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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
These ships were completely untextured when I got them. So the texture is probably the best I can do on my own.
It seems the envoy's for cylons were still a little hosed over and missing the Goodwill ability. It will be in the next build.
Mostly because the 1.82.34 I didn't feel was fully final. I'll be release a 1.82.34.1 shortly.
I think I'll be able to upload a new version today. I finally worked through some other nagging issues and added some new jump effects for non-BSG races. Running my build scripts as we speak.
These scripts are the main reason I'm able to mod this by myself. Without these scripts I probably would have given up with as big as the mod is now with 6 factions and ~10k+ deployed files to deal with.
sins of the fallen complete master build script.
sins of the fallen baked master build script
sins of the fallen binner script
sins of the fallen 7zip script
What do you guys want for Colonial and Cylon player icons?
I've done some research and can set it up where Colonials and Cylons only use Icons that fit their faction. There's a few minor gotchas with this approach but nothing to breaking. I could setup Colonials to only use Colonial icon for example, same for Cylon. Or I could give Colonial Defense Forces the CDF icon and put something different for the Separatists.
Or if you like having icons from any in the list showing up on the AI we can continue with that too. Let me know your thoughts.
Here's some example emblems for Colonials...
Here's what I have in game now:
Also, I'm working on setting up a new home for sins of the fallen and will be moving on this forum eventually. So be prepared to move to a site more dedicated to the mod.
Rick's Galaxy has kindly offered to host the mod download. I looked at Mega and am not really looking to pay for decent download rates when there is another alternative available. Hopefully this works for you guys that had issues downloading from my free mediafire space.
Once I get the link and verify it looks good, I'll post it up here.
Quoting Mord_Sith84,
Ok, cool. Thanks Z.
Hey Z,
Emailed you a few ideas for Cylon icons. Let me know what you think.
Just a few other things I wanted to check (stuff that I've mentioned before I think):
- "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think.
- "Number Eight Model" research and "Sharon "Boomer" Valerii" research ("The Plan" research tree) - not sure what they do... Any ideas?
I'll look at it.
Number Eight - Grants a culture resist of 20%
Sharon "Boomer" Valerii increases build time for modules and ships for a long duration.
1.34.1 build is up on both moddb and here.
Check the build notes: A lot of stuff with FoK.
https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/promotional/build_34_patch_notes.txt
oops
Download from mirror 1 to get this fix. I was able to upload it with a few minor tweaks for Cylon Titans.
Any new patches that are just code changes I'll upload without all the textures, meshes and sounds.
Hi Zombies,first of all thank you for the great mod. I have been playing it (R5) with my mate for more than 500 hours (ok my wife has another point of view ). Today, I installed your latest patch for Rebellion, because we want to switch to your latest mod.I started a game as Pirate and the home-planet can reach a population of over 500 hundred inhabitants.Was that really intended or went something wrong? Ty for your answer in advance!
Take care,Lusche
Config:
V.1.82.34.1
TXTVersion 0enabledModNameCount 15enabledModName "SotF(1) Planets(0..1) SinsPlus Reb"enabledModName "SotF(2) Addon(0..m) Disable Superweapons Reb"enabledModName "SotF(2) Addon(0..m) Effects Reb"enabledModName "SotF(3) Militia(0..1) Cylon Reb"enabledModName "SotF(3) Pirate(0..1) Rogue Heavy Reb"enabledModName "SotF(4) Race(1..m) Advent Reb"enabledModName "SotF(4) Race(1..m) Hypercorp Reb"enabledModName "SotF(4) Race(1..m) Colonial Reb"enabledModName "SotF(4) Race(1..m) Cylon Reb"enabledModName "SotF(4) Race(1..m) Nephilim Reb"enabledModName "SotF(4) Race(1..m) Plague Reb"enabledModName "SotF(4) Race(1..m) Rogue Reb"enabledModName "SotF(4) Race(1..m) Tec Reb"enabledModName "SotF(4) Race(1..m) Vasari Reb"enabledModName "SotF(5) Core(1..1) Reb"
Addition:
When the game starts the home-planet has already 280 of 476 citizens.
And a bonus of +70% Max Population.
@luschetk
you can reach more than 800 easily even 1XXXon your own terran planet, i don't know if its 'cheated' i never played multi with it, but if it is then the +10%/logistic struct could be changed to a +25 pop or something
IMO i dont think it is, after all you don't have any refinery allowed with rogue, though its a bit strange for pirates to rely a lot on population
I shall take a look... Might be a side effect not planned for.
Ty for your reply. I hope, you can solve the problem !
Take care,
Lusche
Adding:
At the beginning (not quick-start) I have 228 and after the first population upgrade I can reach 500 citizens (after a short time)!
Quick-Start 476 at once!
How do feel about where you're at with the Resurrection Hub?
I was thinking about how it really resurrects crew and raiders and such and thought that it might be cool if it provided partial refunds similar to scuttle prices and could redistribute destroyed ship levels to newly built ships based on the number of constructed hubs.
I don't know if you can actually get the values to make it work though.
I imagine it would look something like this, except with player specifics and proper grammar of course
1
a CapitalShip DiesSetValue of LvlPool to CurrentValue+(DeceasedCapitalLvl-1)
2
Player builds a Capital Ship if LvlPool=0< and if (LvlPool > #HubsinSystem) and if (#HubsinSystem>8) then Set Level of LastCapitalShip to 10 then Set LvlPool to (CurrentValue-9) Else Set Level of LastCapitalShip to (#ofHubsinSystem+1) Set LvlPool to (CurrentValue-(#ofHubsinSystem)) Else if (LvlPool>8) then Set Level of LastCapitalShip to 10 then Set LvlPool to (CurrentValue-9)
Else
Set Level of LastCapitalShip to (LvlPool+1) Set LvlPool to 0 Else Do Nothing
More hubs, faster distribution. 9 hubs to resurrect a lvl 10 straight up.
That's all I have for suggestions at the moment. System's fine as is, just throwing out stuffs.
^ I approve the idea of 'resurecting' cap ships of the same level of a destroyed one or something that allows you to buy more level faster and cheaper which should depends of Hubs
Enjoy it while it's there It's a bug that resulted from some refactoring I had done. It will be fixed in the next version.
Good ideas. Unfortunately Sins of a Solar Empire does not support any scripting.
I do have more tweaks I need to make Resurrection more reliable, but the current system isn't probably going to change much due to how little we have available with Sins.
Oh bummer. You're making great use of what it does allow you to do though.
I mentioned I would be moving my mod to a new site...
I will be making most of my content updates on www.sinsofthefallen.com for Fall of Kobol. It's not much fun updating a forum like this so I look forward to managing a site more dedicated to the mod. I will continue to use moddb to post updates for Sins of the Fallen.
This thread won't be abandoned as it already has a large base and I get emails when people post here unlike moddb.
Feel free to check it out.
The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gravity well, and I've tried some coding for that myself and it can't be done. It's not really consistent with cannon, considering that even though it appeared that the Hub didn't have engines to move around, it could FTL to other systems.
Otherwise, I think ressurrection works pretty well.
The new site looks awesome!
Enjoy it while it's there It's a bug that resulted from some refactoring I had done. It will be fixed in the next version.[/quote]
Ty, that is what I will definitely do !
I actually have a "Plan" to enable the Hub to move and phase jump while keeping it limited to the orbital cannon # restriction. Would need to decide what AI to apply to the HUB if I go that route.
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