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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
Koobalt - could this texture be used (belongs to ZombieRus5).. Would need to add some purple lights to it though, as per G_Bison's pic above...
That's not really how textures work. You can't just interchange them. Using another object's texture would require only marginally less work than just making one from scratch unless you're fine with it looking like shit.
@ZombiesRus5, roger on the tech tree. I'll see what I can think up.
Well... I think ZombieRus5 has some great ones that I thought could have translated over... and no, I have no idea how textures work.
Not that it matter, but another one that I did like the look of for the Cylon Colony was a plague hangar defence? (looked more like a starbase...)
Textures generally work like this: a flat map is made of every face of an object, some of those faces are joined together in coherent groups where they can be, then you fill in those groups with the appropriate images. Cutting and pasting from another texture can be even more time consuming if you want to make sure each part correlates properly.
Think of trying to put the texture of a 10 sided dodecahedron onto a cube. Stuff doesn't match up well and you have to spend a lot of time editing bits and pieces. Top has to match all four sides where they meet. Get's more complicated the more faces an object has. Was that helpful at all?
Well in case of my colony the model and uv is done in way that there is only 7 flat object to texture, once i complete the G'Karith for B5 mod, i will give a try to the colony texture...
ZombiesRus5 if you have some time, could you check the colony model, and perhaps start hardpointing it??
I'll take a look at it. I'm not quite ready to start working on the Cylons yet though. I will be hard pointing it for sure though so no worries there.
This is my tentative review for the Colonial faction:Let me just start this off by saying this is the best BSG mod I've ever played. I don't mean this as a stab towards other mods, I just think ZombiesRus got the feel for BSG down very well.I think the way you handled flak is ingenius, but not seeing a particle effect does make me a little sad (though, honestly, it would be hard to come up with one that looked right all the time).I think combat flows very well. Ships pretty well do what you expect and battles are relatively quick and decisive, like they should be. There can also be situations where a small number of heavier ships can be in engagements for some time duking it out, which is just great. If I end up in an engagement that I decide I may not have the numbers to win, they usually last long enough for me to be able to bring reinforcements from a local point or retreat and rearm.I know that most Sins players play on large multi-star maps that take hours or days to complete, I don't so my perspective may be somewhat useful for proper balancing. I usually play on small to lower medium sized maps with either 1 to 3 stars. I play relatively fast games that last only a few hours.For my play style there are a few issues that come up. Namely, I'm constantly cash strapped. I play against hard or unfair AI and, as I understand it, the way Sins makes them harder is by giving them more money and resources than they would naturally accrue. Trying to keep up with their pace in fleet size is very daunting. Ships are both expensive in supply AND resources. In fact, I think this is probably the most expensive fleet per ship in any mod for SOASE that I've played.I often find myself pushed against a wall for long times while I manage to put out just enough ships to keep the AI from totally overrunning me, but I'm still losing ground or in a stalemate. I could counter this by just getting the Nova capital from the start, but it's so much more powerful than the other ships I feel it's a cheap tactic. I think the Nova should require research to unlock. Eventually I'll scrounge enough cash together to get my trade economy going and resource upgrades, but I often can't afford to upgrade my fleet supply AND keep pushing ships out to keep from being overrun.I like that the mod makes every ship count in such a large way, but it's very hard to get a decent fleet together in shorter games. My suggestion for correcting this is to make ships marginally cheaper. Keep the supply at a similar level for most ships, but make them cost a little less so reinforcements are easier to come by. The only supply changes I would suggest are for the Nova to increase to 60 and for the Berzerk and the planetary bombardment ship to both cost less supply. They are relatively frail ships and have very locked-in roles so I often don't have the supply room for them at this point when I can add another Gunstar or Asgard for just a little more supply.Now that I've gotten gameplay out of the way, I have a few aesthetic suggestions as well. BailKnight's missiles aren't very pretty. I would suggest trading his missile effects out for those in the TotalEffects mod. I'm 95% sure that KrdaxDrkrun would have no problem giving you permission to use it. He was more than happy to allow us over at Sins of the Prophets to use them and we had no prior working experience together. When you start getting a number of missile using ships into the same area it gets very..."unpretty".I also saw that you've mentioned previously that you're shooting for this mod to be from the reimagined series, but you're using ships from the old series. A number of people online have "reimagined" most of those ships and made them fit pretty well within the newer universe. You may want to look into replacing the flying boxes with something more like Ice-Dragon's work (googling "Ice Dragon BSG" finds his work immediately).Sorry for the novel of a comment, BSG is one of my all-time favorite shows so I feel pretty passionately about it. Regardless, this mod is shaping up to be pretty amazing
Thanks, I love BSG and the mod's pretty decent considering the timeframe it was done in.
I had it periodically firing the vanilla Kol's flak burst for flavor in one of the versions of flak but pulled it when I made the ability a passive. I've thought about adding it back in to periodically fire when it's taking damage.
You've hit most of what I was trying for. I also tend to play like you, except I rarely play multi-star maps (though I intend to start doing a bit more of that).
In a recent game I played as Hypercorp (basically Tech right now) and a Cygnus Gunstar and a Galactica took out a 2 health star base pretty easily. The worst thing about the AI is they don't heal their units well enough so he lost his capitals shortly after. The AI would have been deadly had it matched my fleet and protected it's capitals.
Before I start modifying too much around fleet supplies and cost I'd like to make some headway in research and abilities. I think there are some potential opportunities there that might make mid-late game BSG fleets more viable while keeping the tension in the early game.
For those items explicitly mentioned... I might be inclined to tweak the siege and berzerk though as I've not been really happy with where those are currently. I also think the Colonials need something that can be anti-module as bomber only support can get pretty tough against entrenched players/AI. I'll take a look at the Nova, but I would have thought the Pegasus to be more powerful. IMO, the Thor is too weak, the Pegasus and Nova a bit too durable early on and the Valkyrie completely overpowered DPS compared to the others. I've been leery to give capital ships research requirements as my mod is mixed with the vanilla races, but might consider shifting Battlestars to the Titan class when Rebellion roles around.
Basically lots of stuff left to do to make Colonials even more fun, so good feedback will always be considered and often implemented.
I'll check his effect out. He's already provided permission to use the effects so it's worth a look. I don't really care for BK missiles as it is and the vanilla missiles are really tough to distinguish.
Which ships do you consider are from the original series? By re-imagined I mean the 2003 series as well as using KEW and Missiles (no lasers). As near as I can tell the ships all match up pretty close to the reimagined ships on wolf's shipyard. Or, they are civilian ships from the Coxxon fleet. I really wanted to fit a old school Battlestar in but didn't see how it would fit the mod in the end and the models I found would have taken some work regardless.
Also, the Cygnus is from Ice Dragon, but drastically reduced to fit Sins limits. I've tried contacting him about other models but have had no response. I'm really not even sure if his other models would work in Sins...
I'm also not married to all of the models and flipped in and out some based on their overall aesthetics. There are several models that didn't make it in as a result. If I find better, I'd be more than willing to exchange out as long as general roles are preserved.
Ya, you caught me... I just couldn't see adding another fighter class that does the same thing as the first. The damage types on the MkII were switched up to see how it would behave.
If the MkII is only wanted for visual gravy that's fine and I might consider it. It just seems a waste to have another strikecraft that does the same thing as an existing unit.
I'm confused, who are set up how? Also, how does mitigation work for the Colonials?
Have you had a chance to uv-map these? I can take a shot at using my organic texture sheets and 3d tools on these models.
Also, I think BOTH variations would be good as Titans as two are supported for Rebellion.
you mean the file where there are 2 variation of colony with the same arms and the second with 2 bigger than the rest ?? I can uv them.
edit: here you have colony with uv map (all arms the same)
http://www.mediafire.com/file/a5c5d47igf54552/Colony.7z
And this i think as starbase for cylon and Boomer class as Tytan for rebelion.
Thanks.
Might be both become titans. Really titans are a cross between star bases and capital ships by the way they are described. Further limiting them to one and one only makes them ideal candidates for Titans. It would also create a distinctive look between the Loyalists and Rebels for the Cylons.
In either case will need to play around with this to see how things progress.
Well i love the idea about both as Titans, and here my little battle, of course i won this battle with only one cap ship lost
Hey zombie, great job on the mod. I only just downloaded it yesterday (moments before you uploaded the R5.1, ARGH) and am currently in a battle on a medium-large random map with me as colonials, and three AI as Plague, Rogue, and Nephilim.
Colonials seem to be able to hold their ground well and dish out some serious punishment once they get going. Though the plague has wiped out the Nephilim without much if any of my help, and took out most of the Rogue while i battled with them... They'll keep me occupied for awhile, but at least i took the time to fortify my border planets!
But i only have one gripe with the colonials, and it has to do with their textures. They're shiny and slightly reflective of the skybox and it just bugs me slightly. Other than that i'd have to say that i'm gonna get quite a bit of entertainment out of this mod for awhile, and i like how you were able to set up the race activation.
Can't wait for the cylons
Sounds fun... I did nerf the plague frigates some with R5.1 to help a little as they were a tad over the top. I decided not to mess with the colonials yet.
It's their specular and reflective channels. I have a modification from Koobalt I didn't have a chance to get in but I'll look at darkening these channels a lot and see if that resolves the issue (which it should).
I have some other various bugs I've found too, so I'll try and get this into R5.1b so keep checking back.
Oh god... i see that now... i just jumped into one of their planets... they're everywhere... and they're ALL LEVEL 10...
lost 8 capital battlestas at level 5... and 45 asgard battlestars... only took out one of their caps and MAYBE a few lesser ships...
Excuse me while i cry in the corner and attempt to regain my losses with my now-horrible income due to 75% upkeep...
The AI loves to build Plague capital ships for some reason.
And their frigate fleets are crazy strong. Hopefully some of the nerfs I put in the last build will make them more beatable end game.
BTW what difficulty where they?
Only on Hard difficulty, i just wanted a testing ground. Well, i sure got one...
Just messing around with some organic textures. This is a render and not in game.
Not sure if you like the purple look or not but I wanted to add some color to texture I had.
Well i think colony looks really cool with that texture, as for Boomer class i prefer more my clear white, but since you explain to me how to make my own dds it's not problem for me i can always adjust my local version
It's like trying on clothes sometimes. The white is a bit much for me, but we might find a happy middle ground
Couple other renders... The textures are good so I'll probably use both.
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