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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
What happened to the person who wrote the Cylon lines?
The original image I apparently had for Hybrid revelations matched what you sent for Overload Hybrid (Just white versus the redish color). I don't want the same icon with different colors being used for both researches. I'll need something different for hybrid revelations if thats what you want. I'll leave it as is until then.
This isn't controlled by the mod. This is an issue with the core game when you increase income speeds the income goes up.
cool I am working on a large map for the mod and plan on releasing it when I am done.
That would be me...
I'm happy to do this... but I'm not entirely sure what you are asking me to do Z? Are you looking for additional voice phrases?
like this...
StringInfo ID "IDSGameOverDialogHasWonPhraseTechMilitary" Value "We have defeated our enemies! Victory at last!"StringInfo ID "IDSGameOverDialogHasLostPhraseTechMilitary" Value "Our once prosperous empire now lies in ruin."StringInfo ID "IDSGameOverDialogHasWonPhraseTechFlagship" Value "With the destruction of the enemies' Flagships, we can look forward to peace."StringInfo ID "IDSGameOverDialogHasLostPhraseTechFlagship" Value "With the loss of our Flagship, our empire is lost."StringInfo ID "IDSGameOverDialogHasWonPhraseTechHomeworld" Value "Our enemies' capitals have been annihilated, victory is ours at last!"StringInfo ID "IDSGameOverDialogHasLostPhraseTechHomeworld" Value "Our leaders are dead, our capital world destroyed. It is over."StringInfo ID "IDSGameOverDialogHasWonPhraseTechDiplomatic" Value "Our dream of peace has finally been realized."StringInfo ID "IDSGameOverDialogHasLostPhraseTechDiplomatic" Value "Our empire's place in the galaxy is now a fleeting memory."StringInfo ID "IDSGameOverDialogHasWonPhraseTechResearch" Value "Our empire's ingenuity has shown us the way."StringInfo ID "IDSGameOverDialogHasLostPhraseTechResearch" Value "Our failure to adapt has doomed us."StringInfo ID "IDSGameOverDialogHasWonPhraseTechOccupation" Value "Our empire now holds the key to the galaxy."StringInfo ID "IDSGameOverDialogHasLostPhraseTechOccupation" Value "Failing to capture the Artifact world has lead to this."
Ok cool, will work on it.
Cool, TEC is actually fairly generic. The Advent ones didn't fit at all for Cylons- plus I think you all can come up with some neater sayings for them.
I found a couple more people to help out with the Colonial lines and they have sent me demos. I believe I will be able to get you some capital ship stuff later on this week hopefully.
Cool. I'm still trying to get my microphone fixed up
Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here.
If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation. On the down side I'm getting some character that lops the file off part way through when SoaSE processes it.
A little frustrating to say the least as I don't quite know what's causing it yet.
Sounds really annoying!!
Here you go Z. Let me know what you think (and/or anyone else!):
StringInfoID "IDSGameOverDialogHasWonPhraseCylonMilitary"Value "The enemy colonies lay trampled at our feet."StringInfoID "IDSGameOverDialogHasLostPhraseCylonMilitary"Value "Tears drip along the nascent echo. End of line."StringInfoID "IDSGameOverDialogHasWonPhraseCylonFlagship"Value "Enemy Flagships eradicated. End of line."StringInfoID "IDSGameOverDialogHasLostPhraseCylonFlagship"Value "Our Flagship fails, and we are no more."StringInfoID "IDSGameOverDialogHasWonPhraseCylonHomeworld"Value "Our enemies' capitals burn, and dominance is nigh."StringInfoID "IDSGameOverDialogHasLostPhraseCylonHomeworld"Value "The homeworld systems fail and our endtime is nigh." StringInfoID "IDSGameOverDialogHasWonPhraseCylonDiplomatic"Value "We join as one, and victory has been won. End of line."StringInfoID "IDSGameOverDialogHasLostPhraseCylonDiplomatic"Value "Our enemies join as one, and our Empire is undone."StringInfoID "IDSGameOverDialogHasWonPhraseCylonResearch"Value "God's secrets are revealed, and Cylons ascend."StringInfoID "IDSGameOverDialogHasLostPhraseCylonResearch"Value "God's secrets are revealed to the enemy, and Cylons fall into darkness."StringInfoID "IDSGameOverDialogHasWonPhraseCylonOccupation"Value "Gods plan is revealed, and Cylon are the chosen."StringInfoID "IDSGameOverDialogHasLostPhraseCylonOccupation"Value "God's plan is revealed to the enemy, and Cylons fall forevermore."
I think I have it finally figured out as an encoding issue between different files being merged. Yeah for me! Now I have to regenerate every language file which may take all day.
Fall of Kobol: Build 26
Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.52.26 (Full Version)
So what does the new update include?
Various bugs identified by the community here and other things I identified I fixed in previous posts.
I didn't get any of the new effects or sounds in.
The cylon planet with the crashed basestar is the starting moon for Cylons when the Moons Addon is activated. I plan to add this to the Kobol package as a placeable planet.
Language translations that are correctly encoded.
Added back in the effects and bonus density addon.
Awesome!!! Thanks Z. So it will become a placeable planet? That's great!
Just did some testing... looks like we're getting close now!!
- Need to fix up the abilities for Cylon moon bases.... Could you copy the current abilities for the Cylon starbase across to the moon base? - Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. - Moons don't seem to "attack" properly? I think it does attack(because ships are taking damage), but you can't actually see any missiles being fired?- Chimaea envoy - Once you have completed research for Number 2 model, click on the envoy ship and move your mouse over its abilities, it says "Number Two?s prophetic.." instead of "Number Two's prophetic.." - For some reason, you can't research Number Six Model in "The Plan"? - Should be "Node V0" instead of "Node v0"... in the list of names for Cylon capital ships ie. the "V" should be upper case, not lower. - When the Lockdown Virus is used (Guardian Mk1) and the enemy ship is disabled, my ships seem to stop attacking it? - Awesome that you've changed the end screens for when you win, loose etc, but the pictures are too small or something? The pictures dont fit the size of the screen. - In "The Plan", I can't research all the items in the bottom half of the screen? i.e. Pricing Advancements, Resource Advancements...
I don't know if you're accepting any submissions for non-FoK parts, ZombiesRus5, but here are a few strings for the Hypercorp:
StringInfo ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_ICE_NAME" Value "Alpiner Morphs"
StringInfo ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_ICE_DESCRIPTION" Value "Alpiner morphs are an initial morph design created for survival in ultra-cold climates. Shortcomings include a highly accelerated metabolism to maintain internal temperature in freezing temperatures, difficulty breathing the thin air unaided, and a slowly degrading genetic structure necessitating Genetic Service Pack therapy. (GSP Therapy not covered by broker warranty.)"
StringInfo ID "IDS_RESEARCHSUBJECT_HYP_POPULATIONCAPICE0_NAME" Value "Ruster Morphs"
StringInfo ID "IDS_RESEARCHSUBJECT_HYP_POPULATIONCAPICE0_DESCRIPTION" Value "Ruster morphs are a later, more developed ice world morph featuring enhanced insulation and temperature regulation over the Alpiner allowing a more normal metabolic rate and a superior respiratory system capable of breathing the thinner air compared to more temperate climates with ease. These enhancements allow a greater population cap on ice worlds under your control. (GSP Therapy still not covered by broker warranty.)"
1. Maybe. I need to make it's scripted to move the right files from the cylon folder to the moon folder to handle the case where the source starbase files are modified.
2. It's low on my list todo but I need to make sure all the meshes have weapon points for moons and increase the missile effect being used. It should be more like large nukes being fired out.
Do you mean the icon picture? I've tested this several times now and see the new text for abilities/weapons/durability and made sure all upgrades are possible and in the right ability slots.
Also, like vanilla sins there are restrictions for leveling and upgrades.
Ability A: Atmospheric Expulsion
Level 1: available at Titan level 1 or higherLevel 2: available at Titan Level 3 or higherLevel 3: available at Titan Level 5 or higherLevel 4: available at Titan Level 7 or higher
* You can't get level 2 of an ability if the Titan's current level is less than 3
Fixed- appears to be an encoding issue from the source I copied in from.
Fixed- Incorrect pre-req.
Fixed.
Correct- It's based on the advent capital ship's blackout ability. Shooting at it wakes it up after it takes a certain amount of damage. I'm open to a redesign of the ability.
I didn't want to stretch the pictures I had. The image needs to be 1024x768. If you find some that size or larger I can add them in (Send me a link to the image). To compensate I added a black bar on the bottom to get the coding in place- swapping pictures is easy.
Those are extra researches available after you make a research pact with another faction
Good stuff- thanks.
Sure- these look really good.
Thanks. I'll be sure to post some more, then. Also, how did those music files work out for you?
EDIT:
One quick one for you.
StringInfo ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_OCEANIC_NAME" Value "Aquanaut Morphs"StringInfo ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_OCEANIC_DESCRIPTION" Value "Aquanauts are morphs fully-adapted for life on oceanic worlds with advanced features such as webbed feet and hands, gills, and swim bladders and the ability to perform deep dives without any of the usual side effects. Upgrades such as enhanced eyes and sonar allow them to navigate even the darkest oceans with ease."
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