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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
lol, I thought I switched back to TXT I keep a bin version and a text version that I copy files into with Ant so I have less actual conversions to do for builds as it will only copy newer files. I converted the ones I gave you with Harpo's tool and uploaded under Reference2.7z.
https://dl.dropboxusercontent.com/u/5790092/Temp/Reference2.7z
Got them, interesting. Cylons have very high shield mitigation. How much course balancing has been applied between the Cylon vs Colonial and against the core SoaSE races?
What is the priority effort? Without direction I'll poke around the Cylon abilities/buffs and look at course balance.
This is probably some balancing needed. Cylons don't have a lot of point defense weapons so this should be taken down a lot and then adjust hull some. The cylons should rely more on hull restore rates.
I'd say Titan and/or capital abilities could use the most polish/re-work.
I've been reviewing the entity files and BSG battle scenes and if the goal is to be as close to canon as the engine allows I have observations and recommendations. I haven't reviewed the shield mitigation decay rate but looking at the relatively low weapon damage and long PreBuffCooldownTime would lend me to believe shield mitigation would remain relatively high once battle began. This will give the Cylon a significant advantage all other things being equal (which of course they aren't).
Specifically reviewing fighter vs fighter, GSG footage using the Battle of Ragnar Anchorage as a typical example shows several things that starkly differ from that currently found in game.
Cylon fighters seem to outnumber Colonial fighters by at least 2:1, Cylon Combat squadrons start with 4 and Bomber squadrons start with 3 ships while all Colonial Combat fighters start with 6 per squadron, bomber squadrons 5 bombers and the stealth bomber starts with 1 fighter.
BSG footage shows most Cylon and Colonial fighters are destroyed on a single successful attack, currently in-game a typical Cylon Combat (not the bomber) can withstand 5-6 "hits" before being destroyed, Colonial fighters (Combat) tend to endure 3-5 "hits".
Recommendation, and this will require additional balance work but:
- Double the number of CommandPoints StartValue and ValueIncreasePerLevel for the Cylon capital ships and frigates as applicable.
- Reduce FighterCylonCombat maxMitigation from 0.600000 to 0.350000
- Reduce FighterCylonBomber maxMitigation from 0.600000 to 0.400000
- Double Colonial Combat and Bomber gun weapon damage (except for the StealthBomber)
- Double Colonial figther AttackType "ANTIVERYLIGHT" missile damage
I can find no discernible difference between the Colonial Combat and Combat2 entity files which appear to be the MKII and MKI respectively. The BSG wiki suggests the MKII had a different weapon and slightly better performance specs. To meet this difference recommend the following adjustments for the Combat2 entity file:
maxAccelerationLinear 240.000000maxAccelerationStrafe 95.000000maxDecelerationLinear 900.000000maxAccelerationAngular 49.999992maxDecelerationAngular 99.999985maxSpeedLinear 2500.000000
adjust weapon damage from 19.5 to 17 which does not account for the doubling mentioned above.
- Adjust the gun weapon damage of the Combat1 which appears to be a missile armed variant of the Viper MKII from 10.5 to 19.5 to match that of the base MKII Viper. The AttackType "ANTIVERYLIGHT" of the missile equipped is almost worthless against any ship with armor medium or heavier and so isn't unbalancing.
- Adjust weapon 3 of the CorvettColonialLoyalist and CorvettColonialRebel from ANTILIGHT to ANTIVERYLIGHT and double the damage from 20 to 40 which will very slightly decrease effectiveness against larger ships but will increase (by ~40%) the effectiveness against CylonCombat and maintain parity against CylonBomber craft.
Edit: I can make these changes and send the files via e-mail if you prefer, if so PM me a good e-mail.
Edit2: I also reviewed the SoaSE fighters and the above recommended changes are not exceptionally overbalanced against the vanilla races. Vanilla fighters retain maxMitigation 0.600000 but have lower hull repair rates and comparable gun weapon damage.
zombiesrus5 @ gmail.com
Z,
Sent you the first fighter rebalance effort as described above.
Thanks, I received the email and am plugging the files into eclipse for a source compare. On the surface the changes look good.
Might be getting some new Colonial voices. Sent the scripts to a chap wanting to do voice work on the mod. He's done some quality work on other mods.
Z, could you put this chap in contact with TobiWahn if he is willing to do additional mod voice work. SotYR is in sore need of voice work.
Just noticed a bug.... The "End of Line" research for the Cylon starbase is researchable (in Defence Systems research tree), but when you then click on the starbase and move your mouse over the icon for "End of Line", the game crashes.
Longshot, but you wouldn't happen to have any XSI versions of either the Guardian Basestar or any basestar in general would you?
Because it seems the current Guardian Basestar was rendered entirely based on a side view in Razor.
That's such a cool model.... the current model doesn't look anything like the Guardian basestar
To be fair, there weren't a lot of clear shots of it in the movie.
New build with Darvroth's changes... Will update header later...
http://www.mediafire.com/download/316zao2m41kc96m/SotF.FoK.Reb.1.82.33.7z
Yeah, probably explains why it looks the way it does. Unfortunately no one is modeling BSG right now and I don't have the time to take a stab at something like that.
Okay, I was wondering because everything I've read about converting Mesh to XSI seems pretty tedious.
Question, The retro-raiders seem curiously absent from this mod. I added the Sot13t raiders to the retro-basestars on my own version. Didn't alter its combat stats or anything. I think they fit in alright. Used the Hades sound-set and added some infocard stuff.
Do you have any current plans to implement them in the future?
There's still work to be done on them, like the choppy icon for example.
And all of the Brushes files I altered are still in TXT not Bin, so there's that.
I might post my tweaks for consideration purposes, I suppose.
-Added the Vintage Raiders to the Guardian, Hades, the Blood & Chrome "Guardian", Defense Node and Warstar.
-And being under the impression the Guardian MKII was originally supposed to be a model of the B&C post-Hades Basestar I gave it the centurion voice set and renamed it to "Decurion Basestar" (not canon but it fits the theme I feel) and "Guardian MKI" to "Guardian Basestar".
-Replaced one of the Centurion player cards with a retro-Centurion pic off of the Pierre-Drolete website.
-Replaced the duplicate picture under Cylon Loyalists "Programming" research tree with a Hades Basestar looming over a city. Fits the tech in that branch being almost entirely Capital Ship relevant and all that.
-Fixed a couple pixels that annoyed me. Lol.
I'm mostly just screwing around with textures until I become more familiar with the game's files.
This ^
This mod is a one person show the majority of the time so anytime people are willing to help out over the course of the mod's life is a benefit to everyone that plays it. Serious contributions are always welcome.
Yep, sounds fine Cavil_Volente... Send through what you've done to Zombie so that they can be integrated (the vintage raiders that is...the other changes seem more specific to how you want to play the game)
Hey Z.... I've just sent some updated files to you... just tweaked a few things:
- Reduced the amount of antimatter required by the Resurrection Hub to resurrect ships, to improve the effectiveness of Resurrection
- Updated the String again
Could you please add them to the next build?
Thanks
Got it... The changes look ok. I only found one string for the defense platform name. Where there others?
UnassumingWhiteGuy has been added to the War-Era Centurion Status for his contribution of Colonial Event Dialogue which will be included with the next build.
Pretty awesome hearing event sounds meant for the Colonials. Now just need to finish up the ship dialogue...
Z, tried to fix this myself but couldn't... The Warstar starbase upgrade (which now works) to build ships only allows frigates to be built, not cruisers as well...
It's probably an easy fix if u know what ur doing!!
awesome!!!!
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