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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
Sounds cool. How about only resurrecting basestars at the Hub when a resurrection ship is present in the gravity well in which it is destroyed? No ressurrection ship = no resurrected basestars.
Also, just wanted to say, you are an absolute champion Zombie.... The polished version is going to be crazy good!!!
Sounds good to me! But the range would be restricted to the star system, as you stated above Z.
Hey Z, what if I wanted to use the Distant Stars mod in conjunction with this mod? I would like to have access to the Sol System planets for some of the maps I'm building.
This is an option too. I just don't want the AI to be gimped in the approach.
I agree. I'm looking forward to a very polished mod for BSG.
Yes, but you'll be able to build a Resurection Hub in any star system.
I have no plans for Distant Stars at this time. I still would like to create a Kobol specific system of planets though, but my intention is to get the core mod finished first.
Sure. Its just the sol system planets from Distant Stars... not the whole mod. Would be cool to eventually build maps using Kobol system planets and planets from our own solar system. After the core mod is finished, i'm sure the developers from Distant Stars would let you borrow them...
Sol isn't really a BSG system.
I'd asked previously for someone to identify the specific texture and planet name/type and I would generate a system for BSG. Short of that you'll have to wait until I dedicate some time to it.
To reflect the show, will the Resurrection Hub be able to phase jump? Not sure if you would be able to do this for a superweapon? If it was a starbase, it could i.e. The vasari rebel starbase can jump I think....
Could it also periodically micro-jump around the gravity well that it is in? (like the vasari loyalist titan)
We are bound by the limitations of the Sins universe. While it's tempting to make it a starbase it would detract from the Cylon's ability to build it's actual starbase.
Zombies, when I downloaded your initial release of B&C for Rebellion it used the pre-Rebellion method of race selection. Did you have to do anything special to have it that way?
It's a simple boolean in the race selection window IIRC.
Just a quick question (Sure it has been asked before). I am new to this mod and am trying to get it up and running. In the mod selection, I followed the instructions and can get it to work (Dip 1.34) but cannot get the planet addon part to work. I noticed in some of the example pictures that the planet addons have a Sotf at their start, but the ones I downloaded start with 'planets'. Did I download the wrong ones, or can the planets addon only be played by itself? (Note I placed it at the start of the mod list.)
Also, what is the difference between the mk2 and mk 7 (In game terms) fighters? Ie with my peaguses flag ship is there any reason to build the older fighter type when the new one is available?
Cheers.
The mark II fighter is a fighter/bomber, it has 2 missile damage and 1 autocannon damage (without research). The mark VII fighter is purely an interceptor which means it only has light weapons (autocannon) for use on other fighters. The current Colonial lack of a dedicated bomber means you should use the mk II for antiship/structure roles and the mk VII in anti-fighter roles.
Daniel.
You need to download Sins of the Fallen from the moddb link to get the compatible planets with this mod. You'll want to also use the SotF Core R6 from moddb as it should be the latest.
Thanks for the replies.
1. I thought the raptor was the bomber for the colonials?
2.
I just bought Rebellion, so am giving Blood and chrome's version for this a go, as it comes with the planets already.
In game all seems to be working, however, when searching planets, every one has the kinetic intensifier on it, which I am assuming is either a bug, or because rebellion is 1.04 not quite compatible yet? If so is their anything I can do in the mean time to correct this
Ya, the raptor has bombs outfitted on it.
Artifacts are treated differently in my mod as I found scanning for the most part pointless in vanilla sins to constantly come up with nothing.
Basically it's more like mining the planet in now. Expect to find an artifact on every planet, though they should vary by planet type (i.e. all ice will generally have the same artifact type). So for example expect to find kinetic intensifiers on asteroids.
Also, I have no idea if 1.04 will crash or not with B&C as the current version is 1.3 compatible.
Ah ok, not a bad idea. Though, do you think that this will mean that the uniqueness of artefacts will totally go? And, have you taken into account that having so many of them could easily become OP. In effect if you own at least one of every planet type, then you will have all of the artefacts, correct?
Regardless, time to do some planet entity file searching
Edit BTW, where have you put this info, ie what entity files do I need to look at to examine these details?
Edit 2. Found them.
Cheers
I toned down some of the more ridiculous artifacts.
Artifacts are in the Core as research subjects. What artifact may be placed on a planet is in the galaxy scenario def.
Again thanks for the answers.
Another question (Sorry) I am looking at the player entity files, so as to gives a better racial inclination bonus for colonial to colonial, and cylon to cylon, while making this bonus worse for cylon to colonial. From what I can gather there is no specific race id for this, and hence, they instead rely of their 'raceNameParsePrefixFallback "TECH" for this? Which is why I've noticed in game that the racial modifier for both seem very similar (which I am trying to change, from a realism perspective). Do you think that changing the cylons to tech rebels here would allow for the desired adjustment? (I will only be playing cylon vs colonial in my games, stock sins does not interest me)
It might. I haven't built out the racial preferences yet so it's worth a try.
Ok, will do and I will let you know how it goes. One job less for you is a good thing right?
Zombie, posting because I've absolutely fallen in love with the mod. But it seems like the new update for Rebellion broke the mod, any ETA on a fix? -- Also, haven't been able to get the Vesarri, Advent, or TEC working in conjunction with the Colonials / Cylons. Any tips?
Again, love the mod. thank's for all your hard work!
Cheers,
Spork
Go to PlayerSetup.window and set useRaceSelectDialog to FALSE.
Yeah, I figured that out yesterday right after Zombies pointed me in the right direction. Thanks anyways, though.
Hey Z, do you need any more sound files?
Diaspora is out!!! And it's awesome! http://www.hard-light.net/forums/index.php?topic=81859.0
It does look good.
Maybe after we get the research trees done and balanced I could. If have specific sounds and where you want them I can look at adding them in though.
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