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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
Yep... you can complete the research, but when you click on the star base, it's not an ability/upgrade...
Gotcha, Easy fix... was just missing the starbase upgrade.
Looking at the string updates now.
Gotcha, Easy fix... was just missing the starbase upgrade. Looking at the string updates now.
Only made one change to the string file... I think it was research for the resurrection hub or something like that.
Another thing... I don't think that the "Nuclear Barrage" research works for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think.
So I'm to do a small edit on the entity file for the colonials, and before I used notepad to open them and everything was organized, but now everything is stretched and spaced weird and unreadable. Is there a way to fix this? Thanks in advance for any help.
shigiddy, it sounds like you might be attempting to edit in a text editor a BIN file, this can be confirmed by the first THREE characters of the file being BIN. the fix is to convert the file(s) to txt mode either using the convertdata(expansion).exe or one of the convert gui utilities like my text bin gui which is also in my utilities pack.
harpo
Correct, I uploaded the mod in BIN format which loads much quicker in game.
Awesome! So do I need to convert it back into BIN after editing, or will it do that on it's own?
it will work in EITHER text or BIN formats, just that bin loads quicker, so you do NOT NEED to convert to bin, but it loads quicker if you do
You can create your own sub-mod with just your changes, that way when I update my mod you won't have as much work to do.
Any future plans for the mod Z?
Yeah, I'm working on a new build and hope to start back up on the planets at some point. The mod will just move at the speed of a lot of other current mods when it comes to releases versus the fast approach I was able to get away with before.
Ok cool. What will the new build include?
i can post a few ideas for Cylon if you like?
What's news Z?
This forum has gone very quiet....
Z,
Have a lull over at SotYR, as I indicated earlier I'll download and take a look at the abilities you have in place and get back to you.
Sweet! Thanks
Hey guys,
apparently the cylon raider texture mapping is fubar'd. I rebuilt the mesh from scratch and it should display fine if you drop this file in the Cylon Mesh folder of the mod.
https://dl.dropboxusercontent.com/u/5790092/Temp/SupportShip_CylonFighter.mesh
Z, What do you use to convert bin to txt and back? I've tried using Harpo's converter but it locks up. Lots of options but I'd rather not induce an issue during the conversion.
I use Harpo's tool and point it at rebellions converter, but I can upload text reference versions of the files.
I'm using v2 Beta of Harpo's converter. It is not obvious to me (I can be obtuse) how to point it to the rebellions converter which came as an application file in the same folder. It must be something obvious... If there were txt files uploaded that would work as well. Thanks either way.
Edit: Z, SotF.FoK.Reb.1.82.30 doesn't seem to have a valid check sum. I've reloaded from the .7z file and still no joy have I overlooked something?
my converter GUI uses the folder path to determine WHICH converter to actually use, but you can force it to use a paticular converter by renaming the converter to convertdata.exe and NOT having an expansion name in the path.
harpo, the NON-subscriber
Chuckle, thanks.
Edit: Not sure why but it still locks up as (Not Responding) with the endless blue circle. A lot of programs have been acting weird after the last Windows7 round of patches. I my undo those and see if that is the culprit.
I also get the not-responding on convertdata's when it is the WRONG (either expansion OR version number)version for the data files which is why I use the path (that has the version number and expansion in it) to select the correct version (or if not found then use the current from the game folder), but I have not actually used the convertdata in several windows updates
harpo the NON-subscriber
That's likely what is happening... An easy work around is to copy the Rebellion convert data over the convert data Harpo's tool is trying to call. I do this to just be lazy...
Regardless here is the latest reference files in text format.
https://dl.dropboxusercontent.com/u/5790092/Temp/Reference.7z
Except they are still in bin format... Sounds like you had a day like mine.
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