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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
Which cylon ship is going to be able to colonize? The basestar?
Hey, stop stealing my thunder! I already posted that in the PC Gaming section.
It's the Resurrection Ships Research Facilities ability. As you know Cylons don't really colonize planets, but they did use them to setup various research projects.
Well the nasty part of getting the colonial research trees templated out and tied to the right icons is done. Now the grunt work of filling in what the research actually does and making sure the names and descriptions are set. Also will need to build a few research based abilities too.
I was hoping I could get this out but because many of the research have no underlying implementation I can't do it.
When I get some base values stubbed in for the Colonial research I feel fine releasing it even if it's not fine tuned.
Thanks for the update Z.
this is back a couple of pages, but don't you think a re-spawn for destroyed Basestars in a system is a little OP?
Not really, no. why?
besides the fact that the cylons wont have to worry about 30-50% of their forces getting blown up. any battle against them would only be a temporey win. even worse is if they don't need resources to respawn theses basestars then it would be like fighting the undead on warcraft 3 with them having an army of necromancers. unless I missed anything about restrictions on the respawn, but from what I read it seemed that the Hub would instantly respawn any destroyed basestar at it's location.
p.s sorry for the spelling its about 3:30am here.
The restriction is having to build a superweapon to get the effect.
In the end this only amounts to a small economy buff for the cylons as they'll be Resurrected at level 1.
a small economy buff? I find your definition of small to be fairly big. considering that cap ships cost on the order of 3k credits along with their crystal and metal cost. if they're being re-spawned for free (ignoring the hub cost). you can build a few ships for the cost of one cap. coming back at lvl 1 is hard coded anyway.....i think?
a cunning player wanting to lvl a titan would find out were the hub is, stick a fleet there and repeatedly blow up basestars as they re-spawn.
They'll need it as their economy won't be anything near the colonials.
It's not nearly as OP as you make out.
I don't think that it will be too OP. It will reflect the show very well i.e. if you want to destroy resurrection, then destroy the Hub. The Resurrection Hub could also be very expensive relative to superweapons for other races and there is a restriction on how many you can build.
Considering that a majority of the Cylon war fleet consists of basestars.... and basestars are going to be cap ships where you can only have a very limited number... will there be a weaker version of the basestar that can be built as a frigate, like Kyogre12's version?
Resurrection hubs will have a small chance to respawn frigate and cruiser class Basestar variants on death (Light, Long Range, Siege, Carrier, Heavy).
Capital class Basestars will have a 100% chance to resurrect when a resurrection network is in place. Destroy the hub in that system and they lose resurrection.
can i run the mod on Rebellion 1.04?
most llikely it will crash, but test it if you want.
harpo
thanks, i´ll test it tomorrow.
if it works initially I wouldn't count on any long term stability.
I have no estimate on when a 1.04 version will come out.
Unless you have any plans to use SttC, it takes a few seconds to get a mod up to 1.04 standards. Other than a minor gamplay.constants change, here's an example of the planet file change. Bolded is the new line that needs to be added to planet files:
planetRuinDef ruinPlanetType "PlanetAsteroidBeltOuter" attachType "Center" effectName "Weapon_EmpireCapitalPlanetBombing_Hit" startTime 9.000000 soundID "EXPLOSION_SUB4" creditsOnStrippedToTheCore 2000.000000 metalOnStrippedToTheCore 750.000000 crystalOnStrippedToTheCore 6700.000000 extraScuttleTimeOnStrip 200.000000ShieldMeshName "SuperShield"
Hey Lavo, my issue isn't Rebellion 1.04 compatibility really as I've been working in 1.04 since it released.
My issue is I started tearing down the research trees and creating all new before 1.04 came out and haven't finished yet.
Hence I don't know when I'll release a 1.04 compatible version and won't spend any time updating the previous version.
Oh, I see what you mean. Yeah, that's a nice beast in and of itself, apologizes for my stupidity in missing that.
Any updates Z?
I should have a beta ready for Colonials shortly after the next patch is released. It won't be complete which is fine, because I would like some feedback on them for changing or improving abilities, stats, etc.
Looking forward to it...
@lavo
What exactly does it take to get the mod up to 1.04 standards? I want to test this but I'm having some issues when activating it
Best bet would be to wait for me...
I've thought about opening up the Blood & Chrome mod a bit and add some team members giving them some creative responsibility to define the underlying implementation for the abilities that are mainly rough sketched out at this point.
If some people showed some interest in doing that it might help speed up some things. Otherwise my free time is closing down due to work related projects eating up any of it I had.
A little creativity would help as I'd probably assign something like a Titan and it's ability concepts and tell you to come up with something cool for the associated buffs. Basically you wouldn't get to design different abilities from the concept I laid out, but you would get a lot of freedom in deciding what they do.
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