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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
Demotion is a form of flattery, because it tells you that Senpai noticed you~! There is no greater feeling.
So unexpected~.
I could use someone to wash my clothes though.
Need some people to sign up for making these abilities. Many of them can be copied from existing abilities in the game as detailed in the design spreadsheets. I'll break them into groups of 3 of which almost anyone in this forum can take and do. Please post back which three you are taking.
RESEARCHSUBJECT_CYLON_ABILITYACCESS_REGENERATION.entityRESEARCHSUBJECT_CYLON_ABILITYACCESS_UNSTOPPABLEJUMP.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDHYBRID.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_BOARDINGTROOPS.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_BYYOURCOMMAND.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_EXPANDEDHANGARSLOTS.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_FTLINTERFERENCE.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_FTLSIGNATURE.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_HEAVYFALLOUT.entity
RESEARCHSUBJECT_CYLON_HANDOFGOD_LAUNCHBEACON.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_LONGRANGEMISSILES.entityRESEARCHSUBJECT_CYLON_HANDOFGOD_REGENERATION.entity
Hey Z, I've just emailed you all the new sound files. You can essentially swap out all existing Cylon sound files with the folder I've sent you (plus the "event" files that you already have). Includes:
- Sound for ships.. including capital ships, Titans, Hades class, scout and envoy
- Custom songs for Cylons (Songs taken from the show), including "Announcement" and customized songs for either Loyalist or Rebel
- Some new sounds for structures
- A new sound to be played when selecting/changing between menu items (which I've labelled "CLICK".. couldn't find what this file is called!)
They are all in mono, not including the songs which can be in stereo.
I wasn't entirely sure how to label the Envoy sounds for loyalist and rebel. At the moment I've labelled them as "Envoy_CylonRebel_OnCreation" etc... although Envoy's are frigates... so I'm not sure if I've done it right. The issue is that in Sins for Vasari, TEC etc there is only one voice used across both Loyalist and Rebel factions but I want to apply different voices for each faction (Number 6 for Rebel and Cavil for Loyalist), and therefore wouldn't be able to display it as "Frigate_PsiEnvoy_OnCreation" like Sins normally does...
Z - I'll have to send it to you in 3 separate emails... too big to send in one email..
I'll put my hand up for this....
Gotcha, I'll go through them tomorrow and wire up any newly named ones.
Sweet. Thanks!
Alberio Gunstar, Flattop, and the KEW platforms are taken care of. But I still need to hear back from you who agreed to help me as well.
Sorry all, i was off three weeks with my back from work, I drive semi, and I say I will do this project and I get called into work on Wed of last week,.
I just got home and pissed at my company keeping me out 8 days in a row.
So now i am home until late sat or early sun, what needs to be done, I'm on it.
JonJay
Sorry i'm sure you get what i'm about to say alot...
Basically I can't install the mod because whenever I activate the core (Press Accept on the mod options) the game mini-dumps.
Do I have to do something besides put it in the mod folder and activate it (I know about the game restart, but I haven't even gotten the game started with it yet.)?
What folders are you trying to activate and JonJay, you got my email address right?
THe folders I'm trying to activate are:
Core
Race (Cylons)
Race (Colonials)
For some reason if I install just the race files it changes the menus but doesn't add the races. It seems that the core file is crashing the game.
Core needs to be loaded last.
Indeed. Put the core last and you should be fine.
so i am unable to colonize gas planets even though the research tree says that i can im using the latest FOK download and my addons are listed as such
*sotf planets tenorias reb
*sotf addon artifacts reb
*sotf addon moons reb
*sotf Militia vasari reb
*sotf race colonial reb
*sotf race cylon reb
*sotf core flagship reb
*sotf core reb
thanks just wanted to know if it was just me or not.
also i keep getting random minidump crashes so i was wondering if my ordering is alright or not
A Lot of the addon's such as the flagship, moons etc. Are kinda Bork ed at the moment.
I honestly don't use the flagship addon or the moon one. Rebellion has the flagship option and the colonial loyalists have the Galactica while the colonial rebels have the Pegasus.
JonJay you said you were going to work on the above? Still ok to do it?
Ok.. i'm confused. You've labelled the first two files as "abilityaccess"... so are they the only research abilities that should be taken from the existing "abilityaccess" files from Sins? and for all the others that are "handofgod", are these also to be 'repurposed' from the existing original "abilityaccess" entity files or are they supposed to be taken from the other types, such as "RESEARCHSUBJECT_FURY_OF_THE_UNITY.entity"? Also, why is there 2 regeneration entity files? What is the difference between them?
It's also difficult to know which entity files match the research items from the game, considering that the entity files are labelled as different things...
Is there a reference document that matches up the research names from the in-game research trees with the entity files?
The excel spreadsheet details the notes for this research tree.
Here's a condensed version of the string names that can be used as a reference file for the in game name to the name IDS in the entity file.
https://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/Design/Cylon_stringinfo.txt
i may try turning off the flagship addon but im keeping the moon one i love that addon
ok it looks like the minidump issue is an issue with the flagship addon
edit
the flagship addon seems to be alot more stable when it is loaded las after the core mod
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