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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
With the Colombia Class Battlestar will u be using the "Fall" model or the "First Cylon War" model
Are you able to download from strategy informer? I could upload there if so.
Hey, that's okay thanks. I used a VPN and it seems to have worked!
Hey Zombie is there any chance of seeing the Old Cylon Basestar in the mod? Since it was larger and more armed than the new basestar maybe it can be used in the mod? aswell as the old fashion Battlestars plz?
I actually have the model for this....
If it's the one SZO did for the Basestar then I have it too and it may find it's way into the mod.
There will be no TOS style Battlestars in this mod though.
Updated main topic to include SVN instructions.
Shows how to download each folder individually. This will allow for smaller downloads and you'll only need to download folders you want to activate.
Rebellion 1.1 SVN
Here's the next Rebellion release I've been promising you guys. It's looking really good for the Colonials, the Cylons are still bare bones. In fact the Colonials are nearly a complete faction, something a lot of other mods can't say about their new races
Enjoy, let me know what issues you'll find as this is still a Beta release.
Rebellion 1.1 7Zip(Released!)
When you try to download from gamefront it dosent Work.. it says "403 Forbidden".. Any chance of a second download page
Anyway thanks for the mod
The Cylon factions have a string not found for their names, there may be more, just thought I would tell you. If I find more I'll list them here.
Congratulations on the release, Zombie!
Are you in a foreign country (i.e. not USA)?
Yeah, I backed out the declare faction in game for various reasons in the last week. I'm more focused on messing with the Colonials and didn't catch that. Drop this English.str into the Core String directory and you should be fine on that regard until I update the main download which might be tomorrow when I can get time.
https://dl.dropbox.com/u/5790092/Temp/English.str
Thanks
Thanks Lavo!
Yeah im in Denmark
What sites can you download from then?
MODDB is fine and Gamefront was fine 2 days ago.. But anything except gamefront is working just fine and Again thanks for asking
can't download from gamesfront (austria here)
I can't do moddb with BSG. I look at uploading to strategy informer tomorrow.
SUPER thx mate
Zombies, since this seems to have turned into the new thread for all Fallen Cosmos discussion, how about changing the OP and thread title?
Hello, I seem to have been getting minidumps for the new rebellion. I have followed all the instructions and diplomacy works fine for me. I am using the released non svn version.
My order is: Militia Colonial, Militia Cylon, Race Colonial, Race Cylon, and Core. I have turned my settings to low although I didn't have to do this with any other mods.
I seem to have got it working without Militia Colonial enabled though but eventually Ill get a minidump.
Any help on this would be appreciated. In my rebellion 1.1 mods folder I do have another folder that has all the svn stuff inside.
That's an unintended bug of how the SVN is set up. I talked to ZombiesRus5 about it because I have the same issue and he said he didn't know how to fix it.
Ok, thanks. I still get the minidumps when i clear my mod folder of the svn files, if thats what you mean.
Try it without the militia activations and let me know.
Edit - Yep, that's the issue. Don't activate the colonial militia or delete the orbital cannon entity file from the militia game info folder.
Hey Zombies, Seems to be running well if I don't include the Militia files, no minidumps. I have my settings now back to high and there are no more problems.
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