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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
Thanks!
Anything else I can do to help?
Regarding voices, I can do some, expect a sample tomorrow or day after. What format would you like it in?
Sweet. Anything I can load into Audacity that I can then cut into ogg format. MP3 seems to be the best and can also be used in game if needed.
Dialogue is recorded in mono, but I can convert it from stereo to mono if needed when the ogg's are cut.
It's also ok to put multiple lines in one file if you want or separate them out by dialogue line.
Majority of the work is wiring in the design you gave me right now. I just need to get something workable we can start refining.
The moon addon is done for rebellion? Thought it wasn't uploaded yet?
Hey Z, I've been creating a few maps in Galaxy Forge using the SotF Planets Sol addon. I've tried to use the SolGasGiant planet, but I get an error every time... All the other planets seem to work...
Um Z, each time I enable the mod, sins crashes. I have even run it with just the core and it still dumps? What am I am doing wrong?
Need more info.
TXTVersion 0enabledModNameCount 1
enabledModName "SotF Core Reb.QA"
Both Sins:R and SotF: Core are up to date.
You have to activate atleast one SotF Race [Name] above Core.
How are the Cylons coming along Z and Cylon_Luvr?
Not sure if I could help out with anything...
I've destroyed their existing research and rebuilding using cylon luvr's design. It's just going to take a bit of time to complete.
Is the new release compatible with the Colonials.
I can't wait!!!!!!!
I can release a compatible version with Colonials. I need to fix some issues with the fallen mod so I'll wait for that. Cylon's won't be playeable though until their core research is ready.
I'm the one wrote up the rough draft of the lines for the Colonials. If you want to help still, I got another person who joined with me do to some voices. I'm currently in the recording process right now and just send me a message if you want .
But as Zombie said, he's redoing the Cylons at the moment so I'll get to work on their lines at a later point and focus on the Colonials.
Hey Crazyfrywad.... Last year I recorded Cylon voices from the show (Z has all of these). There are still quite a few gaps though, like customised announcements i.e. "artifact found" etc.
List of Cylon sounds that Z currently has (obviously Cavil sounds can only be used for the Cylon Loyalists, and Number 6 sounds can only be used for Cylon Rebels):
Hybrid"Devices on Alert, observe the procedures of a general alert""Apotheosis was the beginning before the beginning""End of line, reset""End of line""Centrifical force reacts to the rotating frame of reference""Jump" (urgent)"Jump" (normal)"Jump" (very urgent)"Mists of dreams drip along the nascent echo, and love no more""Increase the output to 50%""Progress reports arriving""Track mode monitor malfunction traced, recharge compressors""Structural integrity of node 7 restored, repressurising""Accessing defense system""Booting up""No ceremonies are necessary""Circulation, ventilation, control""Compartmentalise integrity conflicts with the obligation to provide access""Cut the fuse, they will not harm their own, end of line""You will lead them all to their end""Intruders swarm like flame, like the whirlwind""Reduce atmospheric nitrogen by 0.03 percent""To remove the pump with the attached hose and wiring, simultaneously release the three tangs while removing the pump from the retainer""The makers of the makers fall before the child""Replace internal control accumulators 4 through 19"
Original Hybrid (Guardian ship) "Herlald of the Apocolypse, the harbinger of death""Do you wish to be forgiven my child?""Do you wish to be forgiven?""My children believe I am a god""What am I? A man, or am I a machine?" "All of this has happened before, and will happen again, again.."
Old School Cylon "By your command" (version 1)"By your command" (version 2)"Extermination""The information is not complete""Leave no survivors"
Cavil"Lets get this genocide started""I have a message""Take me to your leader""We come in peace""There's been a change in plans"
Number 6"The best defense, is a good offense""The end times are approaching"
Hey Z, did Koobalt finish off the Cylon Trade Port model (or Node as it will be called in the game)?
Well if you need custom voices for a few cylon things like when something is found. I do have a female voice actor helping me with the Colonial voices. I could ask her to do them if you come up with the lines. I currently have the vipers. raptors, and a couple frigates done in the last couple days. I'm working off the rough draft I wrote up for the capital ships but I still need something for the titans and for the rest of the cruisers/frigates. I brainstorm with someone before trying a set of lines. You want to give me a hand with the Colonial voices?
Keep in mind that unit responses should be relatively concise. Listening to the same needlessly long line over and over in a game as lengthy as sins tends to be exceptionally aggravating.
I already thought of that. The capital ship lines are just a rough draft and I'm going to work more on them as I wrap up the frigates and cruisers. The lines that are already done are short and get the point across. The clips for them aren't longer than the audio that's already in use for the Colonials at the moment. For the Vipers, I did lines such as "Viper wing reporting" and "Nothing showing up on dradis" when selected and when ordered to attack "All Vipers engage" and "All Vipers, break break break!". I'm not writing anything relating to fighting Cylons into the lines since the Blood and Chrome mod also works with the Sins of the Fallen one. For when you do the jump detection research, when the enemy ship arrives. It says "We got an unknown dradis contact!" because at the moment, it says every time that its a Basestar. I'm not going to whip up a random set of lines on my first try and say its done. I'm putting a lot of time into doing these lines and so are the couple I found to help me. We all know Zombie is doing whatever work he can do on the mod and its such a pain to get lines just right. I'm not 100% sure on the lines I recorded so far are good enough so I'm going back to them and check them out. Just like how Zombie wants the game play of his mod, ships, buildings, to be great, I want the same for the lines I'm doing for the Colonials and once I come up with an acceptable batch, I'll send them off to Zombie for him to review.
My comment was more or less in direction to Lord_Sith84 as some of the lines he quoted are extremely long for unit responses. But it's good to know there's at least a handful of other people who do voice acting here than just me.
Yeah I recorded those directly from the show... and yeah, looking at them now, some are too long.
Z.... I have re-edited them and will email them back through to you.
Cool. I will come up with some Cylon lines for you.
IskatuMesk, maybe you could help out Crazyfrywad with some lines for Colonial Titans etc so that I can concentrate on scripts for the Cylons?
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