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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
That sounds good Z. though Scorpia is mostly Jungle in most of the description i've seen.
Sounds good!
Ok, so with Resurrection sorted out, all that is left now is the Cylon economy?
What are your thoughts on this Zombie?
There is still a lot of refining of abilities left to do and making sure all research ties back to something.
That said I think we need to level set what credits actually mean to the game. Credits is not necessarily money. Credits denotes what is created/produced by the civilization. Do Advent and Vasari REALLY use money like the TEC?
I do however agree with Cylon's being less focused on Planetary population and have made an initial step to dramatically reduce their "population" on colonized planets.
Personally I think credits can be used to represent the stuff the Cylon civilization produces to support their infrastructure, manufacturing and organic material.
I've given all Cylons a starting credit per capital ship to help balance their early game disadvantage. Add in resurrection recovering some credits through uploading and the ability to create new ships freely through resurrection and the Cylons should have a fairly unique economy without making so impossible to balance.
We'll need to see how things flesh out after ships are balanced for cost/durability/dps. Also need to adjust the cost for structures as well.
I know some of you were set on removing credits entirely from the Cylons. I just don't personally see it working out and keeping game balance workable. You may however try making this model yourself by editing the mod files with Notepad if you would like to try this system and convince us it's the best way to go. I'd be more than willing to incorporate it if it can be proven out by someone.
I'm pretty sure removing credits entirely will break the AI as it will still buy/sell resources on the black market.
I think the approach that you have outlined above is perfect. Great that you have dramatically reduced populations (and therefore tax credit) initially for Cylon. This is balanced through gaining credit from Capital ships, resurrection and research into hacking or natural procreation. I think it's fine as it is.
Combining this with resurrection makes the Cylon race very unique.
Definitely wouldn't work to remove credits entirely.
Not sure if I can help out with this in any way?
Don't like the planet colors... tough shit! that was a lot of work for one system and the coding isn't even started
Once they are in game the colors can be tweaked further by modifying the atmosphere color.
Look dead on to me Z. Great work!
So Say WE All!
Nice So when can I nuke them
They look awesome... I'm with you Koobalt... can't wait to nuke 'em.
Is someone going to build a map of the 12 Colonies using these planets?
I plan too. But the colonial fleet might have something to say about you trying to nuke us.
Btw they look awesome Z!
These are individually place-able via galaxy forge. I also have the galaxy forge icons for each planet.
Whenever I release a new version I'll include the Helios Alpha system. You should be able to start building maps with them straight away and add to them as I release more of the twelve colony systems.
Cool thanks Z!
Hey was that Hades class awhile gonna be available soon ingame as a cap or frigate?
Capital ship
I have a weird phase jump bug I'm debugging for Resurrection.
Not sure how long it will take to resolve.
Decided to rewrite some of it to be ranged based on the Resurrection Ships. Appears to have solved the phase jumping mini-dump problem .
I may upload a new version this weekend
Anyone notice the resurrection ships fly backwards?
And that resurrection hub needs a serious retexture!
The only one I saw didn't last long enough to see which way it was flying till it got blown out of the sky by my Battlestar
hahahahahahaha classic!!!! Even though I'm a Cylon lover, I'll give you credit for that one!!
Oops... nope, missed that!
The resurrection hub didn't look too bad to me...
Awesome Z... would love to see a new version. Very exciting that you have resurrection up and running... makes the Cylon race very unique.
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