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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
Colonial - Culture:
DNA marker - increasing this technology allow colonial for faster DNA check of potential Cylon or other civilization spy in human disguise, greatly reduce the strenght of enemy propaganda.
That's a good one Koobalt
In dolynick's Stargate mod, the Asgard envoy's have the ability "Quell Unrest" which can restore planet allegiance over time... There are probably other ones that are out there that are better anyway...
I like this too!
Do the colonials or cylon have superweapons? (planet structures that is)
Colonial - hull
Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.
That is the old Advent envoy ability that was removed because it didn't really affect gameplay.
There is no modifier that increases allegiance similar to what the advent starbase can do is what I meant. This is what I would want as an envoy ability.
TBH, I don't like superweapons in their current form for various reasons and spend less time thinking about how to mod new stuff in for them.
Currently colonials don't have anything specific for a superweapon and the cylons of the resurrection hub though it doesn't do anything cylon'ish right now.
Makes sense.... in the series the colonials don't actually have anything like a superweapon. The Cylons kinda do with the resurrection hub (which i believe is going to be linked in to the resurrection ships). Although the player should only be able to build one of these? Z?
Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlocked pact through diplomacy...
Sounds good...
One of the oldest and biggest ship, from Kobalt Defense Fleet, the Cetus Battlestar, if ZombiesRus5 will want it and if i find time to complete it perhaps a Titan for Colonials
Looks awesome Koobalt.
Looks pretty different to the other battlestars.... I like it!
But I guess we already have the Jupiter though?
this ship is based on the image belove, from description on site i find it, it's the oldest battlestar that actually was leading one of the exodus fleet from kobol, know to be lost found abandon in space, refited to newest technology the biggest of all ship in colonial fleet.
well if Koobalt is able to finish it. I vote for the cetus. For one thing it looks more like a colonial Battlestar than the Jupiter. All so it just looks tough.
I vote for both personally. Both would make good looking Titans and I like the back story to the Cetus.
Similarly Cylons will have two buildable Titans.
yes... and a question is there a change in max weapon per site in rebellion or still 3x20 per each site??
and do we wont a visible guns since i think it may look cool but it's a waste of poly, and they will no rotated so sometimes it looks at least strange?
Titans have 5x20 is my understanding right now.
Also, I like some visible turrets. Like for KEW I find the visible turrets add more to the immersion and didn't add a lot of performance penalty. For FLAK i don't care to have any.
Missile tubes could be from textures so some visible view is there.
I believe rebellion is adding two new weapon types too of FLAK and RAILGUN. Not sure if Railgun fits, but Titans will have KEW, Autocannon, Flak, Missile, 5th could be railgun or one of the other weapons with maybe higher damage longer cooldown or some such.
Rail guns would fit the colonials. I was thinking Bow mounted Heavy Rail guns for the titian. Mounted in Batteries of Two.
Don't want to be a stickler for detail... but the ship that left Kobol was called the Galleon... although I guess there could have been others.
no the Galleon was the ship that take the leaders of 12 from capital to the Tomb of Athena on kobol.
there is no where said what ship or ships take part in exodus from kobol, the story of Cetus is most likely someone fanfic created to the image of very cool battlestar.
by the way if anyone find any image of this Galleon give me a message.
i checked all of my BSG sites and couldn't find any images of the Galleon. and Mord_Sith84 is right the Galleon was the ship that took the Twelve Tribes of Kobol to the colonies. Which means it would be Huge!
Yep! Would need to be a Cylon Colony-sized ship at least... because i would imagine that it would need to fit millions of people!
what is the poly limit for a titan class ship??
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