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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
model seg/uv done
no texture yet, i have no luck to make one
http://www.mediafire.com/?8x38dtrjcna9j4h
Cool... Sorry Koobalt, I have absolutely no experience with textures.... so I'm not much help there.
Hey Z, I'll release the full research trees for loyalist and rebel cylons this week....
How are the tree's going CylonLuvr?
Z.... See completed Cylon Loyalist research tree's attached. Please use these files instead of the ones that I previously provided, I've made a few changes.
- Hand of God (Combat)
- Apotheosis (Empire)
- Defense Systems (Defense)
- The Plan (Diplomacy)
I've also included Fleet Logistics and Ship Descriptions.
Will release the Rebel tree soon as well. Let me know if something doesn't make sense.
www.gamefront.com/files/22992442/CylonLoyalist.zip
Completed release for Cylon Rebels:
http://www.gamefront.com/files/22992648/CylonRebels.zip
Have not included Hand of God (Combat) and Defense Systems (Defense) because they are exactly the same as the Loyalist trees. Have obviously also not included Fleet Logistics and Ship Descriptions as both of these contain Cylon Rebel information from the previous files posted for Loyalists).
Changes:
Occupation Tree:-"Faith" sub-tree (which is "Programming" in the Loyalist tree). Numerous changes for this tree which have been highlighted in yellow-"Purge Planet" has been removed (it appears in the "Faith" tree as "Repentance" for Rebels)
- Definition changes for some research items, such as "Telencephalic Inhibitor" - Have been highlighted.
The Plan Tree:
- Number of changes made to suit Rebels, including unlocking Cylon humanoid models
Let me know if you need anything else Z.
Ok, I've got both the zips and will start going through them. Thanks!
Cool... Let me know if something doesn't make sense!
I've played this mod ever since it came into existence, so first of all, I'd like to thank the mod team for their continuous work and effort, it is much appreciated.
That said, I did prefer the earlier versions of this mod to the current one. Battlestars used to be hugely expensive and slow, but could take a real beating. Now it seems they die like flies, but are rather cheap to replace, which I dont like.
Dunno if it's me or if this is intentional, just my 2 cents. Otherwise great looking models, very smooth gameplay.
In any case, keep up the good work!
Hey, just wanted to say great mod, keep up the good work!
Also was wondering, have the moon, flagship, artifacts etc mini mods been released for the rebellion version of the mod?
Can anyone offer some help?
I tried installing this mod and, while most everything else seems to look/work fine, the textures of capital ships for the Colonials only show up as big black boxes.
Also, the fighters still look like the original Sins variants as opposed to Raptors/Vipers/Raiders, and I noticed that for many of the ship descriptions just say "todo." Is this because the mod is still a work in progress or do I need to fix something?
This is only my second time playing Sins (the Trinity version) after having bought it off from Steam, so I apologize if I missed something.
I'm not expert, but I know the trinity version is just whatever Zombie had done before Rebellion came out. Any new development is being done on Rebellion, so it won't have as many things as you may see in the Rebellion version.
Texture thing definitely sounds like something is wrong though.
I thought that might be the case, though I'm hoping to do with Trinity at least for now until Rebellion eventually gets discounted.
I fixed the textures by uninstalling the mod and then loading the Core file last. That seems to be done with thankfully.
There's still alot of "to dos" in the Colonial ship descriptions (though the Cylon descriptions are fine), and now the AI seems to switch to another side if I ever select it to play as the Cylon faction in singeplayer. I select it to play Cylon in the setup, but when I play it's the Colonials. I also see some "string not found" in the upgrades, as well as sometimes when I pick a map to play.
hey Z... everything ok dude? Haven't heard from you in a while?
I'm not updating Trinity.
And, yep Cylon_Luvr I'm ok. We are just finishing up Winter sports in my house with things being really hectic as a result. Hope to have some free time soon.
Cool. Yeah I could imagine!
Is no one going to answer this? This question is literally the difference between carrying on playing this mod or not, and i love the mod so i really want to keep playing!
This one is for Z....
Z?
Anyone good at recording voices? Wombatleader from moddb put together this script for the Colonial Titans...
I finished some capital ship lines. Let me know what you think.
Thor class Battlestar:
Upon Selection:
We're ready to take the fight to the enemyThey will feel the blow of our hammer
Moving:
Helm, lay in a new course
Combat:
Finally! Some action at last!All batteries, full barriage!
Mercury class Battlestar:
Work horse of the Colonial FleetSay the word and we'll back you up sir
Helm, we're needed elsewhere.
All hands, brace for contact!Prepare to deploy damage control teams!
Columbia class Battlestar
She's old, but gets the job doneI can't believe this was once a museum ship
Helm:
Plot a new course and bring us up to speed slowly
All hands, action stations! This is no drill!Disconnect the computer network now!
Valkyrie Class Battlestar
Need us to do a little stealth recon admiral?We always have a stealth fighter ready to go
Time for some sneaking about again
Striking from the shadows, I like itLets see how much damage we can dish out
Nova Class Battlestar
Who needs some fire guidence?Sure its safe to be linking ships again?
Lets give the fleet a hand
Fire control, link to the rest of the fleet now!All ships, we're marking marking targets. Fire at will!"
Cygnus Class Battlestar:
Upon Selection
Nothing was skipped for upgrades I seeReady to shove some missiles where the sun don't shine
Helm, prepare to make a small jump.
Time to create some noise!Prepare to jump behind the enemy fleet!
Moons, yes. Artifacts, yes. Flagships I'm not sure if I'll move it forward as it somewhat conflicts with flagship mode.
Awesome news! Any idea where i can download them? Have been looking everywhere...
When I get around to uploading them along with some other fixes
Ahh kk. Can i not just convert my rebellion to TSOP and then gain access to the moon and artifact mods in the R6.1 'TSOP, Diplomacy' version? Might be a ridiculous question as it sounds too easy but i'm still asking it
Hey Z, can you remind me.... what planet mods are used in Fall of Kobol?
Hi guys, I must say your mod is great. Its so great that I already start to mod a bit, just with the notepad, because cylons and colonials are not really balanced to each other and to other races. So I can offer my help in balancing the races out, whenever I have time to test it.
I have no experiences in modding so far (but in balancing other stretegy games, where it was possible with low effort) and would be happy to learn something from you guys, but just about things I can do with a text editior (I am not so creative thats why it makes no sense to learn about textureing and so on). Mostly I play sins vs hard, unfair and cruel ai so I want to make the mod to work with these. At the moment the colonials were super overpowered. I could not beat a 35% Health lvl 3 Battlestar with 3 cylon caps (lvl4 Woldstar, lvl 2 Basestar and lvl 2 Resurection ship. Even a normal colonial frigate had more HP and armor than my caps....
Cylons were also overpowered compared to other races. I know you have much things to do and as I have no clue about adding graphics and so on its good that you care more about those things. So I already balanced out the cylons (its not finished yet, because I wait for your cylon techs). I have made some reference sheets about the units for myself to compare and adjust stats in a fair way.
Next what I will do is to balance out the colonials. I assume that you want to keep the indiviual strenghs of the ships, so what I will do is to adjust the prices, recource cost, build times and weapon damage. I tried to keep the damage, but this do not work (at least for caps it didnt work, for frigates it was ok, tested with cylons, other races disadvantage is too big then or prices of units would be higher then caps, but I will definately try my best.) In general I do it just for me, but if you are interested I have the balanced cylon files uploaded to Gamefront:
http://www.gamefront.com/files/23109441/rebalancedcylons_notcomplete.zip (titan still op and base weak)
I also tried to attach the new abilities to cylon Caps, but always get a minidump while game is loading, cannot find out why. I copied AbilityColonialAuthorizeLowYield.entity and the buff file from colonial to cylon race and renamed it to AbilityLowYieldNukes.entity same with buff file also altered the line in the ability.entity referring to the buff file correctly. And added AbilityLowYieldNukes to the first ability of Basestar. -> Minidump
Dont know why, when I just add the AbilityAutherizeLowYield to basestar it works and I can play the game, but I want to make a real cylon counterpart. Pls help, what I did I forgot? I searched around but didnt find anything, just how to mod abilities but not how to add the new ones. Your Guide Zombie stopped at the ability section
While playing I found the bug that Tec Loyalists are not able to build their titan. I researched all 4 titan techs and still it says research prerequisites not met. I checked the research files in tecmods but it seems to be ok.
I wish a nice weekend
and keep up the good work
Thanks TeslaPhi.... although the balancing feedback that you've given is based on a race that is not completed yet.... Z is still working on integrating my research trees into the game. Would be best to base your testing on Z's next release of the Cylons, considering that there will be some massive changes to them from their current state.
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