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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
will u up a "militiacrash" clean version ? on strategy informer ?
Yep, same one that you have. It looks awesome, would be a shame not to use it, he did such a great job on it.... and considering that they do feature in TNS....
Let me know if you need more Z.
Hi, Thanks for releasing this awesome mod.
Like the other guy i got a minidump after playing an hour or so. and get one when i try to start the game now.
I havnt activated the militia.
I can't remember the order of the mod files, just that "core" was the last one.
Edit: after trying it 2 times i got into the game again and played from the last autosave. and i got a minidump at around the same time which is shortly before the 4th autosave point (1h playtime).
I dont think its the 2 GB minidump as i just play with 5 Player (1 colonial, me and the vasary/tec rebs and hardliner) on a large map. No lags or any indications that it might me from the hardware site.
I got an I7 830 me 3.2ghz / 16GB DDR 3 ram 1600Hz/ Asus GTX 660 ti 2GB
Thanks, I still need to wire the new music in. I'll let you know if more are needed.
Are you playing on all Highest settings? I have issues with mini-dumps even when the mod gets around 1.8 GB in memory. The mod will eventually mini-dump regardless of system specs if the effects are set to highest. I'd recommend Highest/Medium/Low for the effects settings personally.
Other than that it could be some ability/buff issue I haven't encountered yet. As it's still a Beta it will take a while to flush out any abilities that may be causing issues.
I think I'm having the same issue that plagues some other mods.
What? Basically the Ironclad engine regularly mini-dumps after starting a new game immediately after activating some mods.
Why? Not sure, but I assume it's some modded file that causes conflicts after activation.
Work Around? After activating the mod shutdown Sins of a Solar Empire and restart with the mod already activated. This appears to load all the necessary files without having to worry about conflicts from the non-modded game.
If you get a mini-dump deactivating the mod (which might be related), then the easiest way to unload the mod is to delete the EnabledMods.txt in your mod folder.
Hope this helps, seems to be running good on my end following this procedure so far.
Cheers!
I've gotten this sometimes when a mod includes customized militia. Basically after disabling a mod but before hitting apply changes, I got dev errors claiming that meshes of militia ships that had spawned in the Front End in the back ground of the main menu could not be found. Possibly related, I've had it where when enabling a mod but before hitting apply changes, the button press sound got loaded somehow.
In other words, it seems sometimes the game load/unloads parts of mods before apply changes is pressed.
Cool thx for the tips..will try it now.
not to do any mistakes..after following this procedure, can i still use the saves?
in the Video option, everything is on (recommended), but i'll change it to the settings recommended by you.
Hi im kinda new to the mods of sins of a solar empire, but yours is confusing me a bit, i follow the instructions on how to set it up i did milita first than the races and core but i cant get past the apply changes. All it does is crash the game. Any advice on this would help me out.
How many militia and how many races are you trying to load? What races and militia are you trying to load? We need more information than "It doesn't work, please fix."
Hmm i still get the minidump shortly befor the 4th autosave. what resolution are you using?
i only loaded the cylon and colonial milita and races only i tried lowering the graphics as well still nothing.
Currently there's a bug with the Colonial militia, and even if that was fixed you're only supposed to do one militia maximum.
thx for the information i finally got past enabling the mods been looking forward to playing this mod since i got rebellion.
Just wondering, I was looking at the SVN checkout, and it shows all of the other races and their millitias. Are you fraking with us, or are they 1.1 compatible?
okay now i got another issue in fleet logistics i can not increase the amount of capital ships i can have. I click the button but nothing happens.
also i was using on of the cylon factions dont know which one since both had no names for them
Ya, they'll work... but excluding Rogue they just have stubbed in vanilla titans and no new research yet.
nvm stupid me
just got a minidump zooming in on some vipers after 3mins played
You'll need to restart Sins after enabling the mod. Sorry, not much I can do about that right now.
Thanks guys, I updated the main download with fixes based on your feedback. Of course a lot of the issues where for last minute changes I backed out
Rebellion 1.1 7Zip(Released!)
Edit - SVN has all the changes too
Wow, thx zombie. Thats what i call "quick hotfix"
will try it out now and keep you updated how that works for me
Edit: I played now 2h straight without any problems. THX
got a minidump when reseaching the "glory of caprica" in the diplomacy table
playing with enabled vasari cylon and colonial factions
no planet addons and cylon militia on top
Great work Z! only thing I have noticed so far is that in the colonial tec tree you have the tiger destroyer and mobues flattop backwards. Hope everyone in the states has a great thanksgiving
Mini-dumps and lack of tools to know what actually happened are why I think about not modding this game.
Unfortunately something else caused the mini-dump as that research subject doesn't do anything that could cause a mini-dump.
You'd think I would get around to fixing that at some point...
It could be worse. By my standards, Sins is decent with giving modders the tools to debug... I remember my dark days of EaW modding, where you had absolutely nothing, and as the game was written in XML, you could very easily cause a crash by missing a single closing tag or for other menial reasons.
That being said, if there's a crash and it isn't caused by a human player, odds are the AI is either building something that's causing a crash (when it attempts to start building), or it fires off a bugged ability. At least, that's what I've seen in my experience. This also assumes that there's an actual bug lurking around, and not something along the lines of a graphics card/driver related crash.
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