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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
Hey thanks for the feedback, yeah I know the cylons aren't finished yet, but I thought the other races like Vasari, Tec Advent and Rogue already are. So my intention was just to show that the colonial and cylons are both too strong compared to the other races. So if the cylons are getting balanced towards the colonials then both would be hard to beat with any other race.
I just gave the feedback before the cylons are ready, because then you maybe dont have to balance them twice. I will wait for the next release and report back later on .
Interesting... Many others have expressed they feel the colonials are weaker.
Generally speaking Colonial are a bit tougher damage wise though their FF damage is not as good as other factions as they tend to have more 360 degree coverage of weapons.
I compare factions numerically by exporting the damage and durability to spreadsheets to get a hard # of how the factions compare.
The colonial heavy class is 1 dps/supply better than the base factions.
The light class is about .5 dps/supply better.
The Long range class is about .5 dps/supply better.
[quote who="ZombiesRus5" reply="1602" id="3334704"] Interesting... Many others have expressed they feel the colonials are weaker.Generally speaking Colonial are a bit tougher damage wise though their FF damage is not as good as other factions as they tend to have more 360 degree coverage of weapons.I compare factions numerically by exporting the damage and durability to spreadsheets to get a hard # of how the factions compare. The colonial heavy class is 1 dps/supply better than the base factions.The light class is about .5 dps/supply better.The Long range class is about .5 dps/supply better
I think you are right Z.
Soo.. all I keep getting are Minidump crashes now when trying to load the mod in Rebellion. All I am loading is the BSG stuff so the colonials and cylons and then the core.. the weird thing is.. all my files have a .QA at the end of them?
Possible causes:
1) Your download is corrupt. Try redownloading.
2) Your activation order is wrong. Read and follow the instructions.
3) The mod is activating but mini-dumps shortly into game start. This seems to be a problem with most mods now. You should restart Sins after activating the mod to ensure all modded files load properly.
This is mainly a patch fix for the TAR mini-dump and a couple of other minor issues reported. I'd recommend deleting the previous versions folders before laying this one down.
Sorry no new Cylon stuff in this build.
SotF: Fall of Kobol Reb.1.1.14 (Full)
hey guys, i have a problem, i have the latest sins of a solar empire rebellion steam version, and the latest fall of kobol mit, so i activate everything in the right order and only the vore miltia and races of cyclones and colonial. So if i want to load a map and then it crashes! and i dont know why
Works fine on my end. Though there is a little bug if the moon addon isn't activated, everyone gets an Argonov (whoops )
TXTVersion 0enabledModNameCount 4enabledModName "SotF Militia Cylon Reb.QA"enabledModName "SotF Race Colonial Reb.QA"enabledModName "SotF Race Cylon Reb.QA"enabledModName "SotF Core Reb.QA"
Fixes the extra starbase without the moon addon:
Put this file in the SotF Core GameInfo directory.https://dl.dropbox.com/u/5790092/Temp/GalaxyScenarioDef.galaxyScenarioDef
big thanks, but thats not a file its only txt or do i have creat a file?
EDIT: ok dont work for me do i need only this mod ore the complete sins of the fallen? or do i have to download all with the svn?
you have to SAVE the linked file to your SOTF core/gameinfo folder (if you just click on the link it opens the file to view/edit)
harpo
yeah i have done it still dont work for me :/
I don't know. Could you be more precise about what you have done?
What did you download? Where did you download it from?
Can you check the first proposals I made? Are any similar to your issue?
What does your EnabledMods.txt file look like?
Hi!
I cant download SotF: Fall of Kobol Diplomacy/Trinity 1.043
It returns a "403 - Forbidden" error. Tried with Chrome and IE (hey, given the name it must work with Chrome ((: )
Any advise?
Thanks!
the enablemods.txt look like you post it here, and i download the mod from here but only the kobol mod, or to i need the complete sins of the fallen mod?
EDIT:
TXTVersion 0enabledModNameCount 6enabledModName "SotF Militia Colonial Reb.QA"enabledModName "SotF Militia Cylon Reb.QA"enabledModName "SotF Race Colonial Reb.QA"enabledModName "SotF Race Cylon Reb.QA"enabledModName "SotF Core Flagship Reb.QA"enabledModName "SotF Core Reb.QA"
this is in my enablemods.txt
Firstly you only need one militia as this replaces the neutral TEC militia with one of your choice.
Secondly can you try it without the militia and flagship? Might be a problem with one of those.
Thanks
Uploaded to gamefront with the fix.
SotF: Fall of Kobol Reb.1.1.15 (Full)
Sounds like a regional issue.
ok now it works, can you explain me what the difference is between the militia of cyclone and milita?
The militia addons replace the standard TEC neutral militia with the faction of your choice.
ah ok so if i use both the game crashes
I can't tell you how long it will take, but you definitely have a good research and unit ability design, and I'm working towards it.
I'm in the process of completely gutting the abilities and research trees and reconstructing them from scratch.
Whenever I have a base build that is semi-working I'll release it for you, lots of abilities and research files to fill in though
Are you keeping this updated for diplomacy too zombierus or jumping over to rebelion entirely?
Nope and yes.
Can no-one help out with this??
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