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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
It's the new competitive maps most likely. I have this fixed locally and am still looking for an opportunity to release the latest workings.
Been busy with the holidays and RL.
Yeah, that happened with my mod as well with the Competitive maps. No idea why, maybe the other planets just didn't get created?
Yep, thats it. Just checked a few to be sure. Only happens on competitive maps, no matter if they are random or not. Glad its not just me, was starting to think there as an issue with my game.
The competitive maps all reference new planets; if you have custom entity.manifest files and GSDs, perhaps these new planets are not properly referenced?
The issue with my mod was the GSD.
same, which I've fixed. just no time.
Hi, have some time so i make some playing, well lets say i try to do the testing but i think i put to much focus on eradicating colonial than on testing
So:
- so far i didn't find any problem with texture or performance (but i didn't check everything from all site so...)
- don't forget to put description in research what ship for cylon can build star-base, it take me a moment to remember with one, almost loose planet because of this
- one time the game drop on me when i finish building Base-star, but it never happen again so maybe it was some one time glitch
- well i can't tell much about colonials since they blow to fast for me to check them
Love the mod, keep the good work
PS: you think about ships from Blood&Chrome series or you happy with what we have now?
Hey, I'm having the most annoying mini-dump issue. The game is running fine, etc then perhaps 1-1.5hrs in the game mini-dumps.
Usually whilst zooming in and out. I don't get the crash with vanilla or SOGE. I have also verified the integrity of the install twice, both times throwing up the re-download message. Another odd occurrence is the selection screen, I get either Fall of Kobol actual or Fall of Kobol with vanilla overlaid? I'll try the SVN check and re-install etc. But in the meantime any ideas?
What's your enabledmods.txt look like?
What effect settings are you running with?
Hey Koobalt, I'm working on research trees for Cylons at the moment.... I really respect what you were talking about now Z... requires a lot of planning!
Version 0enabledModNameCount 7enabledModName "SotF Planets SinsPlus Reb.QA"enabledModName "SotF Militia Colonial Reb.QA"enabledModName "SotF Race Colonial 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"
It is and I really appreciate you taking on the Cylons. I'm hoping it will be the kick in the butt they need to finish off.
It sounds like a memory issue or video card issue if it mainly occurs when zooming in and out of battles. To troubleshoot start up the Windows Task Manager and monitor the memory utilization of Sins when it mini-dumps. If it's somewhere between 1.7-2GB, I would try decreasing your graphics settings starting with Bump.
Tested the memory and g card for errors etc not rising above 1.3gb on the huge map (5 stars 147 planets). The dump occurres in the saved game, not tried a new game yet. Is there anyway to view the mini dump files? Dropped the bump to low with no improvement.
Brilliant MOD though mate.
Cylon_Luvr i have this small idea for you. The cylon have 7 models from 1 to 6 and 8 and final 5 and the 7 that 1 get rid of...
but to my idea is a 8 research, finishing one unlock the next one, and additional research to this one so maybe i will paint this:
When i watch the serial i always have feeling like each model have a role in cylon community:
1- religious one
2- mystic one
3- politic
4- doctor
5- bureaucrat
6 - invigilator
7 - musician
8- soldier/pilot
so like on image when we research one model we unlock something or receive some bonus, and we unlock the research of next model and unlock additional research to this model. Please think about this idea.
Mini-dumps are one of the most frustrating things to isolate because we have no tools to investigate them.
Sometimes it's possible to get lucky and identify what is happening when the mini-dump occurs and fix it.
Yep mini-dumps are very annoying! So I tested SOGE 4hrs max settings etc all ok. The only constant with the Fall of Kobol and min-dumps happens to be the AI 'has completed a titan' announcement. Quite literally within seconds. Not sure what this could be, I assume it must be a passive ability or something... I re-installed Sins Reb and re-downloaded the mod to no avail. Again, great mod and just trying to help
Can you post the save game? I might be able to narrow it down.
I am happy with what we have as I don't have any time to get new models into the game.
I would but I deleted the games, plus the recycle bin is now empty. I'm sure it will happen again
Really! I hardly ever delete that shit.
The best thing you can do when it repro's is send me the save game just prior.
Along with your enabled mods text
Sounds good Koobalt... although Number 1 model (Cavil) certainly isn't religious... I'll think of something else. The Cylon Loyalists will use the model that you have created above, considering that they are a faction dominated by the humanoid models.
The Rebel Cylons focus more upon advanced Centurion design i.e. advancing non-biological concepts (such as the removal of the Telencephalic inhibitor), and therefore they wont use the research structure you have suggested above.
Koobalt - do you think that you would have time to design Trade Port for Cylon. Currently no models exists... I'm thinking it could look like this?
Another thing... from game start, the Cylon races will not generate any credits from Population/taxation. Planet populations will be defaulted to 0. To compensate for this, Cylons receive a hefty bonus on crystal extraction rates from game start i.e. 4 or 5 points of crystal and metal per respective asteroid, per second. These can be sold on the black market to generate Credits.
Cylon Loyalist --> Will eventually research Biological Reproduction which will unlock planet populations
Cylon Rebel --> Will develop "Hacking" algorithms for enemy trade systems and the Black Market, and syphon credits (wont really "steal" from enemies, is simply a way of generating credits, same way as population taxation works/appears). This is how they will generate their credits.
I think ZombieRus have already model for trade port done by me... the warstar model
got minidump after 1.5hours when one of the cylon factions finished a titan about 1-2 minutes after the msg
i only had the bsg factions enabled without militia or planets
luv the detail on the ships
awesome mod
rly want to start a multiplayer game with my buddies but afraid of minidumps :/
The warstar is the starbase....
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