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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
Aye, I misread some of your statements on icons. I'm insync now
I have everything done in this list except for the Loyalist/Rebel capital ship changes. I need to make new code to integrate SZO's hades Class starbase.
Hmm, not sure what is going on there...
Maybe it just on my end, can somebody else check ??
How many Strings are in your English.str in Core?
NumStrings 13026
And just now, when i conquer a planet, the moon start to run away, and my colony ship start to chasing him.
That's correct which is odd.
Yeah, moons have a bug with that right now... I'd turn it off until I can figure out a way to fix it.
ok I just have crash, and I try two more times from save, and in the same time the game crash.
I was gathering my entire fleet in the center of my galaxy, before all ship reach it the game crash, 4 player medium map, 2 already dead.
in the pack my autosave before crash, and my enable list.
http://www.mediafire.com/?ay612p0ved3vh0h
I'm sorry, but I find the fact that the moon can run away hilarious, makes you start to wonder if that is really a moon or something else...
Zombie do you know what is causing the moons to "Run Away"?
Must admit, I had a good laugh at that too!!! haha... very funny the way that Koobalt described it as well... "and my colony ship start to chasing him."
Well, since moon works as Starbase, and starbase can move, i think there need to be a setting that enable or disable the move, I forget to mention that the moon start run away when i destroy him and he become destroyed moon.
edit:
now when i start new game and highlighted the worldstar it show the name correctly, but if I load the save from previous game it still show string no found...
edit2:
I think I found what cause the crash for me, it was Comandstar, when i build one my game have instant crash.
Hey Koobalt,
1. This doesn't happen to me. The Worldstar never says "string not found" for me. Maybe you should download it again? Maybe you had a bad download?
2. Yep, this is in my list of changes for ZombiesRus5.... the game crashes whenever a Commandstar is built.
I found the command star issue too. Had a Titan ability clash names withe the frigate. I've fixed this internally.
Hey Z, next lot of changes:
Starbase:
- "Assault Systems" icon updated and emailed. New description also. - "Defensive Enhancements" icon updated and emailed. New description also. - Changed "Squadron Facilities" to "Raider Facilities". New icon emailed. - New icon for "Colony Pods". Have emailed- Starbase should have "Self-Destruct Protocol" as an ability
- Trade ships are TEC tradeships? Would vasari be better?- Capital ships cannot be trained? Is this intentional? - "Jump Inhibition Immunity" should be removed (Hand of God --> Model Projections)- "FTL Signature" research missing from Hand of God --> Model Projections. Should be Light Resurrection Model --> FTL Signature --> FTL Interference- Pirate Relations research icon (The Plan) has a white strip across bottom.. not positioned properly? - "The Plan" tree for Cylon Rebels is currently incorrect. Remove "Number Five" and "Number One" models. Need to add "Number Eight Model", "D'Anna Biers", "Final Five" and "Bribery" - Chimaeia model icon needs to be changed (in planet tree displayed on left hand side)- "Fleet Logistics" research tree says "Null" in both boxes? - Cannot build Resurrection Hub- Game minidumps every time a Commandstar is built. - Systemic Hacking research ability missing for Loyalists (Apotheosis --> Programming) - Loyalists and Rebels Should have "Jump Stabilisation" research (The Plan). - Loyalist should not have "Final Five" or "D'Anna Biers" research abilities in "The Plan" research tree - Rebels need "Efficiency Programs" research added to "The Plan" tree (have resent you the icon for it). For loyalist, it's there (top line, currently a vasari icon), but it needs the right icon.
Thanks Z. Let me know if anything above doesn't make sense.
I love you but only in a plutonic cylon sorta way
It's probably just your avatar though- but keep up the good work
Can I get your new string entries. I need to plug them into my templates.
Done.
Starbase does have the End of Line ability
I see meshes that look like Vasari's. Are you playing with moons or artifacts?
base level was missing. Fixed.
Overlapping research subjects. Fixed.
Fixed.
They build ok for me- you do have to control 4 planets though as they are super weapons still. It doesn't really matter yet on these guys anyway as they aren't developed yet. I have some ideas how to bring them into the game the way we want but its going to take a little bit of work.
Overlapping buttons- fixed.
They Envoy can only have 5 abilities.
The first two are Diplomatic Immunity and Goodwill.
I gave the Loyalists Efficiency Programs, Number Four and Sharon Boomer.
I gave the Rebels Organic Resin, Number Two and Number Six.
I'll put a small patch on media fire for 1.52.22.1 today. This would be applied directly over 1.52.22 and include all the changes I've made up to current.
Thankyou for confirming that, i plan on getting the DLC relatively soon, and i use all the factions for Sins of the Fallen, and my favorite is Colonial because their ships are Juggernauts haha, i also make the game harder by setting Colonial as Militia haha.
P.S. i look forward to future updates.
Cool! And yes the militia options really are about increasing the difficulty.
Difficulty probably is something like this currently:
PlagueRogueTechAdventHypercorpNephilimVasariCylonColonial
Patch 1: SotF Fall of Kobol Reb.1.52.22.1 (Patch)
Had to compromise for now... When moons blow up with the new patch they will simply go away. I need to figure out if I can bring back destroyed moons or not.
With the SotF Fall of Kobol Reb.1.52.22 update, will this mean in order to play all the factions we have to wait for a 1.52.22 update of SotF itself?
Old Bailknight missile effects on cylon ships make baby Hera cry
Also the cylon raider guns impacting a ship causes little white boxes.
Other then that, having a grand old time as always. Loving the voice work.
Was playing with moons. There seems to be a mix of both TEC and Vasari trade ships? The starbase, moon or trade centre must be building TEC trade ships? See below:
Oh right.... I didn't have control of 4 planets...
The trade ship entity is declared in the Starbase or Planet Module entity file. It's a bit odd, but theres nothing I can do about it.
Hey Z I have been working on the Tenorias planets GasGiant not being able to colonise. I have found how to fix it. I was wondering what you want the cost and stages to be set at?
Final lot of changes from previous build (Build 22):
- Optimized Assembly icon is wrong (Apotheosis --> Industrial Networks). Have emailed it to you again. - Merchant cargo bays description updated. - New icon for Recursive Upgrades (Apotheosis --> Industrial networks). Have emailed.- New icon provided for Syphon Credits (Defense Systems). Have emailed.- Added description for Chimaea model (The Plan)- Number 2 model icon looks weird... have provided a new one. Description updated. - Icon provided for "Jump stabilisation" (The Plan)- Have swapped Communications Array sound with Trade Port sound. Have emailed. - "Shock and Awe" research item changed to "Orbital Suppression" for Loyalists (Apotheosis --> Programming). New icon emailed. - New icon for "Repentance" and "Purge Planet" ("Apotheosis -- > Faith" for Rebels and "Apotheosis --> Occupation" for Loyalist)
I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon.
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