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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
More slower than I would like. I have a plan to sick some of you guys on the extra work though.
Details coming- but basically I'll be looking to the community to help move the Cylons forward at a faster pace than what I am able to at the moment.
OK, as long as you know that I don't have modding skills, only conceptual like the research trees etc.
Are they cylons more difficult compared to other races you've done?
Koobalt, dude you need to tell me what your plans are with the Cylon trade centre/missile turrett... Are you planning on finishing it? If not, could you please send me what you've done and I'll see if someone else can finish it?
Thanks
Well if anyone wants to help Zombie out, I need more voice actors for the custom Colonial lines. As of right now, all lines are done but I only got one person to help with them. Who wants to give me a hand and be a part of the Colonial fleet?
I would but I think my voice would sound too high pitched and my mic is probably too crappy
Good! Send me a message on Moddb for more details! Wombatleader
Just wondering, I just downloaded this mod and then heard that it got a screwed with the 1.5 patch. Any ETA on when there might be an update for this mod and 1.5?
Its in the works, don't worry.
No worries mate, I didn't see any info so just had to ask
Thanks for the reply
Hey Z, I've finished all of the "Event" recordings/sounds (100+ sound files) for Cylons and have emailed them to you. I have also labelled all of the files with their correct filenames i.e. EventCylon_AllyFleetArrived etc.. and have saved them as .ogg files, so you should just be able to swap them out.
I'll send through the ship sound files later this week...
I was able to give a listen before heading into work this morning.
My compliments to you and the voice actor! Does she have a call sign?
I'm planning on putting out a 1.5 compatible build later this week and will do supplemental builds as needed.
I'll also be giving details on different ways to contribute to the mod with the 1.5 update. In summary- my expectation is I need more people to contribute even simple aspects to the mod and that we start to take collective ownership of where the FoK mod is going in the near and distant future. Someone asked earlier "Are the Cylons that much more complicated". It's more a fact of I'm one person with my own life, interests, obligations that at the moment don't have the time to dedicate the hundreds of hours needed on a regular enough interval. Distributing that effort can bridge that gap and create a more sustainable mod that everyone can enjoy now and five years from now.
To my knowledge this is the only BSG mod of this depth and scale and is worth getting more people involved in shaping it's future.
I love the mod and what you and the community are putting out keep up the good work!
I don't care about BSG but this mod is awesome! I think the thing I dislike about BSG is how BSG shows 1 (and I think for a while 2) battlestars while in the mod I can have 15 or 16! I mean seriously, I love having 90 Vipers in an entire fleet!
Also there are Cylons...but I'm pro-human. That's not biased, right?
As of right now, myself and three other people are doing the colonial lines. I'll try to get them to you this week
Ok.... so koobalt has sent me a message and said that he cant finish the Cylon hanger bay/turret structure.... he has the .obj file, but doesn't have time to texture it.
Can anyone put up their hand to finish it off?
Hehe thanks Z.... was someone who owed me a favour! I think she did a great job...
Totally understand where you are coming from. Happy to help wherever I can... although I have limited modding skills! but hey, i'll do my best...
Ok, a few things to say here.
1) I don't post alot of things on the net 'cause it's the Net......BUT this is one of my FAVOR Mods of all times and I say to you and everyone who helped with this MOD , THANK YOU.
2) I am old school Modder - If any of you played - StarFleet Command III - you know me.
A) Was Capt. JonJay Federation until I was attacked and simmed into the Borg - NOW I am
OneofMany
I would like to help out in any manner possible with the mod. You need something done, let's work on it. No need for anything for me except to play the game. I miss killing humans and yes, I understand WHY the Cylon's attacked.
By Your Command
JonJay
I could always use more voice actors. But the mod also needs people who can model and texture as well.
Rebellion 1.51 compatibility uploaded to both SVN and mediafire (strategyinformer pending).
This build does include Cylons- BUT they have dummy research trees and abilities that don't actually do anything.
I WILL IGNORE everyone that posts the research trees and abilities don't work for Cylons.
If you would like to help complete this mod please see the original post updates.
SotF: Fall of Kobol Reb.1.51.20 (Full)
SotF: Fall of Kobol SVN Instructions
If you want Fall of Heaven or Fall of Transhumanity factions you can download just those races here:
SotF Fall of Heaven Reb.1.51.20.QA.7z (167MB) (Alpha build only, Titans are stock faction titans).
Hoorah! Thank you Zombiesrus!
So in all honesty, I actually thought I uploaded this already but turns out i'm a retard who forgets shit.
If your still looking for voices, uploaded a sample here, if this is the kind of thing your after, I can do a few more. Kind of quick and dirty sample, didn't really edit it so it's basic.
Hey Zombies, all non-music sound files in Sins need to be in mono, including dialogue files for units. This means the Cylon voice files need to be converted before Sins will play them properly, since right now they only play from a single speaker. Just a tiny little reminder.
need someone to convert the new cylon event sounds to mono then. hopefully it can be batched by someone that knows how.
I would like to thank all the members that are helping to make this a kickass mod.. So say we All!
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