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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
Ok on it, what am i coping in, a bit confused, I have the files do u want the core copied to the clyons???
JonJay
Don't forget the lines I sent you, I'll be posting the Colonial events lines once I'm done.
Crazyfrywad
No I do not have your e-mail address and I will do this project but I am just trying to find out what you need me to do.
Do I Copy the game core info into the cylon info:
" These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typically noted in the design spreadsheet). "
Design spreadsheet - I dont have or is that core sheet in the game?
" RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity "
A bit confused, sorry
Didn't you offer to do some of the colonial lines for me?
https://www.dropbox.com/sh/2rtmck5w71cau5l/FC8D4lSdA4
Link to the ships for the colonials. I'm still doing a redo of the events lines for them.
...
Seems a bit un-intuitive. That should probably be in a README file. If it is in a README I can't find it.
It's plastered everywhere except the README... There's a PDF included right next to the README that reads "How to Install and Activate..."
Event lines are now up
I suddenly feel stupid. :/
Honestly README's start out interesting but become a mess to maintain. I'll be cleaning up the readme to get it down to a simple statement about the mod and credits listing.
The spreadsheet is hyperlinked in the original post.
What I'm expecting is to say find the missile research subjects and then add the research modifiers. Same for Hull, Armor etc. The Colonial research subjects should have comparable lines versus going through the entire reference data for the core game.
for example:
researchModifier modifierType "WeaponDamageAdjustment" baseValue 0.000000 perLevelValue 0.050000 linkedWeaponClass "MISSILE"
I think I have them all integrated... just need to do some follow-up testing to make sure no mini-dumps were introduced.
I don't think it's possible for sounds to dump sins. They'll just not play if set up incorrectly.
But, then again, sins often surprises me in the ways it can kill itself.
Ok Z, I've finished the above and have emailed it to you. I'm not sure if I've done it right... I guess we'll find out when we do some testing. I haven't included RESEARCHSUBJECT_CYLON_HANDOFGOD_REGENERATION.entity because I'm not sure what this is... there is already a REGENERATION entity (the first one), so i'm not sure of the difference. I can't see another regeneration research item in "Hand of God"
I'm assuming that all of the above entities are ship abilities for particular models?
Cool! thanks mate
Out of all the modders that look at this forum, I'm really surprised (and disappointed) that no-one will put their hand up to do this....
Actually, I'm not too surprised. The reality is a little different than what you might expect.
Take SOA2 with their widely popular mod- They need someone to model and texture their remaining line-up.
Take Dawn of Victory with their widely popular story- The mod failed because they couldn't get anyone to model and texture for them beyond the initial few models they put together.
The demand for people with this skill set is much higher than the actual supply willing to work on mods.
Go ahead and email me the model and I'll take a look at it. I might be able to put a basic skin over it similar to some of the other cylon models.
I know what you mean, I had quite a few people stepping up and saying they'll help me with the lines for the colonials. But so far, only one person keeps in touch with me and sends in lines for multiple ships. Her and I can only do so much and I wish people who say they'll help will step up.
I agree...
All you need is a decent mic (nothing special) and about 5-10 minutes to run through some lines in one recorded file.
Hehe... and who wouldn't want their voice attached to a ship?
I'll need to grab a new usb extender (my comp is on the other side of a wall now) and find some quiet time and I'll do one of the colonial ships. Of course many people think I sound like someone from The Big Bang Theory. lol.
I did all of the dialogue for the Nephilim faction so can appreciate getting some voice variation for Colonials. Really, recording the script was the easy part. Splitting dialogue, messing around with settings, etc took a lot longer. I tried doing my Plague script and well... wasn't as happy and threw most of it away. Luckily I got permission to use some different voice dialogue that fit great.
I'm setting up a new development SVN server (play test will remain unchanged).
Once that is completed I'll get some better instructions for the part-time modding I need done and try to model a couple of them as examples.
Thanks again for everyones interest in moving this mod towards completion.
What is your email? I want to send you some lines that have been recorded.
countryguy71@nc.rr.com
That was meant for zombie
Cool, thanks Z. I don't know much about texturing.. but as you know, all of the Cylon structures have the same appearance/texture, like the science labs etc that Koobalt put together...
model is here http://www.mediafire.com/?6jzfagdac6f8gji
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