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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
Ya, this worries me some on the various meshes and whether everyone's graphic cards can handle them. I made a decision to have higher poly models though because I wanted the extra detail.
I don't think it's the hardware itself that's the problem. I mean something along the lines of when, such as during the Rebellion beta/soon after launch, where it was found that old nVidia card drivers were causing weird crashes and other issues.
Hmm just had a minidump when starting the game, the second time i tried it it worked again. During the game i dont have any crashes anymore...sofar after 3h playing.
Btw: was there an option to deny the player the use of superweapons? Got owned by the culture spread super weapon, quit early in the game.
Another thing, can i use the galaxy map creator with the planets supplied by the mod?
Thank you
Yep, something with the initial activation causes mini-dumps for this mod now as well as some other mods. It's best to restart Sins after activating any mod to make sure the assets are loaded correctly.
I might be able to make a addon to disable super weapons by removing their research tree option if your interested.
Yes, you can use the GalaxyScenarioDef.galaxyScenarioDef from the SinsPlus GameInfo folder. I don't have GS custom icons or anything but it will work.
Cool, thx alot for the info's
and regarding the superweapons, thx alot i realy appreciate it but dont just do it for me..otherwise the other ppl here will kill me because i kept you away from doing the important stuff .
Hey Z any idea when you might release the other planet mods?
melon202 you could create a no superweapons minimod for yourself by copying the superweapon entity files into a new mod/gameinfo folder and editing the tactical slot need for the superweapons to something like 40 or more(this should have minimal impact on the ai, but still prevent the building of the superweapons because they need more tactical slots than the planets can get).
harpo
Erm... why not simply give the superweapon a research requirement that can never be met, like a research subject of another faction, or just delete the superweapon research out of the player<X>.entity?
How could either effect the AI, except for them not wasting ressources on the research of something they can't build?
Is there any news on the alternate download that's still pending approval? Because I can't download from the current link for some reason (403 - Error Forbidden).
Ok thx for the input. Never looked into changing files myself. But i have to start someday, i guess
It's thanksgiving weekend so I wouldn't count my turkeys or anything...
Hey ZombieRus, first off, excellent mod. I love your attention to detail and overall outstanding work. I noticed some slight issues with the research tree and unit descriptions. First I think the descriptions/icons for the Mebius Flat top and Tiger StrikeStar are switched up in the research tree. Minor issue. Also, the description for the Alberio Gunstar and Asgard Battlestar I think might be switched as well as the Alberio mentions it has missiles when I believe that is the Asgard ship.
I hope I am being helpful...if not please feel free to shut me down.
Hello All!
I am a newbie to all this modding games. Couple friends of mine have raved about the SOASE for the last couple years as the only real time strategy game around.
I just recently bought the rebellion game and have been snooping around the modding forum area and came across Fall of Kobol aka Blood & Chrome and this looks godlike.
I am confused about how to mod FOK to rebellion. Reading the various instructions and blogs, do I, or do I not need the Sins of the falling mod ( which appear to only work for SOASE not Rebellion) in conjunction with FOK? Or will FOK work by itself but using and replacing the folder types mentioned in SOTF instructions?
Thanks for your help. Excuse my ignorance as I am a virgin to this new universe around me.
Yep, your being helpful. I don't read through the descriptions very much after they are put in so feedback around polish stuff like this and mixed up icons is cool. In fact most feedback is good unless it's in the form of insults
Welcome to Rebellion. I've included everything you need in the 7zip for Rebellion with the Beta. The sins of the fallen mod has 6 additional factions that can be played with the 3 vanilla factions. They can be loaded or unloaded to allow higher game effect settings and also to control the amount of factions that are available to you and the AI.
Fall of Heaven: Plague and Nephilim
Fall of Transhumanity: Hypercorp and Rogue
Fall of Kobol: Colonial and Cylon
The below example shows how to activate the SinsPlus planets, Colonial and Cylon factions from Fall of Kobol and the 3 vanilla factions. If you only want BSG related content then you can exclude the Advent, Tec and Vasari parts of the mods. Basically if the SotF Race isn't loaded for a race they won't be selectable to play and their assets won't be loaded into memory.
Cheers!
Zombies
https://dl.dropbox.com/u/5790092/sotf/bloodandchrome/EnabledMods.txt
TXTVersion 0enabledModNameCount 8enabledModName "SotF Planets SinsPlus Reb.QA"enabledModName "SotF Militia Colonial Reb.QA"enabledModName "SotF Race Colonial Reb.QA"enabledModName "SotF Race Cylon Reb.QA"enabledModName "SotF Race Advent Reb.QA"enabledModName "SotF Race Tec Reb.QA"enabledModName "SotF Race Vasari Reb.QA"enabledModName "SotF Core Reb.QA"
Thanks for your help
The newbie
I had the same problem since the link came up on wednesday.
Hi Zombie, i've got to say you have quite a great collection of mods. First the Space Vampire Mod - i know there's more than Vampire in it, but for me it will allways be the Space Vampire mod - and now you've brought BSG to Rebellion. Thx and great work!
To give a bit more substantial feedback, i also got few dumps. First one right after two minutes of play, not really unusual though. Then two almost reguarly crashes after 2 and 3 hours. I think both crashes occured when i gave orders to a big fleet.
I played as Colonial Loyalist and also had a rather unpleasant Encounter with a ColReb-Titan. First, that thing fought a fully upgraded starbase including a small fleet for around half an hour without taking noteworthy amounts of damage. After that thing went on to my next base i could assemble my complete fleet after ~10 minutes of defense - fully upgraded, 6 High Level Cap Ships, a level 7 Titan and ships worth the first five fleet researchs including over 50 fighter squads.
My Cowardly Enemy flew after a short fight - just the Titan alone, his small support fleet was gone after seconds. So i hunted him and my fleet was pretty much the whole time in weapon range. I repeated the whole thing in the next sector. And the one after that. During the fight i found out that he had a migitation of 90%, making him almost invincible. But just almost, and the ability held just like a flight time of three or four sectors. And after i finally killed it, it wasn't dead - even better, it was actually invincible, even if just for some time -.-
I checked that Titan after changing the player and i think this one needs a serious debuff. Aside from the fleet CIC It is pretty much better or same in every regard to the loyalist Titan. The 90% Percent are almost a game breaker, whereever that came from, it held for enough time to do serious damage without danger of loosing the ship. And the Blaze of Glory is a chapter for itselft. I really wonder what brough the IC-Guys to add this ability to the game? I mean, this Ability has no really gain to the game, especially not for the multiplayer. There isn't tactic involved in using it and it's frustating, and even more, unfair for the receiving side, since there is no real counter. That ability is just bad game design. Please take it out. For example, A ability wich improves turning rate and weapons when the hull is under 50% or so would be far more fun. This ability would have risks, but also might give you advantages when used with the right strategy. Which this game is supposed to be about^^
edit: And Ships capable of attacking Strike Craft seem to prefer attacking them when there are better targets. I saw that behaviour often from Asgard Cruisers.
I don't know if it's connected to the mod, but my enemie (unfair) just quit the game when he still controlled a third of the universe.
Hi
I'm from France, and down here we can't download from this stupid arse GameFront website that won't let us in...
Is there any other way to get this good looking mod ??
Thanks
I'm from germany but i know that problem. It's a pain in the ass, even more since it usually makes no sense at all -.-
But there is already an alternative download listed. You might try downloading over SVN.
http://code.google.com/p/zombiesrus5/wiki/SVNCheckout
Or you wait for Strategy Informer to validate the Download.
Yeah, that move by GameFront has really hurt Moddb. Seems they weren't even warned.
You could also try this advice, to make sure you download from a Moddb server, not gamefront.
Okay... disregard my previous post.... At that moment I thought you meant that because of thanksgiving the download servers were overwhelmed....
Not with a good night's sleep I see that you meant the approval of the mirror might be delayed due to the festival.
Thanks for the help, it is really appreciated. I did not know what SVN was, but now I know ^^I'm currently downloading it. I hope it will work !
I used to play Sins of the 13th Tribe a long time ago, and I loved it so much. Can't wait to play to this newer version !
I used hotspot shield to download it from gamefront. Its free but its got bunch of ads.
I'd like to see if strategy informer works as a second option. Hopefully it will get approved early this coming week.
The SVN is always an option, just download each part per the instructions or it is REALLY big. You only need the Core and whatever races you want to activate to play the mod.
Sorry for the suckyness with gamefront but not much I can do about it.
I'll read through and comment on your feedback later, looks like some good thoughts. On the these comments, the game is hardwired in this regard. I can't mod when the AI surrenders and the target selection is based on weapon versus armor types.
Thanks for this great mod
Ya, that's wrong. I need to remove their shields and reduce their max starting mitigation to 35% to match the capital ships
I still need to look through the abilities but this was a big part of the issue due to their extra mitigation researches.
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