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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
Added just a slight organic skin to the new GuardianMkII texture.
Edit - In this pic the guardian's darker because of the lighting from the render.
I honestly like the plain white for the basestars, and if they stayed white then teh boomer would look quite out of place. The darkened skin doesn't look too bad though.
Those two different basestar renderings looked like different models. Are you using them both in the game or am I wrong?
I'm going to use both and probably the existing basestar too as it has a different look too (though probably as the Heavy).
I'm also going to look at either fixing the existing models to have better textures to the best of my ability or replace them with models that look better.
Meh, all white hurts my eyes and unless you have a light source on them constantly they look gray in the game anyways.
Plus all the pictures/images I've seen of basestars are not white. But I won't begrudge you if you want to make your own textures like koobalt and replace what I do out.
Honestly after the first pass on the cylons almost all textures need to be redone excluding the ones Koobalt has personally completed. Plus all the meshes need to be regenerated from what I can tell due to bad tangents, which will likely mean I'll re-hardpoint everything.
Don't expect the cylons as a playable faction for a while. I'll post updates though as I make progress. There's just a lot more work here than I realized.
Can you talk a little about the direction you plan to take the Cylon faction gameplay-wise?
How do you think they should plan out?
Make it so they attack and chase you where ever you run away to. Good enough
Cheap, inexpensive units that regenerate fast. I think the strategy for Cylons should be about speed, maneuverability and subterfuge. Strength in numbers. (In season 3, episode 3) 4 basestars spelled death for the Galactica until the Pegasus came to her rescue.
Should be able to open phase lanes between distant worlds (Cylons have superior jump tech compared to the colonials).
Capital ships should be more about the abilities they bring rather than the firepower.
Something to keep in mind is that the Cylons didn't attack the colonies outright, they disabled colonial defenses and then nuked them from orbit.
1. I like your organic add-on to my texture for Guardian MK2
2. About the Boomer on the render the ship looks a little to purple for my taste
3. Well about Cylon, they have better FTL than Colonials so faster jump, and perhaps if that possible exit point closer to planet.
They mostly base on missiles, so more research in that way.
They hull are weaker but self repaired so faster regeneration.
They are machines so Ion bolt ability as 'Computer virus' , and by the way i would remove the Ion bolt from Valkyria.
The cylon ship carry a lot of fighters/bombers so more slots for them on cap ship.
I would base the cylon on Advent and grand them the research that speed up and lower the cost of research.
Well if i think anything more will post.
These may be relevant to your interests:
I'm not going to use it anyways so no worries. I'm just trying to come up with something that makes it look less bland in game.
@everything else - Good stuff, I'll read through it again and digest it all and see what my thoughts are.
Hey Zombierus I'm dying to try this mod but when I go onto the download site you link to at filefactory I cant find the link to download it. I choose the slow download option and it does a countdown but when thats finished there is no link, I realise this isnt your doing but do you know how I can get it?
Once the countdown is finished you click the same download link again at the bottom.
I wonder why the Cylons are so much better at space architecture than their human progenitors. How can a race of bots and clones so totally own us in every aspect of design? I understand their technological superiority, but come on, they even have a thing in their minds that allows them to hallucinate a forest interior to their sweet ships.
I will definitely be joining the Cylons when this thing is released. Humans are just so lame.
Machines process information at a faster rate than organics. I could explain more, but it would spoil the series for anyone who might come across this thread. Needless to say, they had help being so far ahead of the colonies.
I guess that is so. They also have the benefit of several types of brains, whereas humans are stuck with the stock brain. [e digicons]:'([/e]
Colony looks awesome! I imagine that it will have a population like the Vasari starbase? Would make sense... Starbase should be moderately powerful when it comes to firepower, with autocannon's and missle launchers, but it strength should rest with the number of raider squadrons it can launch. Would also make sense if it could build frigates and capital ships... (if it is possible to build cap ships from a starbase...). The other thing about the Colony is that it is FTL capable i.e. when Cavil moves the colony immediately before the Cylon civil war. Not sure if this could be built in.
Agree with Koobalt and Unikraken regarding Cylon gamelplay... Should definitely be able to transmit a Virus, similar to the Advent's Mass Disorientation ability.
The Cylon race is also dependant upon Cap ships, and gameplay should encourage Cylons to build lots of these (will balance out as Cylon cap ships are much less powerful than colonial). Their support ships should be the resurrection cap ships (lots of abilities but very weak firepower). Cap ships should also be very fast and manoeuvrable
In Kyogre12's version, it was possible to build the old school basestar's from the first Cylon war... Not sure why the Cylons would want to build a hopelessly obsolete design.
Any plans for the Resurrection Hub (which I think looks great in Kyogre12's mod)? I think he was planning on using it as the Cylon starbase... Should have some central importance where it's loss in battle would have some major impact. I know that Kyogre had originally used it as the repair module... He did nail the communications array though from Razor and the communications module. Wasn't a fan of his cap ship factory and frigate factory... not a great design, and the texture/colour was very off.
I'm actually for being able to build these simply out of necessity. There really isn't all that much fan-made Cylon ships. We only have so many to use and a bunch of slots to fill.
Resurrection ships shouldn't repair ships, it should boost the native repair rates of ships within the grav well, to simulate personnel being replaced to aid the ships in repairing themselves (Cylon ships are functionally synthetic organisms).
Hmmm.. yeah... if the original basestar design is done well! In Kyogre12's version, the original basestar looked "off"... texture was all wrong. Would be awesome if it looked like this, or something similar (think that it is from the original sins version from Larkis?):
I do like some of the Cylon ships from the Battlestar Galactice Online game... see http://us.battlestar-galactica.bigpoint.com/game/cylons
Like the Marauder, Spectre, Liche and Nidhogg ships...
I don't think they look remotely anything like Cylon ships. Pretty disappointed with that game personally.
While you probably don't want every Cylon fan with a copy of Sins telling you how to make the ultimate Cylon faction, What about altering the gameplay to fit the series? I am personally waiting for your full release to give this a try, but Cylon tactics only involve a few ship types and even fewer bases.
Maybe here less is more?
The SoaSE AI will break down without the right number of ships. There isn't a way around it.
Why not use the same models with slight variations (texture/colour/markings.....) and give some -less armour -more features -more fighters etc. to fit the role (you could also vary size to suit) if you are looking for a more uniform approach.
Technically, there is a way or two around it. The first is to simply put in duplicates of ships and simply change their frigateRoleType; this will give the AI the "number" of ships it needs while maintaining the smaller is better route. The second, while partially untested, is to put in "filler" ships which have the "unused" frigateRoleType and require prohibitively expensive research, so the AI can never acquire them, however they still "exist".
Lavo_2.... you're approach is from the standpoint of simply "playing against" the Cylons as an AI, rather than considering those who actually want to play as the Cylons. Wouldn't be very enjoyable playing as the Cylons if you're left with duplicate and "filler" ships that are prohibitively expensive.
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