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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
Guys, I have a important request. There is another mod out there in need of help and by help I mean coders. I don't know how many can code but I do promise you that it will be worth it. Message me for the details and I will provide them. Everything is good to go on it but there is a call for people who can code.
Wish I could help dude, but I wouldn't have the faintest idea how to code!
Thats okay, I think at this rate i'm going to have to learn how to code so I can help with the mod. I really want to see the mod be release to the public soon.
I have a problem with the resurrection hub, it always says super weapon limit reached and I don't even have one built, plus if I have an ai teammate that is cylon they will build it? please help.
Do you own at least 4 planets? You must own a minimum number of planets to build the Hub.
Race: Colonial Reb.1.52.25
Race: Cylon Reb.1.52.25
Core: Reb.1.52.25
Awesome, thanks Z... I'll download and have a look. So I know that this version will include all of my changes... what can I do next to help?
The economy for the cylons still needs to be sorted out doesn't it?
Need feedback on stuff that isn't working right or doesn't look like it's supposed to.
For example, I noticed the Raptor's texture isn't showing right.
I'm open to implementable ideas. Right now their starting population is severely reduced, but they get a starting credits per capital ship.
Well, the normal map was messed up- fixed it and all is good now.
Ok, changes for Cylon Rebels (obviously with some common changes across both Rebels and Loyalists):
- Change description for reproduction farms to:
"Success in species crossbreeding results in a small population increase on each of your planets."
- Seems to be a mix up with the new "Overload Hybrid" icon that i sent to you in my last lot of changes. The icon appears as "Hybrid revelations" (Apotheosis --> Faith) instead of appearing as the icon for the capital basestars "Overload Hybrid" icon (which is what is should be). Need to put back the original icon for Hybrid Revelations, and use the new icon for "Overload Hybrid". - Says "String not found" for "Colony Pods" research in Defense Systems tree. Description is also missing now. Should be Colony Pods|Infrastructure is built that allows Cylon models to occupy the starbase and provide tax income for your empire.- Better effect for nuclear weapons when they detonate against a ship? - On one occassion, I zoomed into a battle and it played the "stock" music for a battle instead of the Cylon music that I sent through a while back. Not sure if anyone else has noticed this. - Have emailed you a new sound that can be used for virus abilities (when they are activated in battle). There is only one sound at the moment, so I think we need to mix it up a bit. - Says "NuclearBarrage" for Rebel Titan abilities, with no space in the middle of the words. Please put a space in. - Hybrid Hacking Programs research - needs to change because capital ships already generate credits... currently says 2.0 to 4.0, when it is already 3.5 for each? Should say 3.5 to 4.0 - Rebel Titan fires a 'beam' instead of nuclear missiles when bombarding an enemy planet? - Is there any way that the victory image when you win can be changed? At the moment its Advent. - Texture does look a bit off for the resurrection hub... - Descriptions for Resurrection Hub research abilities need to be changed. I'll change these soon and post on here. - After you have built the Resurrection Hub, then click on it and move your mouse over the Resurrection Hub icon in the abilities window in the bottom right hand corner, a massive list that is bigger than the screen appears. Can it be condensed? - FTL engines are not added to the Resurrection Hub even when the research is completed? - Abilities do not attach to Chimaea envoy, even when they are researched.
Soon i'll post changes for Cylon Loyalists.
Something else to add to your list:
Nano Fibers, Advanced Targetting and Harmonic Containment descriptions all need to be changed for the rebel titan. I can put together some descriptions for this?
I think its completely fine as it is. It doesn't need to change.
Stuff I don't comment will likely get fixed at some point
I'm not doing particle effects so someone either needs to pick a better existing effect or make one for the mod. I'm good with either.
Music is a strange critter. It seems to play music you wouldn't expect to play at various times. I tried nulling out the generic sound music stuff... maybe that got reset with rebellion. I'll have a check but am not sure if that can be satisfied or not given the structure of the mod.
Also, it increases/decreases based on speed settings too-so probably a good idea to change.
Nope. Seriously- it's outside of my control unfortunately. Whenever you create a complicated chain of events in an ability the infocard goes all wacky.
This needs a creative solution as I want it tied to superweapon limits.
Hey Z, just realised that this one hasn't been applied either...
Mord... these abilities shouldn't be there at all for the Cylon titans, they're Advent abilities. Don't worry about writing descriptions for them... they will need to be removed entirely and replaced with the correct abilities.
Additional changes (These should be the last.. if the changes are implemented there should be no more changes from me!!)
- Titan abilities: the Titans seem to have the same abilities, except for atmospheric expulsion (Loyalist titan, the Colony). Loyalist Titan should not have the Supervirus ability, which it does - this ability is for Rebel titan only (Boomer). For the loyalist titan, you cannot actually choose atmospheric expulsion as an ability? It automatically appears as an ability after you have added a point to a different ability... Also, the Loyalist titan should not have the nuclear barrage ability... this ability is for the Boomer only. Remove all of Titans Advent abilities.. Nano Fibers, Advanced Targetting and Harmonic Containment.
Abilities should be:
Cylon ColonyAbilities: Total Atmospheric Expulsion, Organic Armor, Resurrect Basestar, Logic Bomb
Cylon BoomerAbilities: Super Virus, Organic Armor, Nuclear Barrage, Spawn Raiders
These abilities already exist for some of the Capital ships... they would simply need to be dragged over.
- Resurrection Hub... ability descriptions need to be changed.
Change "Dark Combat Fleet" to:
Resurrect Combat Fleet
Destroyed combat ships are reconstituted at the Hub.
Resurrect Support Fleet
Destroyed support ships are reconstituted at the Hub.
- Says "String not found" for "Colony Pods" research in Defense Systems tree. Description is also missing now. Should be Colony Pods|Infrastructure is built that allows Cylon models to occupy the starbase and provide tax income for your empire.
- In the old mod, Sins of the 13th Tribe, they had a great effect for nuclear missiles. I'm not sure which particle file is the right one, but I'll choose the ones that I think it could be and email to you? sound ok?
If you provide me with the Cylon_English.str and Cylon_stringinfo, I can directly modify these for the new descriptions?
First of Zombie thank for the mod.
I haven't played the game in a couple month, I downloaded the new version Fall of Kobol 1.52.25 full
And all the battlestar (Colonial Capitals) are black block when u come in close to them. their model are missing
Also the abilities on Triton and Colony Capital battlestar are the same say guidance.
I have download the file reinstall the file same issue as above.
you there Zombie? you haven't posted on here for a couple of weeks
Just haven't made any real progress beyond what I already reported on any of the issues so not much to update.
I've been doing some Sins related stuff which might be cool for us down the road but nothing I can report on it right now.
good to hear from you Z. was wondering if some of the stuff your working on is the rest of the planets for the Kobol planet mod?
haha... that was my first thought too...
Cylon_Luvr got a question for you. What name would you like for the Cylon homeworld and what kind of planet should be used?
Already thought of this one a while back.... Planet should be called "Centurion" and have already developed a homeworld/base... its an asteroid with a large Hades Class basestar that has landed on it, which I have already sent through to Z. Each to their own though, the reason why I developed this one is to suit a scanario/map that I developed.
I think it needs to be modified to suit the last Sins update though.. doesn't work with the latest version.
Need some phrases...
hasWonMilitaryPhraseStringId "IDSGameOverDialogHasWonPhraseCylonMilitary" hasLostMilitaryPhraseStringId "IDSGameOverDialogHasLostPhraseCylonMilitary" hasWonFlagshipPhraseStringId "IDSGameOverDialogHasWonPhraseCylonFlagship" hasLostFlagshipPhraseStringId "IDSGameOverDialogHasLostPhraseCylonFlagship" hasWonHomeworldPhraseStringId "IDSGameOverDialogHasWonPhraseCylonHomeworld" hasLostHomeworldPhraseStringId "IDSGameOverDialogHasLostPhraseCylonHomeworld" hasWonDiplomaticPhraseStringId "IDSGameOverDialogHasWonPhraseCylonDiplomatic" hasLostDiplomaticPhraseStringId "IDSGameOverDialogHasLostPhraseCylonDiplomatic" hasWonResearchPhraseStringId "IDSGameOverDialogHasWonPhraseCylonResearch" hasLostResearchPhraseStringId "IDSGameOverDialogHasLostPhraseCylonResearch" hasWonOccupationPhraseStringId "IDSGameOverDialogHasWonPhraseCylonOccupation" hasLostOccupationPhraseStringId "IDSGameOverDialogHasLostPhraseCylonOccupation"
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