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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
Yes and it doesn´t work tomorrow i will try to reinstall the game and try to start the mod eventually it works.
We(modders) can't directly mod the AI, this is normal behavior even in vanilla sins.
My suggestion would be to play on smaller fleet size than you are now.
Really? Maybe Colonials need to be beefed up a bit then (i'm yet to try cylons) and i get my butt whooped. never had a problem with any other mod or vanila which is a shame since BSG is the all time best scifi so it's enjoyable to play.
I'll try you're suggestion at small fleets but that means less fun lol
Would you be willing to post or PM me a replay of one of your games and the EnabledMods.txt you used?
I am pretty good at this game both in SP and MP so it's somewhat easy for me to take on the AI regardless of balance. This would help me see what you went for and if there are some balance tweaks I could me.
I think I know what ark is talking about. In my first game the cylons also quickly assembled large fleets and i had to be careful when expanding. It's not that that hard to drive them back when get better ships, though.
On a closer look the cylon ships are actually pretty weak, but so cheap that they can field large armies. In the beginning the colonials are very heavy on the popcap, and this might be what's making problems for him. Later in the game the favor shifts a bit more in directions of the colonials, though.
At least that's the impression from my first game.
btw, something i also wanted to write in my other post.
The Colonial ships are reflecting. It's a bit like they have a surface of glossy, polished steel. Doesn't really fit these ugly chunks of metal.
The interns scrub them each and every day.
Don't forget the clear coat.
lol well the knuckledragers have to have something to do between Battles.
Pretty much this is the problem, and it's perfectly fine for a drawn out game. but kinda sucks when you just wanna build a fleet and destroy stuff.
I have since tried smaller fleets and it's more manageable. but the cylons effectiveness to storm a large fleet out from the start is a massive advantage untill mid-game.
I'll have to tweak my fleets a bit to see what works best.
Well I played a game with the Zombie himself yesterday, and despite never playing this mod before and knowing almost nothing about Battlestar Galactica, I had no trouble taking out his fleet as Colonials despite hardly microing at all. Granted he took a while to start fighting me, so I was relatively free to expand and tech up (the player near me was also Cylons but like the rest of us, we had no idea what we were doing).
Eventually, our late game battles came down to my Cetus titan backed with tons of upgraded Gunstars (I didn't have any crystal so was mostly forced to pump out light frigates) and some antifighter and repair cruisers, versus his titan with nano leach and lots of heavy basestars and carriers. Granted we were fighting in my gravity well with plenty of repair bays and a starbase around once, but my frigates had no trouble taking out the Cylon frigates. His titan was totally unbeatable during this of course, as nanoleach gave him ridiculous healing, but once his frigate support was gone I just ran by frigates away and let my titan and capitalship wear it down until he was forced to retreat it.
I think we both had around 800 fleet supply at that point just as a scale of reference, though I'm not sure if zombie was attacking with everything he had.
As a side note im on Diplomacy, so i'm guessing titans make a MASSIVE difference.
I normally just do 1v1 (ai) and my normal pattern is to grab as many local planets as possible with the fleet i have, boost my resources then start a defensive fleet, once that is done i turn my attention to bolstering that with tech/research.
Then i would start a second fleet for patrols/colonizing.
and from that start setting up what i need to win, and that is perfect for when normal games, i just wanted to be able to throw in 10 battlestars and wipe the floor with the toasters but unable to lol. i guess that is a credit to how balanced the stats are regardless of cost,build speed etc.
i'll keep going at it anyway since the mod is awesome
You're right, you have to give interns some work aside from bringing coffe. And when the cylon launcher are keeping you awake anyway, you might as well let them scrub the hull.
Exactly how i like it - perfectly ethical management.
If this is really a balancing problem, a solution might be to just give the colonials a few techs making their start a bit easier (or placing the lr frigate/tradeport a bit earlier; maybe even depending from loyalty?) and adding a few interesting (not to say mean) high-tech abilities to our better toasters.
Didn't try cylons yet, though. Hope they are as fun as the hummies. btw, the cylon constructor is a bit ... funny. Aside from looking incredible impracticle.
another edit: I played last match without the planet mod and i got an artifact on every planet.
I think that's just zombie's Sins of the Fallen system. The artifacts really aren't artifacts, its more of a bonuses you get for controlling each planet type. I'll let him justify it in a way that makes more sense.
I am soo having a hard time trying to mod this game. The game keeps on crashing on me when I apply the changes. Sorry to bring my failness in here [e digicons]:'([/e]
Hello,
I'd like to know if the other races from your SVN archives are working, because I activate them on Rebellion and they don't show up at race selection. Only Nephilim, Rogue (Loyalist and Rebel) and Plague are working.
So, I suppose they are still unfinished?
Not working races: Archailect, Alliance and Hypercorp (In race selection, it says "No string found").
Thanks in advance for helping!
I don't even remember what diplomacy balance was like
It's the same asset from the Sins of the 13th tribe mod. I don't have anything better at the moment so consider it an interesting feature.
It's more like mining the planet right now.
Need more info.
Correct. SVN is a view into private builds.
SVN Updated.
Hypercorp names fixed.
Should now work with new 1.1 "Competitive" maps.
Cylon long range battlestar mesh rewired to right texture.
Specular changed on most colonial ships (I better get karma for this )
Edit-Moebius and Tiger research labels fixed.
Not perfect is the answer lol! it's still very enjoyable though
Have you considered buffing the Colonial Jupiter Titan? It seems to suffer from a lot of the same issues as the vanilla Ankylon, namely low damage and poor fleet support abilities. For what it costs 2 Mercuries are a much better investment in terms of damage, support, and strikecraft.
EDIT: If/When you get around to racial relationships, the Hypercorps should probably have a bit of a penalty when dealing with the Colonial Loyalists due to resleeving being too close to Cylon resurrection for their liking, and the pro-Zarek Separatists should hate the transhuman ways of the Hypercorps.
EDIT 2: The Mercury is the Colonial Swiss Army Knife: it can tank, it can heal ships, it boosts, mitigation, it has strikecraft, it can bomb, and it can nuke enemy capitals with Medium Yield. I'd nerf the Mercury's HP and buff the Thor's HP to make it the fleet's main tank, and since IIRC the Pegasus had some EW capabilities in the show, I'd give the Mercury-class an AoE debuff of some kind to enemy accuracy to represent some ECM instead of the nukes to give it more of a fleet support role. I'd also nerf the Mercury's armor a little bit too since it has a fair amount.
Oh, and change the Nova's DPS spread a little so it defaults to facing its targets and therefore uses High Yield more often.
You're a legend Z....
Just wondering when you plan to start working on the Cylons?
titans are a odd duck to balance out. Right now the jupiter and cetus are very similar in stats outside of abilities. More work needs done here.
Agreed, I have a relationship spreadsheet that has colonials generally hating transhumans.
I'll look into these when I get a chance.
I have no ideas currently for their research tree. Until I do not much progress will be made.
Zombies, I'm looking at your SVN instructions since I want a friend to be able to download Sins of the Fallen and you seem to be missing a list of the available mod folders for them to access through SVN.
Never mind, I'm an idiot. Disregard.
SotF Core Reb.QASotF Militia Advent Reb.QASotF Militia Colonial Reb.QASotF Militia Cylon Reb.QASotF Militia Hypercorp Reb.QASotF Militia Nephilim Reb.QASotF Militia Plague Reb.QASotF Militia Vasari Reb.QASotF Planets SinsPlus Reb.QASotF Race Advent Reb.QASotF Race Colonial Reb.QASotF Race Cylon Reb.QASotF Race Tec Reb.QASotF Race Vasari Reb.QASotF Race Hypercorp Reb.QASotF Race Nephilim Reb.QASotF Race Plague Reb.QASotF Race Rogue Reb.QA
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