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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
Z? Do you need me to work on the abilities?
I'll start with Thor
Hold off a bit. I need to do a bit more work to set this up.
Sounds good Z, if you come up with any ideas for a extra line, I'm all for it.
Hello,
I have tested the Mod out to its full content pretty much, i found a couple of errors, some minor and 1 or 2 major, the Major has to be the Colonial Starbase the Ragnarok, i have noticed that when it is built its name appears as the Argonev (TEC's Starbase), and that it has a some research in the Defense Tree like Starbase Mobilization, i liked that fact because i like being able to move my Starbases around, but the problem i found is the Ragnarok Starbase cannot move, so in turn it cannot phase jump either, making it a pointless research subject in the Tree, so i ask for either the research to be removed from the tree, or the Starbase to be able to move after being built. I hope this issue will be resolved, other than the issue and TEC voice overlay for the Titans, this part of the Mod is awesome.
We are aware of the issues that you have stated above, right now the mod is being worked on and fined tuned for the Colonials and Cylons. As for the voices for the titans, if you look in the mod's info. I'm currently in progress having custom sound lines recorded for all of the Colonial ships. The link for the lines are posted as well in the info and if you wish to help, send me a message!
Thanks, I will have the moving starbase and name issue for colonial resolved in the next update. Dialogue is being worked on slowly.
Glad you like the mod so far.
Hey love the mod and great work i did post some bugs i found with cylons on the moddb page but i repost them and more i found here for easier time.
-cylon have some issues with there research like to get to the 3 research for the extractor requires 2 refinery but you can only research one and there is some other researches cant be done due to i cant find the science
-resurrection hub cant move
-starbases wont phase jump
-and small things like those other wise great job on the mod love it and it isnt game breaking things just minor and i love playing as them they kick some major ass
The cylons are a being worked on and are not finished yet.
Thanks, I appreciate you coming to the forum. moddb blows for tracking comments.
Thanks- fixed internally now.
Right now the resurrection hub is a superweapon. Currently planet modules can't move. I may have a way around this- but only if I feel the AI won't bone out on me.
Assuming you mean colonial...
Thanks- fixed internally.
I've decided to do iterative releases rather than waiting for one final nerdgasm. Consequently there will be lots of little issues that crop up or... I forget to fix multiple times possibly
Let me know what you think. I converted to mono and added a static effect.
https://www.dropbox.com/sh/1y1zeho82ewhmfd/Ad4TMby2lv
Do you only have 1rdy 3 yes 2 wht and 2 attkyes responses? That's less than Brood War, and will get repetitive in a real hurry with games as long as sins'. I'd go with at least 5-6 responses per type per unit.
For static, just use the Spaceman VST plugin. With all of my fans on I don't even need to use a filter, it already sounds like I'm flying a B17.
Example of those specific settings - www.gameproc.com/meskstuff/BlackSun/dongs.wav
We'll be able to play around with it. It's all scripted to generate the static with the source sounds remaining untouched in a different folder.
Sounds good, I asked a friend about the static and they said it was a bit much and I agree. But we're on the right path
@Crazyfrywad Have you had a chance to check the lines I sent to you?
Maybe end of this week.
So Friday or Saturday? I'll try to get more lines in by Thursday.
Most likely.
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