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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 I just don't know how to open those .entity files, let alone how to edit them...Sinperium says there's some ghetto sketchy eclipse plugin you can use but I don't feel like paying for any 3rd party software...
the second step is either try the eclipse tool you mentioned OR download notepad++ and install it.
the third step (notepad++ path)is to right mouse click on one of the entity files that you want to change and then left click on the open with and choose the notepad++ , then make the changes you want save the file and test in the dev.exe in your sins program folder (eclipse path) others can advise on as I have not used it.
repeat third step till you have all the changes you want in the game and working.
harpo
I looked for the stickied thread you mentioned...all I could find was this...
now follow instructions and produce the mod!
I've never watched Battlestar, but I'm guessing the Cylons will not tolerate such intrusions of trolls into their territory.
Nor would the Colonials.
The cylons are the best trolls ever...they even look like us...
Seleuceia reminds me a lot of Gaius Baltar.
Hmmmmm should we try him for treason?
Its the cats fault...
He is my favorite character, ya know....
Fraking awesome!
Not everyone will like the idea, but in the scenario's i'm going to build, the cylons receive a signal from the system where the Cylon Colony was thought to have been destroyed, and go and investigate. They discover that it wasn't actually destroyed (although heavily damaged, we don't actually see it get destroyed in the show... it could have jumped away before being sucked into the black hole).
The Colony will be a derelict ship that can be captured in the scenario.
I also love the planets mod that has black holes and stuff....
Were is the download like to the version with updated abilities i click the donload link and i wound up downloading what i allready had
04.7.z
Ohh and i fell behind a little with lack of internt and was just skimming through previous pages
What is SVN?
It's a file repository that allows me to share much smaller changes with people interested in the mod while I continue development.
Releasing a full mod every time a file changes is not feasible.
Ahh i understand
an easy way to keep up with people who are helping you make it for people who know how to copy and paste the individual files rather then the whole mod
Updated the SVN build. Added missing target filters for Corvette and Titans and added a base for the Rogue Traders.
Im just gonna wait for the full relese that was a pain in the ass
as eager as i am i think i can wait
Ya, it can be a bit tough if your new to those tools.
I "feel" like I'm getting close to a release for what I have for Colonials, but Yarlen has also said a release is looming. I'd rather not upload anything until that occurs.
Thanks
Hi Z,
I tired to to download the version for Rebellion 1.041. However it says it could not find the web site when I clicked on the link. Did I do something wrong??
No, I had to pull that link. Dropbox banned me for 3 days as a result.
I will be releasing a Rebellion version soon'ish. I'm waiting for 1.1 to release which should be this month.
After doing some more testing, here are my thoughts:
1. The Rogue faction declare tooltips could use new strings since right now they're using the TEC ones, so we don't know what kind of faction we're choosing.
2. The final weapons upgrade for the Rogue Starbase requires the "AI Only" tech. I take it that's part of the AI cheats?
3. Is there a way for you to disable the vanilla music while playing as the Rogues? Hearing the TEC battle tracks play right after some techno/electronic music is pretty jarring.
4. I don't believe the Colonials have a research that lets them colonize gas giant worlds.
I don't know either yet.
Yes.
I believe this is controlled by Game.musicdata. I've been meaning to try zero'ing out that file to see if only Player music data is used.
I see one. It's tier 5.
It is 95% of the time. The only exception is that sometimes when fighting another player music from it's player.entity file is used, to give both sides of an epic battle their themes I guess.
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