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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
Well, I like your voice sample a lot.
Can you work with Crazyfrywad and see what you can get done?
I really like this mod, I've been working on splitting all of those stereo sound files into mono if that is still needed.
I'll be done by the end of tonight, again provided you still need them.
--UPDATE--
I finished making the stereo files mono, I believe I got them all there are quite a few.
Where should I send them? just post them here or in a PM or...?
Apologies, a lot of times I accidentally skip over something that may be important.
yeaaaaaah....
Crazy, can you mail me a couple sets of lines, I can do one and i'm rather sure I can get a mate of mine to do a second.
I manage to make this mod work, i'm playing fine with Colonials but every time i try to build a Cylon capital ship the game crashes, i tried different graphical settings but i cannot make it work. Here is the log.
IA is working fine but i for now i never saw Cylon using Basestars but that might be random. Great mod with a great team!
https://mega.co.nz/#!1Y8WCaBS!KzLD43bVbDYFu7zJOMHJ-QQgL_EWp6cWGjFxjn7lv1k
Cylons really aren't ready to play yet. I released the current code so people could help with modding without being tied into SVN.
You can set them up as militia though by placing the SotF Race Cylon after the SotF Core when enabling the mod.
For those that will help with modding here's the hotfix for the problem. Place this file into the Cylon GameInfo folder.
https://dl.dropboxusercontent.com/u/5790092/Temp/AbilityCylonDisorientationVirus.entity
I downloaded them from my gmail. Thanks!
I'll listen through a sample of them and then add it to the mod.
The playtest SVN has been updated with this fix as well.
I tried but it said you weren't receiving emails on here. Want do you want to do the lines for?
For those who want to do voice acting, email me at crazyfrywad at gmail dot com. Just ask me for the script of any lines you want to do any I'll send it to you.
hi, great work guys i went to test it out after a while being busy and all and im getting a crash upon starting a game. activated it properly but getting mini dump errors and crashes. not sure what's causing it. Downloaded it onto two different computers and got the same result. is anyone is getting the same result as i am? thanks
*update i did the restart as directed before starting the game. error still occurring.
*update*
found the problem. Crash occurs when militia is set to either cylons or colonial
Hey JonJay... do you know how to texture? Could you finish off Koobalt's model if I give you the .obj file?
Cool.. you have a perfect voice for video games!
Hey Z, you have posted the most recent icon set in the main forum post above (which is the one that needs to be used), but looks as though you're still using the old icon set in the most recent download?
Please have a read through forum post #1679 where I have explained how the icons should be used (and also the main research tree images that need to be changed - emailed you the replacement images a month or so ago). Let me know if the post doesn't make sense, or if I need to clarify anything.
Yeah, I hadn't got around to wiring them yet. Should hopefully have that done this week.
Both militias work fine for me.
Thanks for checking in.
Familiarize yourself with the GameInfo files and you should be able to pick-up the basics of modding Sins fairly easily.
This is the first game I've modded, though I have 20 years of software development experience which helps.
All ages or skills are welcome to help out on this mod. The majority of work needed right now is finishing up the abilities and research tree modifiers.
That is my strong suit - the detail work of place spend sheets of this and that. i have already modded the GameInfo files for this mod before.
For image and texturing models - No, not very good at.....
Give me and mess of raw data that needs to be put into files and such, I am your man.
*****Nothing like a Battlestar with 25,000 k worth of hull points taking on 10 Cylon StarBases and winning******
Let me know, I have started testing the Mod and running into problems to, tring to find them -
JonJay
Been getting minidump errors not sure. anyone testing it out with cheat tables enabled? im going to check if that is the issue. everything was running fine until pirates showed up and a mini dump occured
well im stumped as to why its crashing upon start up of a game. any ideas?
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