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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
TBH, it almost killed my interest in continuing this mod. As it stands now, it can only stay a fringe mod even though it's one of the better mods in sins based off an existing IP.
The csv is what I use to generate the brush files in sins. It's also a key to the images in the file.
https://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/share/Cylon_hudicon_research_brush.csv
https://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/share/Cylon_Buttons_Research_Normal.tga
I don't think I can make this research do what you want...
Hey Z, so I fixed up the Cylon_Buttons_Research_Normal.tga (replaced old icons with new icons), however I wasn't sure how to add new icons, or where they should go. Regardless, this has significantly reduced the "to do" list that I sent through earlier for the icons. I'll email the updated file to you, and an updated zip folder of icons still to be added.
Remaining items on the list that I posted before:
Hand of God tree:
- Have emailed you the two icons that you are looking for.... i.e. "FTL Drive" for the Resurrection Hub and Fearlessness
- Under "Model Projections" and "Model Subsystems", there is an icon that has been used twice (looks like an 8 on its side, with a green plus sign). The one under "Model Subsystems" looks like Recursive Healing research... not sure of the other one. If you let me know what the one is for Model Projections, I'll provide you with a new icon.
Apotheosis:
- Swap "Industrial Networks" and "Occupation" main images... they're around the wrong way.
- Looks as though "Industrial Networks" tree is incomplete? There's a few research items missing. I also see that there is an Advent icon in there. If you let me know what research item this is, i'll provide you with a new icon.
- Looks as though there are a few research items missing from "Programming" as well i.e Systemic Hacking...
- I've provided you with a new icon for "Projection"
Defense Systems
- Have provided a new main image for Defense Systems - don't like the current one
The Plan
- "The Plan" main research screen says "Defense Systems"...
- Will email you a new main picture for "The Plan" ... current image is distorted.
- Looks like you still need to add in a fair few things here... i.e. Number One Model etc...
Ok. Make it a research item for the Chimaeia Envoy... and give Number 8 Model the same as Cylon Loyalists Sharon "Boomer" Valerii research... that is:
Good news, my particle effects guy has agreed to do some custom stuff for the mod! Expect some sexy stuff in the coming week or so.
Cutting it a little close...
Very cool Unikraken...
I had to learn the hard way that you shouldn't try to solo Cylon militia.
If its just two Cylon milita ships, you can do it. But for a garden world and there is several? I always have two capital ships with frigate escorts.
That was a medium sized militia. I decided to wait a few minutes and returned with another Valkyrie and Mercury.
Zombies, I don't know if you're still working on the Hypercorps at all but from the other thread:
A few research ideas for Hypercorp:
1. Replace the current Skilled Diplomats research with Sylph Morphs: "The use of persuasive Sylph Morphs in difficult negotiations gives you greater rewards for completing missions and reduced penalties for failing missions." Same effect and levels as Skilled Diplomats.
2.Tier 8, Negotiations: Memetic Control: "Control of the cultural memes used by your citizens increases the maximum allegiance possible on your worlds." Two levels, +5%, +10% maximum allegiance.
3. Tier 3, Science, Transhuman Science: Neotenic Morphs: "The use of child-like Neotenic Morphs on Asteroids and Asteroid-like worlds increases the maximum population cap possible on those worlds." Two levels, grants +25%, +50% population.
Hey Zombie idk know if this has been brought up yet but i have the svn version of the mod and when i try to enable any version of the Fall of Kobol folders the Game minidumps on me
When did you download the SVN?
It's actually kinda annoying that they keep releasing updates for Sins.... Rebellion 1.5 update soon, and then a Forbidden Worlds update pack?? They seem to be making it more complex/complicated just to make more $$ out of it (Forbidden worlds comes at a cost, and has a new feature to change worlds to either "industrial" or "social".. really??)
Not to mention that it continuously breaks mods... or makes them outdated because new research capabilities...
Yep, still am... Just been taking a break and mainly playing video games in my spare time (Civ 5 right now).
I'll look these over and fit them in.
The DLC is five dollars which sounds good to me and I think the modders would work around the new DLC that is coming soon. But it also adds new planets and new artifacts as well which caught my attention. Zombie, there is a lot of support for this mod and I think we can bring it to its full glory with the help being offered
The new planet types social or industrial would fit in the bsg universe nicely. Tauron and scorpia were big Industrial worlds.
Working on the voices script for the Cylons now Crazyfrywad...
Got lines for events too? I got everything done now, but I still need more voice actors sadly.
Took the words right out of my mouth.
You'll probably need only one female voice for Cylon...
Agreed but I will need a few people at least for the Colonials. So far, I have only found one person to help me with the lines and she can only so do much.
Didn't Unikraken say that he could help out?
Z, I've noticed something that's made it pretty easy to exploit the AI in a way and win battles fairly easily. All of your ships for both factions are set to focus fire. This makes it hella easy to jump in a tanking unit first and then chew the enemy up very quickly with the rest of the fleet. I really think you should consider turning that off. If you have a self healing Mercury or two the AI goes belly up fast.
If you disagree and have the time to reply, I'd love to hear your reasoning.
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