are to different release, use just the last one, and make sure you enable the mods that the Soft core is the lowest on your list, and don't try to use def.exe
SotF Blood and Chrome R6.4.7z Is for Diplomacy/Trinity v1.34.
The rebellion one works fine with 1.02, but the game is now patched to 1.03 so it's no longer compatible.
I have a 1.03 compatible version created. I went ahead and added what I have for Colonials in case you wanted to play with them over the holidays. I've also added Advent, TEC and Vasari enhancements and the new planets.
Rebellion 1.03 (Download)
That was fun . colonials and cylons 1 loyal rebellion races 0. was a little worried at first, taking ships without shields against the normal races....till I noticed the hull and armor increases. the Cylons seem to have a lot of missile launchers a bit too many, they fired a lot less in the series.
It's an issue with the number of hard points and how missile animation works with sins. I need to reduce the number of hard points on some models and tweak the stagger between fires to get them looking good and not be a performance drain. Here's a temp work around that doubles all damage and weapon cooldowns which should slow down the amount of missiles some. I can always increase this again if needed until a more permanent fix is crafted.
https://dl.dropbox.com/u/5790092/Temp/SotF%20Cylon%20Rebellion.0.2.7z
Thank you Z. Having the colonials and cylons in rebellion is just awesome. Great work!
is the Cetus class Battlestar going to be for the rebel colonials?
Welcome. The Cetus class Battlestar will be the Rebel titan.
Colonial Loyalists feel their might be some truce that can be negotiated with the Cylons.
Colonial Rebels think all toasters should die, but are will to truce up with Colonial loyalists if it suits their goals.
Cylon Rebels on the other hand are more likely to truce up with Colonial Loyalists.
Cylon Loyalists believe in their own superiority and are unlikely to truce up with non-cylons.
The choice will be made in game if you become a "loyalist" or "rebel".
I'll also be defining the faction relationships with the vanilla races, fallen and transhumans as well.
Sounds great.
I was wondering, is there an actual difference between the Mark II and the Mark Seven?
Damage types.
Could you explain?
Ah thanks, Ill probably be having more problems with it due to my laptop only just being within the minimum specs. probably have some fun with it over weekend. in an unrelated question, sort of, i played the occupied planet victory is the AI supposed to go for it if someone else takes control off it?
P.S i assume i just extract that file into the cylon folder?
This sounds sooooooooooo awesome Z!
Hi Koobalt,
Here are the links, the first one to the .obj file and the other for the .mtl file (not sure if you need .mtl). Would be great if you could help me out Koobalt! I don't know anyone else who can do this for me.
http://www.gamefront.com/files/21953051/cylonasteroid.obj
http://www.gamefront.com/files/21953052/cylonasteroid.mtl
Rebellion download updated and includes the anticipated Battlestar Cetus. Still haven't had any time to do icon or button work, but I was able to sneak in some hard pointing and model preparation.
Mord_Sith84 the UV is a mess...
I will need to make new one ... when i have some time
Wow. This is impressive work! I'd love to play as Col/Cyl against the vanilla races, that always bothered me in SotF for Trinity.
I'll download it tomorrow and see how things go. While I'm doing that, I too would like some clarification on how the different strike craft separate themselves from one another. From what I see in the show, fighters and bombers really only use guns and missiles. How can there be different weapon types between Viper Mk I / Mk II / Raptor bomber / Stealth bomber? And what purpose will the Recon raptors serve?
If this was all explained in SotF, I must have forgotten. It's been a long time since I played.
Damn... sorry Koobalt. This was put together by DANMAN, so I thought it would have been done pretty well...
Is anybody else having minidump crash error with this mod, cannot apply mod
Is there any order that you need to activate the mods in?
Yes, I updated the OP with links to the installation guide and a video that give details on order of activation.
Because Sins works this way. Raptors act as Bombers and do well against heavy targets. The Viper Mk II outfitted to take out fighters with it's anti-verylight missiles. It also has anti-light autocannon which are good against bombers. It's main role would be to help clear out enemy fighter support. I'm not sure if it will stay this way for Rebellion or not, but for now it's not changing.
Sorry to be a total noob - but I m literally just getting into using mods for Sins of a Solar Empire (Have never used them for any other game before). So I have just a couple of questions regarding this epically-awesome looking mod.- You mention this mod adding to the Sins of the Fallen Universe/Mod... does this mean we need the Sins of the Fallen Universe Mod activated & installed to use this particular (Blood & Chrome) Mod?If so: You ve got a Blood & Chrome compatible version for Rebellion 1.03... but I can't see any compatible version for the other Sins of The Fallen Mods (Latest I can see on your website is the R6 version for diplomacy 1.34) for Rebellion?Or am I correct in hoping everything we need to run Blood & Chrome on Rebellion is included in the SotF Rebellion.0.3.7z download you ve linked to & we just have to activate it basically the same as the R5 & R6versions for the Sins of the Fallen Mods?If so: I m guessing if we want to integrate Blood & Chrome with the rest of the Sins of The Fallen content we ll need to instead run it on diplomacy 1.34 where there is compatible Sins of the Fallen content?
###################################
Like I said.. I m a total noob but would like to try give this mod a go Thanks
The only required piece is the SotF Core R5(R6, Reb.0). The races, addons, planets and militia are all optional. The rules for activation are in the how to links above.
I'm starting my conversion of SotF to Rebellion with the BSG content. The latest version also includes the enhancements to TEC, Advent and Vasari including their new capital ships, AI improvements and pact enhancements.
I'll begin converting the other new factions as I am able to which will require a fair amount of design for custom abilities and research.
Correct, everything in SotF Rebellion.0.3.7z is what I have converted up to this point. Really the Blood & Chrome is only a bare bones mod. I plan to tear apart the research trees and abilities over the coming months so it's as complete a mod as I can make it.
You welcome to try the R6 version of SotF which also includes a compatible Colonial and Cylon set of races. You won't need R5 if you download R6 as they are both complete versions and not patches. Despite a few minor issues, R6 is fairly complete for the Fallen and Transhuman races that are released. The Alliance race is somewhat buggy and should have been held back, but I put it out as a playable beta faction, with the stacking you don't need to enable it.
You should, the BSG models are for the most part pretty solid (i.e. only a few loose ends).
The Fallen and Transhuman races, which I feel are fun to play, are basically the work of my personal mod with contributions from various artists including myself. Even though I'm the only one that works on the mod, it's amazing to see all the people that have contributed since I started doing this.
Thanks for the very quick reply buddy.I downloaded the Blood & Chrome mod & installed it (1 of the planet addons & all race addons enabled) as instructed in your video (making sure to put SOTF Core Reb 0 last) & the game seems to be working perfectly fine.Now to set about conquering the galaxy with my colonial fleet
Did both of the Colonial titans not have textures yet or am i having issues again
There are many great features available to you once you register, including:
Sign in or Create Account