Tweets by @zombiesrus5
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
Kind of wondering if the colony's size is causing some lag.
Looks awesome. Good stuff, Zombie.
What is that saucer ship bigger than reimagined Basestar next to those 3 on the fourth pic? Is that Basestar from the old BSG? I know that looked like that, but were they bigger than the new ones?
It should actually be a hair smaller in length...
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.
OMG yes!!!!! That would be very awesome!! What do you mean by "what AI To apply"?
It would spawn as a Frigate and be associated with a hidden superweapon module slot. As a frigate we can get it to behave in slightly different ways (though not too many). It could for example act like a Colony frigate so the AI doesn't just throw it at the enemy.
Ok cool. So if you give the Hub the same AI as a colony ship, and obviously not give the Hub the Colonize ability, will that work? ie. the AI won't send the Hub into battle or try to send it to uncolonized planets? A few other things:
- You may have to somehow limit the Hub to only be able to Jump in the system that it was spawned in, considering that Resurrection only extends to the system where the Hub was built.
- Will the Cylon Titans still be able to spawn the Hub as their ultimate ability if the Hub is treated as a frigate?
dunno how it works but the first think i thought about was the flagship AI, it always stays in the home planet gravity well, if he could just retreat if there is too much too handle for the cylon, would be nice otherwise the colony frigate things seems like a good way though i don't know if he will make it retreat
Resurrection will follow wherever the Hub is actually. The ability is tied to it.
This will work fine too.
Resurrection will follow wherever the Hub is actually. The ability is tied to it
ok... I did some testing of the resurrection ability when I did some minor modding/testing of my own about 6 or so months ago. I created the Hub as a second starbase and when I tried to send the Hub starbase to a new system, it wouldn't resurrect anymore. Most likely I didn't set it up properly.
Credits: KrdaxDrkrun for jump effect
WIP BSG Jump Effect
Very, very cool Z.... Love it!!
Yup!
I fully agree! Awesome !
Awesome FTL effect! Just like the show
KrdaxDrkrun did a cool job with this.
I cleaned it up some more so the effect happens exactly when the enter FTL like in the show. I'm working on a graphic that will display while they are calculating FTL.
https://www.sinsofthefallen.com/2015/02/fall-of-kobol-ftl-jump-effect/
That is soooo cool! sound effects are great too. So obviously this will be applied to Cylon too?
Yeah, I setup the rest of it today. It's so much cooler seeing them just jump out like they are supposed to versus the wormhole standard effects.
Hey Z, have you a chance to work on resurrection?
Hi Zombie,I noticed two further little issues (maybe):
1.) Cylon LoyalistCylon Rebel can research "Are you Alive", "Procreation" and "Nanorobotic" to increase its population; but the Loyalist can't.
2.) Starbase-Upgrade-Hangar for CylonWith the last Hangar-Upgrade you get 40 fighters or bombers.
Was that intended?
By the way the new models of Nep are awesome! And I really began to laugh when I saw the Yamamoto as Titan. The Yamamoto for the Pirates it's a really funny and good idea!Ok, I was a little disappointed that you haven't chosen the Bismarck (joking)!
Take care,Lusche
zombie, have you seen the zombi mod in rimworld?
harpo, the NON-subscriber
Hey Lusche... For the Cylon Rebels, the idea is that they concentrate their research efforts on biological reproduction (like Old Earth cylons) to increase their tax income. The Cylon Loyalists concentrate on "Hacking" (Programming research tree) to generate tax. It's an attempt to differentiate Rebel from Loyalist.
Hi Cylon_Luvr!
Ty for your answer!Yes, that is plausible. I really like the Loyalist and their good old Basestar "Hades" he he !. Ok, then I will make sure that the good old Cylon empire will be re-established.
Hey Z,
Could you please make the following changes to English.str
Could have sent you the updated file, but there are only two changes so I thought I would just post them here.
StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION" Value "Boomer is sent down to the planets surface to install algorithms that vastly improve construction rates."
StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBEREIGHT MODEL_DESCRIPTION" Value "Number Eight's historical and religious revelations spread across the planet, bolstering resistance against false enemy culture."
Thanks mate.
Z,
A few other things I've noticed:
- There is no icon for the new Titan foundry that appears in the menu down the left hand side.
- The Cylon Rebel Titan cannot be added in Galaxy Forge now. I tried to fix this myself but couldn't figure it out.
- I must say... I'm really not a fan of the changed missile effects for Cylon at all. You can't even see the missiles anymore! One of the things that makes the Cylons so unique is their heavy reliance on missiles - it differentiates them from all other races. Aside from spamming raiders, missiles is their "signature" and needs to make a statement. Just wondering why you changed it? I really think it takes away from the gameplay... the missile effects that you had in previously were spot on with cannon and the effects in the actual series! If you are going to keep the missiles as they are (not sure why you would), how can I revert them back for the previous version on my computer?
Yeah I agree with this. Can't even see the missiles anymore and the effect doesn't fit with the series. I much prefer the old effect.
I moved them to the Graphics add on while I did some troubleshooting. Just activate the Graphics addon and you'll be fine.
Thanks Z. Any way that it can be moved back into the main mod? Activating the Effects Addon also activates some effects that don't look good ie. when the missiles impact with a ship (some weird black sphere things and blue stuff when a missile impacts on something, which isn't consistent with the effects in the series).
There are many great features available to you once you register, including:
Sign in or Create Account