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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
You need to click on the planet to construct cruisers.
So you can't build cruisers from a starbase? If not, the description will need to be changed, because it says that the research will allow cruisers to be built also.
They will build from the starbase but the option will only show when you click on the planet due to the move order button having higher hard coded priority.
Damn... The button can't be moved to a vacant square in the starbase menu?
It's not possible as all of that is hardcoded by ironclad and thus not accessible to modders.
Got it... The changes look ok. I only found one string for the defense platform name. Where there others?
Nope, pretty sure that was the only change, thanks
What does the "Ties that Bind" research actually do in the Colonial research tree? (Quorum of Twelve research tree)
Also, with the new build, some of the other races are having issues... i.e. there is a minidump if you try to use Plague. Can load Plague if you load the patches 1.80.29.1.2 and 1.80.29.2.... but then, the Fall of Kobol mod crashes!
Looks like a copy paste issue on the research description. I'll update that in the new build. It should improve relations and increase tax income for the ally.
You'll need to download 1.82.33.x from moddb for Plague to work right.
Z, what an amazing modder you are! Was just reading through some of the comments on the moddb page for Sins of the Fallen..... So many confused (and lazy) people who freak out at the prospect of having to activate a few races and addons, even though the instructions are CLEARLY listed... You have so much patience! Thanks so much for all the work that you put in to these mods, you're one of a kind dude!
I know you've seen me lose my patience though
Anyone have any thoughts on what a good Colonial Military Lab would be?
I'm also looking for some ideas on a Hangar bay. Thinking about mashing up something with the hangar pods and turning them into a orbital structure.
Well, as far as designs to draw from I can only think of the armistice station, Ragnar and Scorpia Shipyards. Armistice station with flight pods might be pretty close to what you want. They still use solar panels on their satellites, so I suppose that's worth noting.
As for the military lab, hm, well there was an idea out there that the Hades were originally Greystone space station things, so maybe something vaguely reminiscent of that, but obscured with colonial equipment. Otherwise, I'd just suggest something that cherry-picks their other design elements. Or maybe all of those: Solar-Panels + Sot13t Attackstar (Colonialfied) + Ragnar Ring haha.
A few idea... you may have to get permission to use the designs though? not sure
Military Lab:
Hangar defense:
Also, how cool is this (even though you're not looking for a Defense Platform:
Thanks for the ideas guys. I don't think any of Ice Dragon's models would be allowed though they are awesome looking. But it did get me thinking.
Here is the new military combat lab for the colonials...
A mashup of the TEC lab and Cloud 9.
I'm looking at the models to see what I might be able to do for the hangar bay and culture center.
Scratch that... Here is the new military lab (using the one above as the Temple currently) and a second choice for colonizer (basically flair).I also replaced the starbase constructor as I never really cared for that model.
...
Uh, sweet, that's actually pretty awesome looking.
For some quick mashing they do look pretty sick. Have the buttons and icons for them in game too.
Nice work Z !
Mashups are like playing with legos
I almost feel like there should be more of a base around the Cloud 9 discs.
Looks pretty good though, and I'm totally down with the ship choices!
And question, what do you think of AB Raiders as vintage bombers, or is that too much?
I'm thinking about it.
Since I'm masking I'd need something I could throw around to accomplish that. I could take the ring around the base and resize it to fit as one option. I thought about doing something along those lines but ran out of time.
Not sure I have any AB Raider models. I'm considering adding the vintage Raider though as an option.
I just finished packaging what I have for the old raider.
http://s000.tinyupload.com/index.php?file_id=17814484827122335530
I was thinking about starting work on an AB model. I kind of want to move on from hack-sawing materials and meshes, and actually make some. It's a pretty basic design, and if I can't make it, I can certainly texture it.
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