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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
I can see why you liked them. I haven't done anything besides listen to them though yet.
Going to add support for the new Sins DLC?
Yes- worked on that today. And found some other anomalies I thought I had optimized but the engine was apparently smarter than me. I got those fixed too.
Will hopefully package a patch tomorrow lords willing.
Sounds good. Have you seen any of the "wreckage" fields in the new DLC yet? If you have, I got a few ideas for that. Why not make the remains the wrecks of Colonial Battlestars?
I may have found an error with the Jupiter Class Titanstar, Group Shield does something completely different to what it states, instead of shielding ally ships it tries to increase ship production.
Z... When I click on the Cylon Titans this is what I see for their abilities.
Yeah, that was just the icons. I swapped them out for some Cylon icons that already exist to help avoid that confusion.
Just noticed that the hades basestar has no texture
It's textured on my end. Bad download maybe. Check the mesh for it and see if the texture files listed are in your folder.
SofF: Fall of Kobol: Reb.1.80.27
Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization)
No it isnt in the folder and im using the svn version of the mod :/
I have found a small issue with the Colonial Nova Class Battlestar, it has a shield amount of 365 with no shields in the first place, i wouldn't mind this but the Blue Arcadia keeps taking them away from me with Harpoon, and a ship needs to have shields to take control of it, please could you patch this little defect and put the shield count of the Nova to 0 in the next build release please, this is a truly epic mod.
The SVN got corrupted. Unfortunately I can't use it anymore. All downloads will have to come from the links posted.
Well, I got caught in between patches trying to do more optimizations. Short story is there are about a dozen dds files that have graphic errors one of which causes a fatal error trying to load. If you try 1.80.27 it will probably crash at some point with the pirates.
I'll get a fix up for the textures when I get a chance.
So looks as though the Cylons are finished now?
SotF(5) Core(1..1) Reb.1.80.28
Should hopefully patch up the 1.80.27 version downloaded.
I'm uploading a full version for build 28 too.
For a mod... they are much more complete than they ever were.
Are they finished. Nope. Besides crap you guys see- there's texture work needed, ability work, the resurrection hub needs some magic coding for phase engines, other stuff I forgot about.
SofF: Fall of Kobol: Reb.1.80.29
Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.29 (Full Version)
Hey just tried out the mod and noticed that the Resurrection Hub isnt buildable because its at a super waepon limit and idk whats going on?
Question: Could you add a cylon war era centurion portrait for the cylons? A friend would really like that. Also any plans to add a cylon war style raider for the cylons (To fill a role similar to the mark II vipers of having both cannons and missiles?)
Also, last time I tried it the res hub seemed to never regain antimatter/energy, even with the upgrades.
Also, I can't seem to find the colonial stealth bomber at all ingame.
Post a picture you think would look good and I'll see.
It only regains anti-matter when ships in range of it's effect die.
That was a movie plot- not part of the mod.
It's classified as a super weapon.
Oh, was talking about this for the bomber. http://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/SupportShip_ColonialStealthBomber.jpg If it's not in that's okay. Was just curious because I had seen the picture. I'll work with my friend to get a good picture to hand over .
edit: How about this for the portrait if possible. http://media.battlestarwiki.org/images/thumb/b/b2/Cent_005.jpg/250px-Cent_005.jpg
Do you own 4 planets? You must own a minimum of 4 planets to build the hub.
Is there any plans to add any more colonial ships? Or not really?
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