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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
Well, this is unfortunate. It appears as though your SVN is setup to have all the mods inside one ZombieRus5 folder since my folder structure from the SVN download looks like "Mods-Rebellion v1.041\ZombiesRus5\<Mods>\"
That's something TortoiseSVN defaulted too, it's not actually part of the repository as all the sub-mod folders are off trunk.
You should be able to setup Mods-Rebellion v1.041 as the managed SVN folder (assuming you don't already have a SVN there). This is the approach I'm using to test the SVN after uploading.
The other option is to update from SVN to a different folder like above and then copy the contents. An ant copy task would be nice with this approach as you'd only copy modified files. Downside is it makes for duplicates. I've done this when sharing a mod over dropbox.
The first option seems to work well for me though.
Yes, I can see that now after doing some digging. Is there a way around that on my end?
I have the SoGE beta for Rebellion using SVN as well, so that's probably out. I don't know how to set that up, in any case.
What's an ant copy task? I don't particularly mind duplicate files if it means I can get your mod working.
Ant is a command line build tool that uses xml based scripts. I use this tool professionally as well as in my modding.
http://ant.apache.org/
http://ant.apache.org/manual/install.html
* seems complicated but it's pretty simple to use
I'll upload a working build xml that can copy new files from one directory to another when I get to my home pc.
https://dl.dropbox.com/u/5790092/sotf/migrate_sotf.zip
It includes the ant binaries assuming you have Java setup on your comp.
file: migrate_sotf.bat
executes ant with the migrate_build.xml as the input
.\apache-ant-1.8.2\bin\ant -buildfile migrate_build.xml
file: migrate_build.xml
Calls the ant copy task to copy modified files from one directory to another. Just change the mod.dir and mod.source.dir to reflect your file system.
<project name="Sins of the Fallen" basedir="." default="migrate"> <property file="${basedir}/migrate.properties"/>
<property name="mod.dir" value="C:\Users\ZombiesRus5\Desktop\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.041"/> <property name="mod.source.dir" value="C:\Users\ZombiesRus5\Desktop\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.041/ZombiesRus5"/>
<target name="migrate"> <copy preservelastmodified="true" todir="${mod.dir}" failonerror="false"> <fileset dir="${mod.source.dir}/" includes="SotF*/**"/> </copy> </target></project>
Weird, it just gives me "URL 'http://zombiesrus5.googlecode.com/svn/trunk/%20zombiesrus5-read-only' doesn't exist" :/
Edit: NVM, I didn't remove the username. Now it is downloading. Using your 0.4 as a base, hopefully that works
Cool, we're all kinda learning here. I use a SVN plugin with Eclipse primarily so using TortoiseSVN is new to me.
trying to finish up some of the remaing icon and picture work for colonials. I really dislike this part of the modding
So are you going to change the Starbases and Envoys icons as well? In a lot of other mods I've seen, they haven't changed these and it looks a bit silly.
Oh ya, I was just testing if that looked good or not above. I think the ship icon on top of the colonial fleet emblem works pretty well for the empire tree. Still working through some of the research tabs and what I think looks good.
I also agree it looks silly in other mods when they leave in vanilla ship or build icons, though you need someone dedicated to switching them out and skilled enough with a paint program to make something decent. All the icon work in my mods have been done solely by me and it can be fairly tedious at times given the sheer amount of icons needed.
In what order are the mods supposed to be activated?
How To Install Sins of the Fallen R5 & R6
There's some example screenshots and enabled mods text at the bottom of this guide as well.
Tidying up some more pictures while I work a software deployment
Z.... This just looks fantastic. You have done such an unbelievable job! Wow
Thanks!
Anyone with SVN... I've checked in all the above changes as well as some rebalancing of the titan abilities. The abilities are a bit better, but still waiting on some feedback on them.
Also, some have expressed the need for a superweapon for the Colonials. I'm not opposed to one, but I don't feel the Colonials need a cannon for a superweapon. Any ideas that can reuse or mashup a current model?
Zombies,
I've been playing with this mod on and off as it's progressed. I'm not actually set-up with the SVN, but I pulled down one of the recent versions just by going to the dropbox URL that was floating around. And I've played the older Entrenchment (or was it diplomacy) version.
First, let me say that I love the mod. I think it's coming along great. It's hard to say much about the Cylon gameplay just because they're so unfinished, but I think the Colonials are a lot of fun. The capital abilities are fun, the tech trees are great and they make sense.
There are, however, a couple things that would, in my opinion, improve the gameplay a little. The first is that I would consider reducing the number of strikecraft per squadron and upping the damage. I played a game the other day and at one point my fleet had about 180 squadrons of strike craft spread between by 15 capitals, my titan, and all my cruisers. Any time I got into a fight with the Cylons, it was almost impossible to really do anything other than sit and watch.
There are so many ships capable of fielding strikecraft that the numbers get out of control pretty quickly. Reducing the number of actual polygons out there by downsizing squadrons and increasing damage might help.
My second complaint, and this isn't necessarily limited to your mod but includes Sins in general, is that there's a critical mass where trying to micromanage abilities on capital ships becomes futile. Early on, you can micro your capitals' abilities to great effect. But as the game progresses and fleet sizes begin to swell, it becomes less and less practical.
I've had numerous battles where the Cylons attack me with a couple capitals, a titan, and dozens and dozens of heavy basestars and carrier basestars. It's incredibly hard to manage and micro in any meaningful way when there are hundreds of ships on the field. This also contributes to the overall lag in the endgame.
I don't know how feasible this is, but I feel as though the gameplay might be better served with an across the board increase of damage, hitpoints, cost, and fleet supply cost to a lot of ships. Reduce the number of ships on the field but make each one a little more potent to compensate. Your fleet could still be pumping out the same amount of damage, as would the enemy's, but you'd have fewer ships to actually manage. It would make micromanagement of of ship abilities a little easier and it would improve performance to not have a Cylon force of 2 capitals, a titan, 20 heavy basestars, 20 carrier basestars, and a ton of smaller ships fighting 15 capitals, a titan, 15 or so Asgard battlestars, and a handful of support ships. Plus literally hundreds of SC squadrons between both forces.
I don't really know what I'm talking about here, just general feelings I've had playing the mod. There's a point in the endgame where I find myself throwing my hands in the air and just watching battles because it's very hard to actually exert any meaningful control when there's just a gigantic blob of ships. And maybe it's because I want big capital battlestars and basestars in general to have a more epic feel to it. It makes sense from a Sins perspective because Sins is all about having incredibly huge fleets, but seeing 30 Heavy Basestars on the field doesn't make a lot of sense from the perspective of the BSG universe.
It just makes a little more sense in my head for both the capitals and larger cruisers on both sides to be a little larger, meaner, costlier, and less common-seeming.
I don't know if this is helpful. Feel free to disregard me if you like! But keep up the good work. I'm excited for the finished product.
ZombiesRus5, I feel that the Colonial Rebels are a poor choice compared to the Colonial Loyalists simply because the Loyalists get some very useful Civilian technologies and more technologies overall whereas the Rebels have a much smaller tech tree. Perhaps give the Rebels some additional researches to boost their weapon DPS?
EDIT: Eager to try out the Archailects when you get them working. Go transhumanity!
Hello everyone and thanks for working on this great mod! I have played Sins of the 13th tribe and loved it, even though it never got finished.
Question: I can not expand the 7Z files from www.gamefront.com
Did anyone else have this problem? Are these regularly zipped 7Z files?
Thanks a lot!
Some shotgun approach right now. Loyalists definitely have the edge currently but I plan to add additional techs to the rebels.
For some reason some people have issues with the 7z files. Are you using 7zip? Do you have the latest version of 7zip?
Oh, something I forgot to mention: Superior Colonization can't be researched since it requires two levels in Colonial Loyalist, a one level research.
@Carnagepants
you have a lot of comments and I'm kinda tired after being up from 10pm to 6am last night for work so I'll try and address your comments tomorrow.
And another thing: Cygnus Gunstar High Explosive Warheads ability has zero damage from level 2 onwards.
Ya, the abilities are stubbed in... You are the first to comment. I asked for assistance earlier and no one stepped up.
Thanks for reading my post. I am using the file form 7-Zip.org (7-Zip 9.20 (2010-11-18) for Windows).
Which unzipper did you use successfully?Thanks again!
Same version. possibly a bad download?
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