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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
It really depends. You can "generally" safely run 2-3 additional factions from Sins of the Fallen, Transhumans and Blood and Chrome on recommended settings (High/Medium/Low).
However, depending on your system specifications, map size, etc adding more than 3 additional factions may stress the game above 2GB.
That said they are compatible with the latest version of Trinity and can work together.
I'm working on a way to tune the framework to ignore Tech, Advent and Vasari meshes and textures when those factions aren't loaded which should hopefully allow the mod to run on all highest settings when your are running only Colonials and Cylons for example.
ok Thanks .
A another question. any ship from the fraction Rouge are from the serie Captian Harlock? or? when yes i say very nice.
and now i missing the ship from Starblazer or the very nice Spacebattleship Yamatho.
But this is a idea from me
@sigie85 - answered your question on moddb
ok i have see it thanks for yuor answer
Here is a design mockup for the new Capital, Fleet and Faction/Trait research screen.
Combat Research Tree Design/Layout
Fleet Designs:
Ordinance:
Reinforcement:
Defense Tree Design/Layout
CIC:
NonCombat Tree Design/Layout
Trade Unions:
Colonization:
Religion
Diplomacy Tree Layout/Design
Quorum of Twelve:
Although we can't see the descriptions for the research trees yet, they look awesome so far.
I posted a rough table a few pages back that sucked to read
I'll post some pics like the trees above that are easy to view when I finish up some more of the descriptions and account for some of the changes.
Just thought you guys might like seeing progress while it's happening
Looks good Z. Thanks for the updates.
Yep, love how its been customised, and made so specific to the series!
Thanks... I'm trying to add as much Colonial flavor as you can fit reasonably.
I've made the religion tree fairly large to reflect their monotheistic beliefs.
The Colonization and Trade Unions tree are mostly standard fair right now as a base. I'll probably add a few other options that can be used for the colonials but I don't want it to overshadow their culture benefits.
The Combat and Defense trees are pretty much set for the most part.
I will also add or categorize some of the TECs as Loyalists or Rebels in some later revisions.
Let me explain the new Faction Tree a bit.
All factions will be rolled into a single entity, which means you will select your primary Race or Random at game start. The option to Rebel or stay Loyal to your factions cause will be available after your first research lab is built.
You will also have 4 different Trait paths you can follow: 2 for loyalists and 2 for Rebel.
Loyalist
Declares your faction loyal to the government of the twelve colonies as represented by it's President and represented by it's peoples.
Trait: Diplomat
Your faction becomes much more adept at negotiating agreements with other factions.
Trait Bonuses:
All pacts unlocked
QuestFailureHappinessAdjustment
QuestRewardHappinessAdjustment
TemporaryRelationshipFromGiveCreditsValueAdjustment
TemporaryRelationshipFromGiveResourceMaxAdjustment
WeaponDamageAdjustmentWhenInFriendlyGravityWell
Trait: Alliance
Your faction benefits from it's relationships fostered through diplomacy
ExperienceAwardedAdjustmentWhenInFriendlyGravityWell: 5%
WeaponDamageAdjustmentForEachAlliedPlayerInGravityWell
Trait: Marketeer
Your faction decides economic dominance is the way to victory.
CargoShipArmorBaseAdjustment
CargoShipCapacityAdjustment
CargoShipHullPointsMaxAdjustment
RefineryShipCapacityAdjustment
ShipMaxSlots
TradeGoodsValueAdjustment
Trait: Megacorp
Your faction becomes a mega-corporation further increasing it's economic advantages over other factions.
Trait Bonses:
CreditCostAdjustment
ResourceCostAdjustment
ModuleBuildRateAdjustment
ModuleCostForSimilarTypesAdjustment
PopulationTaxRateAdjustment
* Bonuses subject to change... I just like to shotgun things initiallly
Rebel
Trait: Hardliner
You believe all Cylons are Toasters and can't be trusted. You also have a anti-Xeno bigotry that extends to all non-human factions. Your Titan is heavily offensive and capable of inflicting mass damage.
ArmorBaseAdjustment
BombingCooldownDecrease
BombingPopulationKilledAsDamageDealerAdjustment
BombingRangeAdjustment
CreditCostAdjustment: Increases Cost
ResourceCostAdjustment: Increases Resource Cost
CultureResistPercent
Trait: Militant
A successful Military coup has resulted in the overthrow of the Colonial President placing control in your hands.
CapitalShipMaxSlots
CapitalShipWeaponTargetPerBankAdjustment
ExperienceAwardedAdjustment
ExperienceConstantGainRate
ExperienceConstantGainLevelCap
WeaponDamageAdjustment
WeaponRateOfFireAdjustment
Trait: Criminal
You are Tauron born and part of a powerful criminal organization operating with control of Colonial assets.
BlackMarketBuyPriceAdjustment
BountyCollectedAdjustment
CreditsGainedPerPointOfBombingDamageDealt
IncomePercLost: Helps increase tax income received
PlanetSlotsTacticalIncrease
ResearchCostAdjustment
SalvageWreckagePercent
Trait: Syndicate
Your criminal empire has slowly become an organized crime syndicate further increasing your power.
DerivativeCreditsFromPurchasesPercent
DerivativeCreditsFromTradePercent
ShipBuildRateAdjustment
ShipBuildRateAdjustmentWhenEnemyInGravityWell
StarBaseBuildRateAtEnemyOrbitBodyAdjustment
WeaponDamageAdjustmentWhenInGravityWellBeingBombed
dood! nice. colonials are Polytheistic, the cylons are monotheistic. you said in one earlier the colonial religious was monotheistic.
A few things:
- Great how there is so many paths that you can choose - cool how you can choose after game start
- Marketeer and Megacorp sound very similar i.e. both based around their economy?
- Love the religion research tree - uses so many things from the show!
- Ragnarok starbase? Shouldn't this be Ragnar Class starbase?
- Is there research for high yield nuke?
It all looks so cool so far...
Lol, I'm being hounded by the word police
Anyways, this is rough design, not polish text in game. It's more about the essence and layout right now than the verbiage. When it's an actual in game text feel free to correct or provide your own descriptions (I love the latter when people send in better descriptions).
And Ragnarok is a capital ship class in my fallen mod, so I tend to write that sometimes.
So onto the real comments
Due to research constraints I've opted for 4 paths only. You'll start as a Marketeer and then become a Megacorp. Or you can start as a Diplomat and goto Alliance.
So basically 2 sub-paths per faction type with 2 additional researches each.
Yep, I wanted the Colonials to have a lot of religious flavor in their research. Their beliefs are one of the areas that make the Colonials interesting.
There are Tactical Nuclear Weapons and Nuclear Bombardment Research. All the capital class battlestars also have special nuclear class abilities.
Haha sorry dude. Happy to help out with descriptions, if you need me to write some up for you.
harpo
Its coming along really well Z....
Looking Great Z! you the man!
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