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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
^
I'm talking about models.
Ah, different story. Almost any modeling program can be used to make models for Sins. You'll need Softimage XSI to get them in the game. I'm sure your laptop would be sufficient assuming it meets the requirements for Softimage.
Here's the solar empire weebly (complements of myfist0). It contains a lot the relevant modding information you need.
Well, actually, making my own race for SoaSE. So yeah, that website helped me allot. But, I'm just going to make a Capital ship, or replace Kodiak, for Tec. To begin it, at least. I'm just trying to figure out what to start it off as. Its a cross in two battlestars on deviant art an Armored Gunstar and a Posiden class . However I need to start small, I know that, but where? If I could import ldd models, I could just use the old ships I made: ex.
If you want here you have update texture for the Thor class Battlestar, is darker and have less glowing parts in team color, be aware that this is the higher resolution texture so take more place.
Simple for installation put the files (replace the old ones) in Texture folder in SotF Race Colonial R5 Folder in your mod folder.
Before you do anything make a copy of the old files!!
Link:
http://www.mediafire.com/?p1s9qrchhi4bvgl
Thanks much. I'll pull it down and prepare for the next build whenever it comes.
Well i hope the next will bring Cylon
And so far i'm testing the colonials and one thing i see is that the Gauss cannon(the first option in defense panel) is missing name ('String not found'), and second when the enemy is near it, it does nothing...
Next when i team my Cap ship in fleet, Galactica stop colonization process, but i think that was a sins problem.
I play against Archailect and i need to say it was battle for every inch of galaxy (on medium map 1 star)
Next i test in on large (5 star) against Hypercorp, and after 5 hours of playing, (kiling pirates building defense and my own fleet in my star radius) i meet hypercrop only once...
And the "kostura warheads' make me really really eager to edit the files and DELETE IT
Now i think i need to play one of your race against Colonials, but i always prefer to kick they butt with my Cylon forces
So far i love it.
edit:
I try hypercorp against colonial and one nova with cygnus was able to destroy my 4 cap ship, and i lost in less than 20 minutes of game [e digicons]:'([/e]
Alright, I'll bite. IS there an R5 release for Entrenchment? I was looking around the moddb page and only saw it go up to R3.1 for Ent. Hopefully I'm not being overly optimistic, here, because I'm assuming I can't take R5 files and dump it into my R3.1 file and hope for the best.
It only supports Trinity/Diplomacy. No more Entrenchment.
Sorry, but I'm done modding entrenchment. Modding takes up a lot of time and supporting Entrenchment and Diplomacy requires even more time. Diplomacy has many more features that help make races unique as well that aren't present in Entrenchment.
Further, given the amount of work I've put into these mods it's not too much to ask that you get Diplomacy if you want to play them.
Hey Koobalt... were you able to find a texture for the Cylon Colony?
Are you pulling from anywhere in particular for the Cylon fleet? I've not seen much work done on "reimagining" their ships.
I accept help from almost anybody especially in regards to string descriptions. Because of my system I don't need the actual string file edited as they go in templates that help make editing the Strings simpler.
I would put the colonial race at around 40% complete. It's tech tree is still basically vanilla except for a few tweaks to the underlying entity modifiers like the laser/beam research upgrading KEW and shield research upgrading mitigation. I'm not going to extend the research trees until the Cylons are in the game similar to the colonials now.
Really suggestion for research tree adjustments are what I could really use at this point from anyone interested in furthering this mod.
In regards to entity files... I wouldn't be opposed to suggestions or submitted changes.
I found a few resources but haven't had a chance to compare them directly with Sot13t.
cool... still very much a WIP.
haha, I'll have to to try that. Hypercorp is not really balanced yet, but should be about on par with TEC. I might be toning down the colonials now that they have mitigation.
Sorry but nothing...
Could I help Koobalt? I don't know a great deal about modding, but could you give me some pointers on where I could start looking?
I am trying to alter the galaxyscenariodef. file to use in galaxy forge 3 but it keeps failing to load I am using notepad ++
not sure what is going wrong?
DO you mean to say, that your dumbing down Colonial? If so, can you make it so that current colonials, stays the same?
I'm not sure how you leapt from might tone down to dumbing down...
So give me some requirements of what you are looking for. I know I need to modify my GalaxyScenarioDef generator for the planet packages haven't quite got to addressing that yet. I might be able to tailor it better for map makers if I know what you are looking for.
P.S. I can't recall if I responded to your PM or not. I meant to but had quite a few lately and may have lost it in the middle of all that.
is it possible for the older style vipers to preferentially engage bombers and newer style to preferentially engage fighters?
Always makes me annoyed when my swarm of fighters rushes to engage their 1 squadron of bombers, leaving my bombers completely open to their fighter squadrons
kill their fighters faster than they kill yours and you more effectively control the starfighter engagement, atm you have to micromanage it alot, would be awesome if the mod gave you a helping hand.
No Problem Z. I understand will family and work. Basically the problem I see with Galaxy forge and your GalaxyScenarioDef files is that for say the sol planets mod. for have the planets list for each type. i.e. planetType designName "Terran" designStringId "IDSGalaxyScenarioTypePlanetTerran" orbitBodyTypeCount 5 orbitBodyType "SolPrimordialDwarf" orbitBodyType "SolTerran" orbitBodyType "SolTerranDwarf" orbitBodyType "SolTerranGiant" orbitBodyType "Terran"
when you try to set up a planet you are only able to use the default planet types. I check the file from distant stars and they list each planet individually but when I tried editing the file it wouldn't load. [e digicons]:'([/e]
Koobalt - had a look back through the series, and yeah, the Cylon Colony has a pretty unique grainy texture.... One of ZombieRus5's plague capital ships has a similar look... would paste a picture of it here but I don't know how to do that! Will see if this works...
nope... damn...
What about the Vasari starbase texture? The vasari starbase looks a bit like the Cylon Colony...
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