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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
What about the Titan Foundry?
You know considering how much resources went into building the Cylon Old Basestar since they were ment for planetary invasion and utter destruction, they also were the downfall of the Clyons since there so many compared to colonial fleet maybe the Old Basestar could be considered a Cylon Titan?
Hey Z. I've finished planning out the research trees for both Rebel and Loyalist. I'll start writing up the descriptions for them now if you like. I've even found a few image icons to use (although they would need to be edited to 'fit' with the image types used in Sins)
Hmm.. and what would we use the Boomer Titan for? In the first Cylon war, the Hades MkII (or Old Basestars), were used as the primary attack ship for the Cylons, and they were numerous. A Titan is a unique ship.
It is also an old design, not modern and would probably only be used by the Cylons in special circumstances.
I don't like the idea of using the Hades style basestars for titans. We have our two titans and won't be adding any others.
ok, so I am drying to take the mod out of my game but once I get the game back to origonal it mini dumps and reinstalls the SOTF how can I fix this?
the reasin for doing this is I am not getting all the phase lanes and traped with like three planets.
delete your enabledmods.txt
ok thanks
Great mod keep up the good work. I enjoy playing with my friends and really do think this mod is well put together. I have one question it seems like every time i play for more than a hour it crashes to desktop for a unknown reason. Is it because of a problem with the mod or just the game exceeding its point?
Could be either. Does it work fine for a while again when reloading from an autosave?
I reload a autosave it works for a bit then crashes to the desktop. I have tried running only 3 races and it still crashes.
If you can't pinpoint it to memory (i.e. your ram is around ~1.7+ gig) then it gets difficult to track down unless you get lucky and can identify what you or the AI is doing when the crash occurs.
I say ~1.7gig on a memory dump because the game becomes unstable as it reaches 2gig on some systems. I have a 8gig windows 7/64bit system that mini-dumps consistently around this size even un-modded.
If you think it may be memory check your ram utilization when it dumps by opening the Windows Task Manager and checking the Memory utilization for sins.
Wish I could say more, but the mods development is in progress and tracking down mini-dumps on abilities is infinitely frustrating (we(modders) can't do anything with the dump files).
I'm glad you like the mod content, I think it's really good too and will get better with Cylon_Luvr's cylon love. Hopefully we can stabilize up any of the stability issues unrelated to memory this year.
SotF: Fall of Kobol SVN Instructions
Public Test SVN updated (trunk version 148).
Colonials - Balanced Colonial Corvettes a bit
Rogue - Lots of stuff, new Titans, new Corvettes, new Research
Hypercorp - WIP, a couple of titan concepts (not sure if they will stay), titan abilities based off E4x hero abilities (used with permission)
Developer's SVN version updated (trunk version 87).
Hello again,
i did some investigating with memory and everything seemed normal and i only played using the Colonials and TEC ran fine all the way to end game. I later added the cylons and near around the 45min mark it would crash to desktop everything regardless of save type.
Well, that's not real good as the Cylons aren't heavily modded.
Sorry Z..... have been super busy with RL stuff.... should get it to you soon though.
Sure thing, take your time. Don't worry about it being perfect though...
This what I load each time I play on Rebellion and five minutes in it minidumps, what's wrong?
TXTVersion 0enabledModNameCount 6enabledModName "SotF Planets SinsPlus Reb.QA"enabledModName "SotF Militia Rogue Reb.QA"enabledModName "SotF Race Rogue Reb.QA"enabledModName "SotF Race Colonial Reb.QA"enabledModName "SotF Race Cylon Reb.QA"enabledModName "SotF Core Reb.QA"
Try restarting sins after activating the mod.
Basically there appears to be some modded file(s) not loading properly after initial activation. I have this problem with Soa2 also.
Ok... time for some Cylon love!!
Z, I'm releasing the first research tree for Cylon "Hand of God" (Combat tree). At least this will let you start working on the Cylons without having to wait for my other stuff. I've put a lot of work into it, so hopefully this makes your job heaps easier!
Please download the following zip file, which contains:
1. Hand of God (Combat tree). You will find each of the sub-trees ("Model Projections", "Model Subsystems","Viruses and Infiltration") as tabbed worksheets down the bottom of the Excel spreadsheet. Layout of the spreadsheet is pretty straightforward... if you continue to read across you will see how research items progress across the tree i.e. what research is required to unlock the next item. I've provided some images in there as well to help you out. All research items have detailed research descriptions.
2. Fleet Logistics names (Capital ship slots and fleet capacity)
3. Cylon ship descriptions (frigates, cruisers, capital ships, titans)
http://www.gamefront.com/files/22910661/CylonResearch1.zip
General notes to be read in conjunction with the attached files:
I'll provide the next research tree shortly. Thanks Z - hope this helps out.
Forgot to mention... the Combat tree above is the same for both Loyalist and Rebel. The tree's will be slightly different for Empire and Diplomacy tree's (Defense tree will also be the same for both)
Hey Cylon_Luvr
Wow man, you've done a great job on the combat tree!! Looks really good!
Hey Koobalt - did you finish the Trade Port?
yes the model is finish and segmentation and uv is already done. Just need to make some texture, maybe in this week when i have less work i will do this.
@Cylon_Luvr
I've read through most of the documentation and your notes. Looks like good stuff. Work and real life are a bit hectic right now, but I do plan to work on the changes when I can.
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