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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
Wouldn't it! I don't see the owners of BSG giving much love on screen to them anytime soon though
So pretty quiet around here. Everyone pretty much starting school? or have kids starting school?
High school's already started, and for many college/university has already started. After labor day, September 3rd, everyone will be back in school.
Yeah, I just got my kids back in school. It's really nice and quiet here
<------ No Kids. Just a wife and a Dog. Just means I have to deal with increase of traffic in the mornings.
Don't get me started on syfy. Defiance is pretty good but most of there stuff sucks.
No school for me for over a decade now. I just don't post much. I have nothing to say. :3
I pretty much just watch silently as this thread progresses.
Me to and ...
I have nothing to say. :3
Me to.
I've been busy with end of summer stuff since classes start after labor day. But I have been looking for voice actors but still no luck and the girl that has helped me done all that she can do since she is getting ready for the semester as well. I've been looking for voice actors still but I'm still getting people who say they will help but then I never hear back from them.
I understand. On the positive side I found some new filters for audacity that come VERY close to replicating the BSG radio sounds.
Yes, I have the originals.
Hey Z. Have finished all the descriptions for research abilities and have emailed the Cylon_English.str and Cylon_stringinfo files to you.
A few things to note:
- Changed "Advanced Hybrid" ability for the basestar capital ship to "Overload Hybrid". Is the same as Finest Hour for the TEC Kol Battleship. Have also changed the icon and have emailed. - Not sure what you want the "infiltration" ability to do for the Worldstar... I put "A signal is transmitted that activates Cylon agents aboard targeted ships who attempt to permanently gain control of the enemy vessel."- Not sure what you had planned for Guardian Class Mk1's ability "Infiltrator", but I've changed it to the same ability as the Advents Revelation Battlecruisers "provoke hysteria" ability, i.e. "Cylon sleeper agents within the targeted planets population are activated who cause damage to the planets infrastructure."- Not sure if you like this for "Logic Bomb", the Colony loyalist titans ability... |Logic Bomb|Using program backdoors, a powerful logic bomb is activated which completely disables multiple enemy ships at once.
Obviously a number of research abilities are not "attaching" to ships etc. i.e Chimaeia Envoy. I guess this is because you're still working on abilities for Cylons?
Thanks Cylon_Luvr! I'll look over your files and suggested ability changes. On the research subjects- yes there are several that are still WIP like the Envoy and Resurrection Hub. The primary frigates "should" be hooked up though so if you see issues let me know.
Resurrection Discussion
I have a working framework for the Resurrection Hub (private build only).
The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.
The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.
Now the question is: what should happen when a ship in range of resurrection dies?
I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
I don't know if that is possible but for Capital ship when destroy the other capital ship in range should receive experience boost (death is just another experience for Cylon) for example when destroyed 1 lvl cap, and we have another one in range it will recive 500 exp, when we have 2 cap ship in range each will receive 250exp, 5 cap - 100 exp each, and the amount exp for share maybe define by simple math: lvl of the destroyed cap*500=total exp to share.
For other ship it can be point 5 or the same as above just smaller amount of exp to give.
Nope, giving experience isn't a supported buff type. It's been requested by modders so we'd like it too
I agree with you Z. #5 and #6 sound the more reasonable.
That's really exciting Z that you have been able to set it up... very clever. Must have been a lot of work involved in that!
Definitely #6 Z which sounds awesome. This is a great representation of Resurrection, but doesn't allow the Cylons to be too OP. So when you click on the Hub, there will be icons representing the different ships that you can resurrect once enough AM is gained from losing ships in battle?
I agree, definitely #6. Fits the Cylons really well.
Looks to me as though the Cylons are nearly finished...
Also just wanted to say Zombie that you're an absolute legend. You've put so much work into the mod and it is by far the best mod that I've played for Sins.
Hey Z, SZO sent me a planet type for Cylons... its an asteroid with an old Hades basestar that has crashed into it. Its completely done and would only need to be integrated (although I think he created it as a separate mod to activate).
Would you be able to add it as a planet type for the mod? I've emailed it to you.
I'm sad ;/
I think the 6 option then...
I'll take a look at it. I'm hoping to create a planet pack with these systems too.
Helios Gamma System:
Scorpia: Terran Class, 50% water, 50% land?Sagittaron: Barren Class, 75% Mountains, 25% land?Libran: Greenhouse Class: 80% Jungle, 20% Water?Ophion: Gas GiantThanatos: ToxicAcheron Asteroid Belt: Asteroid class, series of these around the star.
Helios Delta System:
Aerilon: Terran Class, 80% water, 20% land (mostly around equator)Canceron: Terran Class, 75% water, 25% land.Aquaria: Ice Class, 95% frozen water 5% land (one mass)Phoebe: ToxicStyx: ToxicAeolus Asteroid Belt, Asteroid classHestia: Gas Giant
Helios Alpha System:
Caprica: Terran ClassGemenon: Desert Class: Deserts, ice caps and some waterPicon: Oceanic Class: 75% water, temperateTauron: Terran Class: Minos: Barren Class: Tauron MoonZeus: Gas GiantNike: Moon ClassHebe: Moon ClassIcarus: Volcanic ClassErebos Asteroid Belt: Asteroid ClassPersephone: Ice Class
Helios Beta System:
Virgon: Oceanic Class, Blue Oceans, Blue tinted landHibernia: Moon ClassLeonis: Terran ClassOuranos ASteroid BeltHera: Gas GiantIris: Moon ClasEubora: Moon ClassTroy: Ferrus PlanetPallas: Barren Class
I'm probably going to try a procedural planet generator to get some planets that closely resemble these systems and their colors.
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