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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).
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.
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)
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.
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
Cool more cannon fodder for my Battlestar's
Is there a way I can mail you a 6-pack or some other form of alcoholic appreciation?
I'm glad that somebody finish this model.
I need to say I'm impressed with the progress, can't wait when my Cylon fleets will perform SCE (Standard Colonial Extermination)
Did not realize it was just you. My apologies, I'll attempt to find the music to email you. What format would be best to send it in?
As well, what exactly does the Flak Shell ability do? The tooltip makes me think all fighters in range suffer periodic damage but it is percentile, unlike a dot. Can someone clarify for me?
Loading up this sucker -right- now.
Any compatibility issues with Sins of the Fallen to be aware of?
Disable superweapons addon? Why, thank you sir!
it may or may not work with FoH or FoT. Plague might be the biggest issue. I do plan to release a 1.52.22 build for normal Fallen.
Can You upload it on another server ZombiesRus5?? Since gamefront are block for many countries (my to for some reason...)
Does the hangar also act as a missile platform?
I'm uploading to strategy informer also. Can you download from there?
Yes. It will function as a missile platform too.
well strategy informer boned today. Any other options?
Mega. I don't see why anyone would use anything but mega, unless it has country restrictions I have not heard of, or unless they speak Russian and use one of the Russian options. American file lockers are all garbage.
I use MediaFire, no restriction...
Added a medifire link in the OP. I will probably move to mediafire only going forward.
That link take Me to some 26 KB file, I don't think this is it?
I agree with koobalt, the mediafire link is only 25kb & when downloaded is a corrupt archive, considering that the gamefront file is 426MB it looks like it was a faulty upload.
PLLLSSSS someone can upload the last version on MEGA or 1fichier or a other web site ?? i cant download it with the link i have 403 forbidden error... pls ^^
Upload of SotF Fall of Kobol Reb.22.214.171.124z completed.
yeah, it borked too. I tried uploading from my dropbox URL but I forgot mediafire has a 200mb limit for free accounts so it's useless too because the mod is so large. Sorry guys. I'm not paying for an account.
I have extensively tested the Cylons, and I have drafted up a pretty big list of changes. Z, I should be able to do a fair few of the changes myself I think. I'm not going to post up all of the changes, because I think it would be a bit overwhelming! I wont send you English.str just yet, because I still have a fair few changes to make to it.
See first lot of changes (about 1/3 of total changes) It looks like a lot, but I've already done a fair bit of it, and most of the ones that only you can change are fairly simple changes:
- Even though "EventCylon_TitanFactoryNotFound" sound is in the sound folder, it doesn't seem to register it? When you click on the Titan factory icon down on the bottom right (for planet developments) it says "Titan factory required" in the advent voice? - The cylon announcement sound doesn't seem to work? It uses the standard Vasari sound? I've checked and the Cylon Annoucement sound is in the folder... but the game wont register it? - When you click on "The Plan" research tree, it says Defense Systems in the actual tree screen. Needs to say The Plan - In Apotheosis, the main research tree images for "Occupation" and "Industrial Networks" are mixed around. The New Caprica shot of the centurions marching into the camp should be the pic for "Occupation". - Changed the name of the "Watcher Gunship" to "Cylon Interceptor". Guardian class Mark II: Ability points dont seem to "attach" to the model.. ie when you click on an ability point it doesn't register it. - Seems difficult to select the frigate factory? - I've created some new sounds to replace some of the existing ones. Have emailed to you. The sound "Weapon_CylonCapitalAutoCannonLight_Muzzle" must be used for Search Raider, Cylon Interceptor, CommandStar, Light Resurrection Ship and the raider squads for the autocannon sounds... although I don't know how to do this. - Please delete sound "Engine_CylonSupportShip2"-Capital ships should all have at least 1 squad of raiders when built. Basestar capital ship doesn't have any squadrons when built, nor does the Guardian MkII. - I've renamed Capital Ships and Starbases. - Cylon Loyalist should not be able to build Guardian Mk I. They should build the old school Hades Class IA capital ship... - Need to replace the virus type ability sounds... for example, the "Lockdown Virus" sound for Guardian Mk 1. I have sent you a new sound called "Virus ability sound" which can be used for all virus transmission type abilities. - Colony ship needs to be smaller. Almost as big as a basestar! - Hangar defense isn't firing missiles (and information tab doesn't say how much missile damage it has).- New sound added "EventCylon _PlayerPlanetUnderAttack". Have emailed to you. - Have created a new "Organic Armor" icon, which I've emailed to you (for capital ship ability)- Icon for light resurrection ship needs to be changed (the one that appears on the planet tree... currently a vasari icon)- Icon for commandstar needs to be changed (the one that appears on the planet tree.. currently a Vasari icon)
I'll wait a bit until I send through the next lot of changes.
I know a few of these should be fixed in the latest build (at-least I thought so).
Regardless, I'll go through them all against my internal build and make any necessary fixes. Some of the items you have specified will take a little bit of time to do as they are new coding. Other than that most the comments look on task.
I like the new organic armor icon
Thanks Z. All of the changes listed are actually based on build 22, your latest build. Should I wait until you have implemented the changes from my last post, and then post up the next lot of changes?
I have asked a question on Moddb about sins of the fallen, the guy who replied to me said he had no interest in this part of the Mod, so i have to ask, does this addon for the Mod work for Forbidden Worlds DLC?
Hi, sorry... I haven't checked moddb in the last few days. Had birthday parties this weekend for two kids.
Yes, Colonials support the new DLC features and Cylons in build 21 can colonize any DLC planet. Cylons in build 22 adds the DLC research for colonization. Cylons are still a WIP though.
The Worldstar have string class not found, when highlighted.
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