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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
HE LIVES!
I can't upload BSG to moddb due to content restrictions there (i.e. they will yank the entire mod from moddb). You'll have to use the links in this thread to download any BSG content.
Welcome Back Z. Hope you had a good 4th.
Z, I created a patch a little while ago which made a few changes.
Made resurrection more powerful (was a pretty weak superweapon in its existing state IMO) by:
-Reducing the amount of antimatter needed to resurrect ships
-The Hub can now resurrect Capital Ships
- To overcome the limitations of the Resurrection Hub i.e. that it cant move, phase jump, and cannot extend resurrection beyond its home system, I have given the cylon Titans the ability to spawn resurrection hubs as an ultimate ability
I have also fixed up:
- Sound issues with the envoys
- Have removed FTL research for the resurrection hub in the research tree (considering that superweapons cannot jump)
- A few other fixes i.e. icons for the titans etc
Happy to supply if you would like to integrate any of the above into the mod (if it aligns with what you had in mind for resurrection that is!)
Although ultimately, the best setup for the Hub would be to find a way to let it move around and phase jump, but still have the same limitations as a super weapon initially to build.
Seems as though the hub must be build in the system though for the resurrection ability to work; i tried giving the resurrection ability to a normal ship and jumped it to another star system, but the ability to resurrect (accumulate antimatter from destroyed ships) was lost as soon as it entered the new system.
Also tried to fix the Construction Outpost research for the starbase... but couldn't get that to work.
Z, I created a patch a little while ago which made a few changes. Made resurrection more powerful (was a pretty weak superweapon in its existing state IMO) by: -Reducing the amount of antimatter needed to resurrect ships -The Hub can now resurrect Capital Ships - To overcome the limitations of the Resurrection Hub i.e. that it cant move, phase jump, and cannot extend resurrection beyond its home system, I have given the cylon Titans the ability to spawn resurrection hubs as an ultimate ability I have also fixed up: - Sound issues with the envoys - Have removed FTL research for the resurrection hub in the research tree (considering that superweapons cannot jump) - A few other fixes i.e. icons for the titans etc
This sounds really good!
This will have more longevity if we get more people making fixes improvements like this. Feel free to send your changes my way. Same name at Gmail.
Hey Z... emailed you the patch.
The Resurrection Hub needs to be retextured....
Sadly my time for texturing is about nil... someone else would need to step up.
I'm working on checking in my current build for 1.82 then I'll apply you fixes to see how they look
I don't suppose that Koobalt is still hanging around here somewhere?
Also, great idea with the titans being able to spawn hubs, but it's still not true to cannon. In the series, the hub had FTL capability.
What do you think of my changes Z?
Zombie,
You still need capital ship abilities? I have half a dozen or so left over from SotYR that fell out on the editing room floor. They would need a bit of tweaking to conform and I'd need to spend some time pouring over what you already have to find good fits.
There's always room for ability changes that work better, more fun, etc. As you can imagine this was a ton of abilities to try and fit in which sometimes means some lack in imagination
I know first hand. When I get a chance I'll look but it may be a while my first effort is still to SotYR.
No problem, I appreciate any help I can get.
I'm getting close to a 1.82 release. I've been re-acclimating myself to the mod and fixing a few issues that have been bugging me like tangents on shield meshes for the original mod factions. There's also several bug fixes for Colonial and Cylons that will be in the next build with more to come thanks in large part to testing feedback from JurisDocta.
Will 1.82 include my changes?
Yes, I had applied yours a couple weeks back and forgot to mention that. Hopefully uploaded today
Ok guys, try out this link and let me know if it works OK and I'll update the header.
Will start looking at issues suggestions I didn't get to or anything else that pops up.
http://www.mediafire.com/download/sy52smzzj7v2q5o/SotF.FoK.Reb.1.82.30.7z
Iv been eagerly awaiting this update and have been playing it for last few hours. Its brilliant, all of Cylon_Luvr's tweaks for the cylons are great!! Also iv noticed it plays a lot smoother for me now with hardly any visible lag which is a bonus
Haven't had any issues to mention either.
Well done and Thanks a lot for this release its been well worth the wait!
Thanks mate!
Z are you going to allow the Cylon star bases to build frigates and cruisers? (construction outpost research in the Defense Systems research tree?)
Also I'll need to send you an updated version of the English.str file... made a few slight changes...
I'm not sure I'm quite following you here. Do you mean you don't like that they can or it's not working right?
It was part of the original design for Cylon's to have the construction outpost research.
Just looked and the research is there but there's no option to upgrade the cylon starbase to build frigates.
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