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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
Unikraken said he'll do what he can while doing stuff for his mod as well. Him and I talked about this stuff last night but we want this mod to reach its full glory. Look on the bright side, at least the mod is already out and there is something to play. I noticed that during game play as well, is there any way to correct the issue?
It's setup the same as the vanilla game. All ships are set to focus fire which is generally better. But as you've pointed out there are well known exploits to this. Most of this has to do with how the base damage modifiers are defined. For example, jump in a scout next to your capital ships and the heavies will target it. Jump in a LF next to your capital ship and the LRF will target it.
And if modifiers are equal then the first ship jumped in gets targetted.
I realize it's in vanilla, and there may be places for it for certain ship types, but I would encourage you to consider changing it. I mean, isn't SotF/FoK supposed to be an improvement over vanilla SoaSE? You've rebalanced some of the vanilla races already, this would just be taking one more step to ensure your mod is superior to vanilla gameplay (as it already is).
If need be I can do it myself and submit the changes to you after your next release? I really do think it would improve the behavior of the AI.
I'm not opposed to it per say- it's just not something that's been on my radar. I think modifications to the base modifiers is needed as well to get the AI better at targeting the right ships.
Much like Maelstrom, I've considered my mod an expansion mod with minimalist changes to the core gameplay rules. The changes I have made to base factions has been primarily limited to AI changes more than rebalancing concerns. Things like ability prefered targets, AM usage so key abilities are used more, etc. So basically, if it can be shown this improves the AI's base play then I wouldn't be against making changes around this setting.
How best can I show this to you if it works out?
I mean, the difference is pretty dramatic in a mod like SotP, where it is immediately obvious that fleets last longer when they don't focus fire, but the nuance in a slower paced mod like FoK is less pronounced, but it would still logically follow the same thing would be taking place on a smaller scale.
Hey Z, hows things?
Did Koobalt ever get back to you on the trade centre/defense turret that he was developing for the Cylons?
The model was finish but i never texture it ...
Crazyfrywad... I think I have a female voice actor if you think it's too much for your actor... Let me know.
Ok cool. So what are your plans with it? Do you have time to texture it Koobalt?
hi, i came across this mod a few days ago and since them i've been trying to get it to work. trial and error i figured out the mod wasnt compatible with my version 1.4. i read it somewhere that a port program was possible but may not work. i cant seem to find it. if anyone knows where it may be that would be great. I'd love to get into playing the mod. im currently watching the re-imaged series for the 4th time. im really into the series and show. thanks for everyones help.
mackyg, which expansion of sins are you playing, ie sins of a solar empire, entrenchment, diplomacy, trinity or rebellion?
have you updated to the current version?( sins (1.195), entrenchment(1.053), diplomacy/trinity (1.37) or rebellion (released 1.1 beta 1.5)) and with sins (and expansions) the EXACT( including ALL 0(zeros)) version number helps us to help you quicker and more accurately. there was(a very long time ago a sins 1.04(from memory back in 2009), but I have not seen any release with a version number of 1.4.
harpo
hi sorry i apologize. i am playing sins of a solar empire rebellion. im not playing the beta version for the rebellion. but version 1.1.4480. ive tried other mods and they work but not the bsg mod fall of kobal.
thanks for the assistance.
UPDATE
i have steam and my game just updated itself when specifically told it not to so now i have 1.5.4750 and no way of reverting back to the 1.1.4480. i did not opt for the beta i do not know why it installed it. I guess the game is not optimized for 1.5.4750 as it is new. Any advice would be great on how i should proceed with this predicament.
Thanks
I have just seen that rebellion 1.5 has been released,this DOES break ALL mods, and even my ref files. I aqm in the process of downloading the steam update so that I can download the rebellion update so I can update the ref files for the modders.
What files were changed and how?
yes confirmed.. this mod no longer works with the latest version of rebellion...
Yep, it's pretty much fubar right now.
Lots and lots of little changes to make to support 1.5 and the DLC.
Zombie, I'm going to try to have some custom audio files in for you by the time you make the next update. When do you think the update will be ready by so I will have a time table?
Hey Crazyfrywad FYI.... I'm looking after my own Cylon sound files i.e. have a voice artist etc, so all good at my end.
Putting an ETA on anything mod related is generally a bad idea. It's better to say I'm working towards an update. Beyond the syntax issues with the new update I have a lot of new research to integrate with every faction for unlocking the new planet types.
Alright, at least its something for me to work with Zombie. I'm going to send you some recordings after I make sure they are good enough.
Testing some updates to 1.5 without any DLC content. Looking good so far.
im patiently waiting for the next update been playing the one for the trinity pack and im eager to get into the rebellion side. Thanks a whole lot for creating such an awesome mod.
Waiting for this! I tried without success with the SVN because here in Italy gamefront won't allow downloads and via proxy it was endless. I hope to see it soon! For what i can see from pictures and videos it's an amazing mod!
Is there an estimate for when this mod will be updated? I really want to play it! I miss it...
Hey Z... how are the cylons coming along?
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