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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
The Zombie Apocalypse is bound to happen eventually.
There isn't a 'baked' version of this mod is there by chance?
because whenever I try to run the thing as stated in the tutorial on moddb it crashes to the desktop, I am going to try to reinstall the game and have a crack at it again. All of the options are little confusing at first but I guess it does allow for varied and fun game (if I can get it working lol).
haha I got it working, my lack of knowledge I guess but how come you can't choose between the individual races obviously I can choose between Cylon and Colonials but not the factions within the factions for rebellion. Any clues have I loaded up the mod packets wrong..?
I won't do a bake version of the mod until it's completed. The vanilla factions should be playable if stacked correctly and using the latest version that included them. It should go in this order:
SotF Race Colonial SotF Race CylonSotF Race AdventSotF Race TECSotF Race VasariSotF Race Core
Thank you for the reply and you've got the right idea to the baked version for final release, I re read your FAQ and it all started to make sense I didn't put the core package in the right place, I blame the heat my room for that one haha.
What I meant by the factions is the Doctrines and the choice between Reformist or Hard-liner for the Colonials, usually within Rebellion you can pick before hand, to be a loyalist or rebel. But within the faction option screen when I go to select a race, its Colonial or Cylons, no sub factions within those. Unless I am doing something wrong...?
Fantastic mod by the way, I have been the fan of the series since the original series
The current release is a incomplete vanilla version. Basically proofing out ship models and textures as much as possible.
You can choose Loyalist or Rebel from the Fleet Logistics screen which is a really rough work in progress.
This whole tab will change to be an Empire Management research tab. It will include a much smaller fleet logistics on the top, with an expanded Loyalist/Rebel selection with sub-traits. Sub-traits will be unlocked after the right amount of labs and research is completed. Basically you can't rush into a sub-trait without investing some into your empire.
Now its all starting to make sense, I feel a little dumb for not finding it sooner. Thats probably a good idea limiting the sub-trait with research, you don't want people becoming over powered straight away.
Has anybody had the screen suddenly turn black, but the game still runs? whenever it happens to me i just go to the task manager then back to the game and the game is back. If anyone has a solution for this id really appreciate it.
Sounds like a background task is calling your attention, when it happens again look in task manager and see what apps are running
But nothing to do with this awesome mod!
I seem to be having an issue with the mod, whenever I start it there is no starting menu at all, any ideas what is wrong??
TXTVersion 0enabledModNameCount 6enabledModName "SotF Planets SinsPlus Reb.0"enabledModName "SotF Militia Cylon Reb.0"enabledModName "SotF Race Colonial Reb.0"enabledModName "SotF Race Tec Reb.0"enabledModName "SotF Race Cylon Reb.0"enabledModName "SotF Core Reb.0"
I added the Tec race to see if the main menu would come up it didn't.
delete MainMenuScreen.window from the SotF Race Colonial Reb.0 folder as a temporary solution.
Thanks
Hey Koobalt... Have you had a chance to work on the UV for my asteroid model? Any luck?
Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).
sorry but no, i have to much work now so i need to completely stop modeling work for now
Looks very good
I AM IN LOVE!!!!
Looks awesome Z!
No worries - totally understand.
Love it!!!! Are you planning to change the research category pictures i.e. that respresent the sub-branches Reinforcement, Equipment and Fleet Designs (image could be a blueprint of a battlestar), and also the main categories i.e. Ship Fleetyards (could be a pic of the scorpion shipyards), CIC (pic of the CIC) etc?
Awesome work Z!
Of course. The changes you've described will come last though. If you check my diplomacy factions I've tried to customize all of these things including the empire tree so it's as custom as possible.
Awesome!
Hey Z.... Just wanted to check... are you using the Resurrection Hub for anything?
Yes. It will function as a resurrection hub.
Sorry, I didn't have a lot of time to go into more details.
With rebellion we have a way to spread buffs across planets like a virus from a central point.
I haven't designed the ability/buffs yet, but the idea will be to have a Single Resurrection hub serve an entire Star system. Additional resurrection hubs will be required in multi-star systems.
Building more than one resurrection hub in a single star system will act as a backup and potentially provide a small boost to your forces.
Resurrection hubs will be a superweapon and restricted in the same way as described in 1.04.
When a Basestar dies and there is a resurrection hub in the system it will be re-spawned at the hub (made possible with introduction of ApplyBuffToFirstSpawnerNoFilterNoRange.
I also want ResurrectionShips to participate in the network somehow. Possibly requiring a resurrection ship (frigate or capital) and a Resurrection Hub for the spawning and other synergistic benefits.
With OnCondition buffs we can do many things with existing abilities to buff or extend them if a Resurrection Network is in place.
As cylons are still pretty fluid in their design if you have any ideas feel free to contribute.
Edit:
1.04 will most likely be a mod breaking release. I'll see what I can do for you guys.
Yay! Ant source and script written
<target name="normalize_research"> <normalize_research_costs> <fileset dir="${project}/mod/GameInfo" includes="RESEARCHSUBJECT_*.entity" excludes="RESEARCHSUBJECT_*MAX*.entity,RESEARCHSUBJECT_*DECLARE*.entity,RESEARCHSUBJECT_*RESEARCHACCESS*.entity"/> </normalize_research_costs> </target>
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