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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
wow
for being sick thats an awesome model and deff cylon style
good job and hope ya get feeling better
Got the basic construct done for the scarab. what do you think? (lots still to do) UPDATED
Model: http://www.mediafire.com/?3n1acm3gx0smm82
Love the capital ship factory Koobalt...
The Scarab doesn't look like a Cylon design? I just think that it would look out of place...
Why not use a modified (and much larger) raider design instead of the scarab? Like this i.e. with the arms filled out rather than than the sharp "crescent" moon shape
There was also a Cylon tanker, or transport, seen briefly in Kobol's Last Gleaming, Part II. Could be used to fill one of your ship slots ZombieRus, not sure which one though:
This is a pretty cool design. I like it a lot and definitely think capital shipyard with I see it. Where you thinking old school textures or more organic?
Will give a try of my white texture plus some update from you to it like for Guardian MK2 to get the organic look.
Utility 1 retexture: http://www.mediafire.com/?jnaf6hd561nn5a4
I remember ZombieRus saying that the Cylons wouldn't use trade? They would rely only on resources for their income... also no planet populations. I like this idea... what use do the Cylons have in growing populations? They would only want to destroy and occupy planets.
This would mean that all Cylon contolled planets would have zero population growth, and would need massive resource bonuses. This sounds awesome I think and very suited to the way Cylons operate.
What is the function of Utility 1 Aramil75? (looks great)
Could these Cylon tankers be used as resource ships? but yeah, Colony ships would be awesome as well.
Cylon metal extractor from episode "The hand of god". The Cylon tankers that mord_sith was talking about could be used as the resource ships...
It's not bad looking at the moment. It just doesn't have the same lines as the original picture yet.
This is the plan, and I'm pretty sure I have the cylon tanker model, just need to make some adjustments to make it sins compatible.
Yes, diaspora's models are very nice.
We might be able to get our own version made of this down the road.
This is the current utility frigate from Sot13t. It's texture is just a little off in that mod IMO. I'm also not real fond of making the texture all grey and only adding the red icon.
This ship has the look of something that could manipulate dradis contacts. It could maybe function as a frigate dis-abler.
Generally speaking from a balance perspective each race has a healer utility ability and a dis-abler utility ability. The other utility abilities either focus on defense like the Guardian or offensive like the Cielo.
Ability name ideas:
Transmit Virus
Logic Bomb
Things cylon viruses could do:
Lockdown/disable various ship or structure functions
disorientate a ship
Decrease combat effectiveness
Cause damage to a ship overtime (venting crew, overloading systems, etc)
Completely taking over a ships systems causing it to target previously friendly units
Slow FTL jumps
Slow factory build rates
So at this point I don't want anymore model ideas. I need to get what I have done which is quite a bit.
What I would like is ability ideas for the cylons.
Sounds for cylons or colonials. I really want some hybrid dialogue including the "Jump" voice. But a bunch of different dialogue would be good.
Button icons for colonials or cylons. Button images don't need to be scaled down, I can do that and would prefer that anyway.
Any other ideas for research tree for colonials or cylons.
Try and keep your posts clean and too the point please for ideas. Wall of texts over a sentence or two will most likely be ignored.
Also, It would be ideal if you give an ability or research idea that you provide a name and description in addition to the effect you think it should do.
So here we have the cylon cap shipyard of course feel free to edit, update, redone, or make a new one texture for it if you wish. In end process i make some change so now it's 6.9 k tri. Hope you all like it, new toy to bring destruction upon colonies ...
http://www.mediafire.com/?gayj6dup9h0xxtn
[e digicons]:')[/e] For you I will try and get the cylons playable as soon as possible with the current set of toys and pew pew.
Capital ship factory is awesome....
Thanks for posting the capital ships ZombieRus... quick question though... with the Titans being as big as they are, how would the capital ship factory build them? Obviously this can happen in terms of functionality but would it look a bit silly? a relatively small capital ship factory building a huge titan?
Perhaps the ship that build starbase, will build them or another ship??
Or as they organic technology they can be build in shipyard with the smaller size and when gaining exp grow to Titans size
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