Tweets by @zombiesrus5
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
To reveal the Mod folder you must go into the game, click options, mods and click on show mod path, then the path on your computer is Documents, My Games, Ironclad Games, Sins of a Solar Empire Rebellion, Mods-Rebellion v1.52. Hope this helps.
When I get the next build out I'd like folks to look at the abilities and make suggestions on how they should work to make them a bit more unique to Cylons.
I'd also like suggestions for balance.
After I finish the base up for the remaining abilities I'm going to work on the Resurrection Hub and it's Resurrection Ability. I've got a fairly complicated set of Buff's I've been whiteboarding for how this might work and am curious to see if it will pan out successfully.
I think so- but I'll need you to fact check on this.
Are you extracting the files to the correct version of the mod which is 1.52? Example.
C:\Users\User name here\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.52
I did extract the .7z file to both the 1.5 and 1,52 folder. still doesn't show up when I start the game. Do they need to be in a folder?
Putting it in a folder allows me to select it to activate in-game, but the mod does not take effect at all.
A ha! you must extract the 7z file in order for it to work! A small victory. Now, Which ones do I activate, and what order, to have only the colonials and cylons as playable races? Trying to watch the how to activate video given but it is having problems playing.
That's great... I was going to post this image
Read this document to explain what all the parts are. There are examples and screenshots of the right order to activate things.
The summary version is:
0..1 planet can be activated (i.e. one and only one planet mod is supported at a time)0..many addons0..1 militia can be activated (i.e. one and only one should be activated. This is how you change the militia).1..many races0..1 core flagshiprequired core
Example EnabledMods.txt for what you might want...
TXTVersion 0enabledModNameCount 4enabledModName "SotF Militia Colonial Reb.QA"enabledModName "SotF Race Colonial Reb.QA"enabledModName "SotF Race Cylon Reb.QA"enabledModName "SotF Core Reb.QA"
Thanks for the info. I will now attempt to load the game within the given parameters.
It works! Hallelujah. Game tends to crash every now and then, but I assume that this is an error on my part somewhere. No pop-up about a mini-dump, simply "An error has occurred and the game is shutting down." Thank you guys!
Maybe... Maybe not. If your activating vanilla races too make sure to set your effects to High/Medium/Low
Didn't realize that would cause issues. Been running with max everything
I'll change the graphics and see if that fixes it.
It will cause the ram usage to escalate.
I set the graphics lower, and it seems to be working much better. Loving this mod, an excellent work.
A few things I would like to suggest. First, a few sounds that might be added. What if the vipers made the vibrating sound they do in the reimagined series (technically the sound we hear is the hull of the craft vibrating due to the firing of the guns) and adding in the drum music whenever colonials are in combat. I don't know the piece, but the drums that play when Pegasus comes to the rescue in Exodus, Part II (I'm sure someone knows the actual title of the piece.)
Also, have you considered making the colonials and cylons simply blip from one star to the next, as opposed to phase laning? I can see this being somewhat imbalanced, but it would give them some flavor, and maybe balanced by having them take longer to enter ftl, but appearing immediately in the target gravity well once theyre charged up.
Even if these aren't implemented, I absolutely love this mod. kudos to you, good sir.
The soundtrack is by Bear McCreary. While I'm sure many people are familiar with BSG's soundtrack, what they may not be familiar with is the other soundtracks he composed in a near identical style. Gamerips of those titles will yield exceptionally large amounts of useful material. The two I can recall offhand are Dark Void and SOCOM 4. He also did the Defiance soundtrack.
Wow Z... I have to go and change my pants now. Looks awesome!
One of my favourite scenes in the whole series
The 2GB limit is a bitch for sure. I've set the mod up to allow graphics to be highest at-least for detail- BUT only if you don't load the world. So if you only load Colonials and Cylons you should be able to go something like Highest/Medium/Medium or Highest/Medium/Low on Graphics/Effects/Bump.
If you want a sound in the mod- then simply put it together and email to me. If it sounds good more than likely I'll fit it into the mod.
One thing to know- there is no mod team here. There is me (who does all the coding, rigging, wiring, etc to the mod) and you guys (who contribute stuff like this). If you want it in you'll have to do some leg work of your own.
Trinity was setup more this way. I allowed extremely fast PJ between friendly systems. It got backed out with the conversion to Rebellion. I may add something like this back in.
Thanks. It's should get quite a bit better with the Cylons nearing completion this year.
I think you wanted this as a hangar, but as I already have a hangar model I've made this into the cylon's trade port.
Looking Great as Always Z..
want to kill cylons soooooo baaaaaad. I'm halfway through the final season right now, every episode is some bitch ass crazy plot twist or something like it.
SPOILER WARNING
I flipped shit at the screen when Dualla shot herself.
A new build will likely be coming tomorrow. Expect a bunch of abilities that are close but not quite right for cylons
Also, a lot of polish work has been done with a prototype datastream around research icons.
You'll also notice there is no longer a light frigate. Let me know if the AI behaves wonky or not... We can work around it if so and still satisfy the design.
The major design points left are really reducing the economy of the cylons and making a real resurrection ability.
I know I did those many years ago when I watched it...
There are many great features available to you once you register, including:
Sign in or Create Account