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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
Z why is it that you can't place the Hades Basestar or the Cylon star base in Galaxy Forge?
Yeah, I suppose "refresh" was being a bit too nice about it, haha. "Conceptually Salvageable" maybe.
The way I thought of it was that its fused sections adhered to a sort of morphing model development that the cylons had. Made it sort of the embryonic one of the bunch. I imagined keeping the five radial sections, maybe cover it with esoteric antennas, dishes and flashing lights. *shrug*
I think that the half-hades would make it too much like the warstar and defense node, so on that note it's probably a bit much to add it anyway. Though making it a colony frigate, I feel, works for it being antiquated and outclassed to such an extent it has been refitted for auxiliary purposes.
Mainly, I like it enough that it sorta fits into the Cylon design flow, but not enough that I'd want to see a horde of them. Small versions of the organic basestars is fine, but I just don't think it'd feel the same with the old ones. And the Commandstar is already a much better option.
Besides the Gemenon Traveler and the Raider, it seemed like it was one the only potentially useful model/ideas left to use from Sot13T. So I thought it was worth a little discussion
Edit: Forgot, the Colony builds into the Warstar currently, so that's not exactly bad to look similar. Probably be a lot easier to make presentable too. Lately the whole idea lost its luster. Just looks off no matter how I go at it. Nevermind!
Fired up the game to for a comparison- much, much better!
A new update and the pictures look incredibly good! Sadly, I tried the download now for about half a dozen times and it still doesn't work. I was not entirely sure if it wasn't my connection but everything else works just fine. maybe, the download is broken again?
Are you trying 1.82.34 on the previous page. I haven't updated the header yet until I was sure things were working right. Let me know as I'm downloading it right now and it seems to be working correctly.
Yeah, I just did this today. It wasn't actually uv-mapped with any sense to the texture previously. This is the first time I've tried doing anything texture wise with it.
They need to be added to the GalaxyScenarioDef file. I'll have to look at adding entries for those in the next build.
@Martechi let me know if anything changes.
Okay, everything seems to work now, looks like this was just something temporaly. Besides that, it looks incredibly nice! I really have to look up if there are any galaxy forge maps created that fit the bsg universe. I would love to have a multistar map, one star the 12 colonies, one the cylon colony and stuff, and between them kobol, the red line, the eye and everything else. would be amazing! As always, this mod is just incredibly fun to play!
Is there anything special to do with the downloaded thing? When I trie to open it with 7zip, it just says, that it cannot be opened as an archive. maybe, the package was damaged when I downloaded it, so I try this again, also I'll update my 7zip or maybe try winrar, but just in case you know what could cause this problems (any other data I downloaded within the last days worked just fine) I wanted to ask!
Check that the file is 495,411,849 bytes. It may be that it did not fully download on your end.
You might hold a bit... I'm making some more minor fixes to things I found like the Cylon Refinery being way to small. I'm also going to try uploading to Mega for those not in the states to see how that goes.
sounds great! my connection is pretty bad, though, so it always takes some time for me to try to download it again. I'll definetly try it out and see if it works. if anything changes, I will inform you as soon as I can! Edit: I am pretty sure something went wrong when I downloaded it first. I didn't get any error message during the download but something went definetly wrong. Now I tried it completly again and it is fine!
edit double post
Firstly Z this has been the only mod running on my SOSE since it was still called Blood and Chrome
It is amazing and I just can't play vanilla Sins anymore.
One thing I've always wondered but never asked, are there any plans to texture the Valkyrie Battlestar to the same level as the others? I love the Valkyrie hugely and it would be awesome if it had the same texture level as say the Columbia or Mercury.
That said, it doesn't detract from the mod, and I have exactly 0 skill at modding so could never do anything even remotely as good as you have here Z.
Just a query
Oh god I've gone into Z fangirl mode....hahha
Keep up the stellar work on the best Sins mod around!!!
Hi everywan~
so your steam id account is used for this forum, quite convenient.
Let's talk about the new patch, i have a few interrogations,
firstly, it is said that plague relies heavily on culture though their culture doesnt give 'em much( perhaps it need more bonus damage and bonus convert? malus on enemy ships?)
-Does Artefact starbases colony upgrade secure planet? ( i could have tried it myself tho \('_')/)
-Still no phasejumping for Plague starbase? T-T and the second drain planet upgrade doesnt seem to change anything?
-didnt try cylon but does the resurect HUB can jump now? placing it on an antimatter fontain could be a nice move, tho it cannot resurect capitalship?
-starbase could use some more upgrade points? heavily thinking about my plague starbase an reasearch for more starbase upgrade for plague?
-planet malus should be on the planet from the start
-seems like i cannot load the mod with plague as militia
-i dont see the change after the first level of Full Colors, at least it is still written A2/damage12%, wanna add strikecrafts/squadron with those bonus like what was done in the Crazy mod
-the consume strikecraft ability of the plague capitalship just destroy one strikecraft?
-no more titan converting with Blood omen~ still it converts instantaneously cap ships? wann put something like what the boarding party does? something like the ability last for some time, slowly damages ships in range, frig/cruisers in range have a %chance to be converted(maybe the % could increase the more the ships are damaged) and if caps ships/titan hull get under 50% they are converted
-just remembering having some trouble with scout and mines i think it was vasari mine that couldnt be detected by the scout passive ability that only lasts 0,5sec, i will try to verify later.
-where is the maelstrom planet
Btw i had the same problem as Martechi for 36hours since you upload the new versions then the download get to the normal rate
New skin for colonial titan if one day the model is created, i assume you already tried to reproduce this ship via the jupiter titan already~
http://i.gyazo.com/3861469ed539002b1462bae6409d8207.png?1359558874
http://s154.photobucket.com/user/jwg_photo/media/BattleNova.jpg.html
http://s71.photobucket.com/user/Excalibur01/media/achilles47.jpg.html
Playing with Cylons is just amazing! What I always love about the Sins of the Fallen mods and the stuff around, are the techtrees and their descirbtions. I have one question about one of the cylon (in my case I played the cylon-rebel faction) late research: Repentance. Does anyone know exactly what it does? I can't really tell by the describtion and when I researched it, I couldn't really figure it out. Maybe part of something bigger?
It's the same as the Vasari "Strip to the core"... It destroys the planet and then gives you heaps of resources
Luck Coincidence more likely. The AI likes to build capital ships based on how many it has and at what levels. Unfortunately there is little we can do to modify AI behavior. Mostly it's tricks into getting them to do various research.
These ships were completely untextured when I got them. So the texture is probably the best I can do on my own.
I think that there may be an issue with Cylon diplomacy... for example, when you send an envoy to a planet, it doesn't seem to build many points... I thought that you could get up to 2.5 points or something like that for each envoy... but it seems that you can only get up to 0.3 (or something similar) per envoy for Cylon.
If you have a Cylon ally, you can't seem to get past 10.0 diplomacy points... even if you use envoys.
Up the top it says that the current build is 1.82.33... but the most recent build is 1.82.34....
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