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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
Any updates ZombieRus5?
Nope, I have a family and full time job too. I do have the Cylon assets and will probably start going through them to see what things look like in the next week or so.
Your mod roxxors Zombie, keep up the good work!
I have a question though, I cannot seem to find any capture abilities on any races to get the alien spaceships I come across from time to time, yet tonight my TEC oponent arrived in one so AI clearly got it from somewhere?
What am I missing? I even tried to play TEC afterwards but found no capture ability there either
Help a brosef out!
Ill post a observations list if you want once im done testing the races for some constructive feedback.
Love to play against the plague
Right now it's just part of the Neutral Extractor ability. It just needs a rename...
entityType "Ability"buffInstantActionType "ApplyBuffToTarget"instantActionTriggerType "AlwaysPerform"buffType "BuffCaptureNeutralEntity"targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 4 object "PlanetModule" object "StarBase" object "CapitalShip" object "Frigate" numSpaces 1 space "Normal" numConstraints 1 constraint "CanBeCaptured"
Quoting MegaHammerz, reply 128Love to play against the plague
Sweet!
Zombie thanks for the quick answer!
+1 for awesome project sir.
Curious if you were planning on making the BSG portion of Sins of the Fallen completely seperate cause I keep getting a minidump when I try to play. I can't activate the Colonial portion and the Core files without a minidump and to top it off the game freezes when I try to just impliment the Core for Sotf.
Dude, it is separate. SotF Core R5 is my base framework only.
If you can't enable SotF Race Colonial R5 and SotF Core R5 then you either have a bad download, you've messed something else up or you have the wrong version of Diplomacy (Requires 1.32). If your trying to add the mods with debug in the name then don't do that either.
Got the mod working and am loving the Colonials they are pure awesomeness can't wait for the Cylons those filthy stinking Toasters.
In all seriousness the mod is great and your work is pure perfection.
Sorry if this is a silly question, but I can't find the Colonials as downloadable Race in the Sins of the Fallen thread...
It's definitely me, but I can't find it! [e digicons]:'([/e]
Glad to see someone picked up Kyogre's mess! Really excited to see where you go with this Z!
Well, I don't want to see anyone bag on Kyogre12 as his mod was actually released which is saying more than several other mods out there for Sins.
I'm personally a big fan of BSG and like the opportunity to continue the work, but with my own spin on it.
@Jimi - I replied to the same question in the SotF thread, so check out the answer there... no reason to repeat here too
Thanks man and sorry for being a little annoying... I actually posted the question first in this thread but got impatient... Sorry
I'm gonna try your mod now, I'm sure it will kick ass and I'll let ya know what I think in detail in a little bit. On another note about what you just said... I thought Kyogre's work was fantastic and is definitely worth continuing, so good job on that, too. Actually I thought his mod was pretty far advanced back then with his last release, at least it was balanced (as far as I could tell) and had tons of new stuff... Sure Starbases were still standard but the ships IMHO were pretty well done and I remember having some awesome Colonial vs Cylon standoffs... I still play his mod every now and then when I need my BSG fix.
Anyhooo, got a little off topic there. I'm gonna try your mod now and can't wait to see what you've done with Kyogre's work as well as check out the stuff you've come up with on your own. I heard you're pretty excited about the Plague, can't wait to try them, I'm sure this mod will rock, see ya soon!
Nah, you weren't annoying... just figured I answer in the source thread with the download since you had your question there too. Just didn't want anyone looking just here to think I ignored you.
On the plague... Hope you like them. As my avatar shows I like concepts like this and it's why my mod is centered around races that resulted from some cataclysmic event whether supernatural or not. In many ways the TEC/Advent and Vasari fit this theme as well when you look at the Tec relationship with Advent and the Vasari downfall from their homeworlds and unknown destruction.
Okay I tried it out last night but was really tired at the end (I won ) so went to sleep right after that... So here's my first review:
My game: 1 vs 1, Random Medium Map, Colonials (Me) vs Plague (AI Medium)
Yeah I know, I haven't played the game in ages so I figured it was good to go against an easier foe just to get things started.
I have to admit: That Plague AI gave me huge problems right around my 6th planet... I had colonized 5 planets in the back, 3 of them made up the front and were just being secured by a starbase, that 6th planet was an asteroid and was alone somewhat deeper into the system near the core (past a wormhole). Just after I colonized it and had sent a starbase builder ship on it's way the plague jumped in with his capital and a few support ships. I had only the galactica capital there which just colonized it but I figured what the hell maybe I can delay them until my starbase is up so I went on to see what the old ladies got...
Bad mistake. The poor old lady didn't stand a chance. My weapons seemed to do only mild damage to the plague capital's shield while my hull was pretty roughed up after like 2 minutes (I noticed this even late in the game, the colonials don't match up well with the plague. Their weapons don't do that much damage and their hulls are faster down than the plague's shields most of the time with even numbers). To make things worse, my fighters got crushed by theirs even tho the numbers were even there and he had no AAA frigates. In the end I tried to retreat but the old lady was too slow and got destroyed a split second before jumping! ARGH! By then I had the pegasus up. From here on it was a defensive fight for a long time in the game. Had to build up a fleet which had to jump in between my 3 front planets to help the starbases against the ongoing attacks... I was constantly displacing them to help where needed, no chance of an assault on my own.
At some point I figured I had him outnumbered with capitals, asgard battlestars and repair flattops, and from here on out it went pretty well, even tho I think it was only because of numbers as I still had the impression my weapons weren't doing a lot of damage.
So yeah, was a tough fight. From my impressions the colonials don't match up well against the plague. This might be intentional on your side however, I don't know. If you want them to be like an uber race like the borg in Star Trek or Wraith in Stargate you've just about nailed it... Maybe make them even a little stronger if that is the case. All in all it's an awesome race and I'll play them myself sooner or later but right now I wanna try the colonials against someone else.
A couple of suggestions:
-One thing that really bugged me alot (and not because I've lost the ship) is the Galactica's weak armor and lack of hull points. I don't know about the Nova or Thor class, but she definitely needs to have better armor and hull than the Pegasus or Valkyrie. The Valkyrie was a much older and smaller ship and in the series served mainly as a reconaissance Battlestar. And for the Pegasus: Remember Season 3 Exodus Part 2? Where the Pegasus got destroyed? The Galactica lasted much much longer in that fight, already having taken a lot of damage by the Cylons before the Pegasus jumped in to help out. Plus the Galactica had already sustained heavy damage when the fight started from falling through the atmosphere of the planet and then jumping into orbit before hitting the ground. I think it was even said somewhere in the series that they built them tougher in the past. The Pegasus definitely needs better ship to ship weapons than the Galactica and do more damage there, but the latter needs more fighters (older ones) and a lot more hull than the Pegasus.
-The Colonial fighters need to be more tough. Even when I had my opponent outnumbered they fell like flies. Battlestars are more like Star Wars ships that rely heavily on fighter support and let them do the work while the carrier ship stands a little back and tries to hold it's own against the ongoing attack (They're built for that: Tough hull with a lot of AAA to intercept missiles and enemy fighters). I think the PDS you incorporated is the right way to go in that regard, but the Battlestars themselves, IMO, need to be somewhat more tough as well as the fighters. Again, this might be due to the Plague being intended as the toughest race in the game and therefore correct, I'll have to see how well they perform against the other races.
-The Plague's starbases seemed a little weak. Might be because the Medium AI didn't finish upgrading them, but compared to their ships they were pretty easy to bring down.
All in all I had tons of fun playing this mod and will definitely keep playing it for a while... Let me know if you want some more feedback...
That's all for now... Sorry if this got a little long, hope you'll find it interesting anyways
Good hunting!
So lets give this a shot... and don't be too displeased if I don't agree with you on all points. It's always good to have discussions.
Well, this by far is the most important thing. What good is a mod if it's not fun
Hehe... well plague is played very well by the AI. The AI loves to spam cheap cruisers plus the capital ships are very tough. Allowing the plague to spread makes for very tough battles.
I'll get into stats more later. But the Galactica is pretty solid against normal capital ships. Though without knowing what Plague fleet you were up against that may have been foolish
The plague probably has some of the highest regen rates on their hull and shields which I may need to look at again. However, the Galactica in reality is far stronger than say the Plague colonizer. Here's a quick stat comparison.
As you can see the Galactica's core stats are much better than the Plague's colonizer.
The thing with capital stats is they are misleading for the most part. That 66 KEW is the cumulative result of Front/Back/Left/Right.
The actual damage is:
KEW: 15/13.75/18.75/18.75
Missile: 17.85/0/17.85/17.85
Autocannon: 0/0/10.5/10.5
# of targets per bank is 1/1/2/2
This makes the total damage output potential a whopping 234 DPS which far exceeds the plagues 51 DPS.
The thing is though to realize this DPS you need to position the Galactica between the enemy to get all banks firing otherwise you only using 1/4 of the total output potential.
The Plague fleet are mostly forward firing units making them very tough in a stand off. The key is to position your superior units to bring all your guns to bear. Though the plague can and will use it's capital abilities which right now are vastly superior to the Colonial stubbed out abilities.
Maybe you feel this way, but the Galactica's armor is 13! That is hardly on the week side. With even the vanilla research this can be pussed even higher. The Galactica is by no means superior to the Pegasus or Valkyrie which are more advanced Battlestars. Where I will agree is the Valkyrie's stats are much higher than I intended and will be reduced to show the smaller scale.
This isn't true. It was a demotion for Adama to be assigned to the Galactica.
"Interestingly, the story of Ragnarok parallels with the career of William Adama, the former commander of Valkyrie. Adama, considered a fallen hero by the admiralty, is transferred from the advanced Valkyrie to command the aging Galactica about a year before the Cylon attack. Later, with the fall of the Colonies, he finds himself in the Battle of Ragnar Anchorage, the last battle within Colonial space."
The Valkyrie is a smaller Battlestar true, mainly because it's more advanced systems allows for a smaller design requiring less personal to manage.
This seems to be more to support a plot line than a real representation as to how the Battlestars were constructed.
From what I can tell the Galactica is not capable of carrying more fighters and raptors than the Mercury class Battlestar. Additionally the Mercury class specifically mentions it has built in production facilities for Mark VII vipers.
"Pegasus also has Viper Mark VII production facilities, allowing the ship to re-arm itself on extended deployments, provided the battlestar has access to raw materials such as ore"
Another point I leave the timeline intentionally vague. There is no reason to assume the Galactica has more Viper MkII than MkVII's. The Galactica at it's decomissioning launched MKVII's to defend itself and only launched the MkII's after it lost it's original MkVII squads. Given I can't detail how many of each squad type is allowed I've left it to the player to decide how many squads of vipers or raptors to build out and of which type.
Well, the show definitely depicts a scenario of only battlestar/strikecraft, but I'm using other sources such as Wolf's shipyard to build out the mod. In this scenario a Battlestar did not engage enemies by itself but instead works with Gunstars, Escortstars, etc to build a formidable fleet. I also like making sure capital ships are tough but there is risk of losing it when you engage in battles.
What I'm trying to do is bridge this gap by having SO many of the ships contain strikecraft. The Gunstar Alberio (LRF), Escortstar Berzerk (AA), Asgard (Heavy), Sentinal (Carrier) all are able to field strikecraft which is a huge deviation from vanilla sins.
Yep, the colonial battlestars would be tougher than a low level starbase. A starbase's advantage is the 4 targets per bank making it deadly against larger fleets.
A little note on balance... People asked for the mod to be released which I was cool with doing. But it's obviously not complete from a balance perspective as I'm trying to get a good feel from basic stats to strategies. Other things like abilities are more rough sketched and the research tree is not tailored to Colonials. I think a lot of your frustration will be resolved by a research tree geared towards the colonials that allows the battlestars to be a powerhouse late game but not overwhelming in the early game. By example I want to add research towards the higher tiers that adds additional targets per bank to capital ships and completely change how the hull/armor/PDS upgrades work.
A Galactica class Battlestar Carries roughly 80 vipers MKVII's where as a Mercury class Battlestar carries roughly 200 Vipers Mk VII's. The Valkery class are the newest Battlstars of the fleet being used as scouts and escort's for the Mercuries.
after play 10min of your mod i saved my game and started watching galactica i have to say great job on the mod
For one pretty freakin awesome mod! Two. What role is the Nova? Three of mine cleared an Unfair Advent's planetary defense in about 15 minutes. One starbase, 3 carriers, one Advent Carrier capital ship, plus 12 of their missile frigates. (I've only played them once, when I got it last year, so I don't remember any of their names.) Also, do you think my laptop can mod Sins? If so, what program should I use? If you can help me out, can you send me a pm?
Nova class Battlestars are Command ships. usually flagships of the fleet. A good place to find info on them and other colonial fleet ships is wolf's shipyard.
If you need help editing entity files and updating descriptions in string files please let me know. It's simple work, but time consuming so I know mods usually need the help so the big wigs can focus on more important matters.
Modding Sins requires Notepad.
Depends on how much he wants to mod. If he wants to just mess with some attributes, sure, but if he wants to make his own models and such he's going to need something with a little power.
Why do some of the BSG ships have lasers?
Only TOS BSG ships have lasers. This mod is based on the re-imagined series which uses Kinetic Energy Weapons and Missiles.
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