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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
Right now they are Galactica and Pegasus class mainly because they say Galactica and Pegasus on the side.
I'd like to create a generic Columbia and Mercury class without the text on the sides but still leave the Galactica and Pegasus as separate entities people could use in maps or in flagship mode. Also, the Galactica would be good in flagship mode.
Ok, done. I now have a generic Mercury and Columbia class Battlestars. These will be the buildable options while the Galactica will be part of Flagship Victory and the Pegasus will be available for Maps and future addons.
Yes! I know this might come out wrong, but, will you release the militia addon, when you have the other part of Sotf remotely done?
I'll take a look at what I have. I haven't started tearing anything down yet, so I might be able to release those before I do. Once I start tearing things up there won't be any releases for a while.
Rough draft 1 for colonial fleet.
Looks great Z.
wow, is that just from my slightly ignorant question or where you going to do such a thing with the Battlestars anyway? looks great anyway.
Just reminded me. There's some replies way further back where I stated I wanted to do that so I could keep Galactica and Pegasus somewhat unique.
glad to be of service . course there's an old mod (maelstrom i think) that has a model of TOS battlestar, thou they miss labeled it as a Mercury.
P.S whats KEW anyway on their damage/weapons?
indeed, thanks
not sure i want any tos
Kinetic Energy Weapon
Kinetic Energy Weapon? like a gun?
Ya the Tec from TOS does not really fit with the re-imagined series, plus I always felt the original battlestars and basestars are not very pretty.
Research tree for colonial looks really good so far Z...
Thanks, still a few rough edges to sort out. Plus I'd like to get some more unique research in with some of the new Rebellion modding goodies. Some of the research will only be available to the loyal/rebel split too which I haven't fully decided on yet.
Why don't you just give the Cylons the "stripped to the core" research ability like the Vasari? You could actually give one to each faction ie. Total Atmospheric Expulsion to the Cylon rebels, and Stripped to the Core to the Cylon loyalist.. would make more sense that Cylon Loyalists (who hate humans) would want to eradicate human planets...
This is off topic.... but does anyone know how to use the triggers in the new galaxy forge? I don't understand how you can assign triggers to specific objects? like planets or ships?
Does anyone know?
there's a new galaxy forge? where? only one I can find is in the downloads section and is years out of date.
Sins install directory in your steam appdata folder.
No one has any clue.
found it, thanks GoaFan. dunno why I did not think of that in first place..........oh I know, I expected it to be downloadable from the site or there being something obvious as to where it is.
That's so weird though! What do they plan to do with it? How can they release something that is half done (if that)
Oh... and GoaFan77 (or anyone else!).... another quick question. For the "Strip to the Core" ability for Vasari, would it be possible to mod this ability so that after the strip has happened, that the planet is converted to an asteroid belt rather than a dead asteroid? Could that be done?
Yes, this can be done. The type of planet entity the planet converts to when stripped is moddable.
Are you going to give cylons "stripped to the core"?
I also think that the vasari's "mobile rulership" and "shipboard labs" would suit them - considering that cylons do not need planets.
Imagine giving the Cylons the Colony as a Titan, epic much?
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