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[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

 

 

 Fall of Kobol

Current Version:

 Fall of Kobol Downloads

 

No longer enhanced but available:  

 SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 
Instructions:

 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 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

:cylon:

Modding Contributions Needed

Particle Effects
  • Anyone that wants to contribute effects is more than welcome as I'm not planning on making any myself.
 
! if you see anything you think could use a change shoot me a query and I'll let you know if it's worth pursuing !
 
* remember if you add a new file locally when modding it needs to be added to the entity.manifest!

 

 

8,571,945 views 3,050 replies
Reply #2676 Top

Quoting Ravage-Wolf, reply 2674

As you may of expected I had limited success with contacting other mods for material that could be used . Though some of the designers who I spoke with gave me some helpful tips. A lot of mods are using models/mesh that have been freely donated by the original designers. Even Ice Dragon has donated some models, though his ones seem to have too high a resolution. I followed the links provided to me for models that were of low resolution and could be rigged for gaming. There are even some modding packs. I will post an example below as at least this one comes with full details with polygons count etc and can be downloaded in different formats. Once I know what specs you ideally need for sins models, I can narrow down my search.

I'm not surprised. I probably have most of the usable models and in fact have the one you have shown. There are a lot of models that were adapted from the original Coxxon model. In fact the new Colonial Defense Force Titan and the new Nova are ones I created by mashing up the original Coxxon model.

Unfortunately there just aren't that many freely available models for BSG that aren't extremely high poly. Anything above 10-15k triangles is generally unusable.

 

Reply #2677 Top

There certainly are limited resources available compared to other Sci Fi genres for workable model meshes. At the moment I have been working on Galaxy Forge to get a rough layout of the 12 colonies, Cylon Space, Galactica's route to Earth etc. There are no large star maps like in star wars, so much of the information has to be based on the episodes from both TOS and the re-imagined series. Hopefully once completed it will add some added realism.

 

Reply #2678 Top

 

I have been in contact with 'Major A Payne' who worked on most of the designs for the BSG mod Colonial Wars. As you are probably aware this mod had a large variety of ships for both sides. He would like to know if you require just require a base mesh or if you are able to reverse convert the models. It might be better if I put you just in direct contact with him and you can sort out the particulars of the matters. I will post a link to the mod that he worked on, so you can have look at his work.

http://www.moddb.com/mods/battlestar-galactica-colonial-wars

I have also been in the contact with a member from the Diaspora team. They are going to speak with the designers who worked on the Battlestar Theseus to see if they still have a low resolution test model. I have seen a low resolution model for this ship used in another mod, so I am reasonably hopeful here. Perhaps diplomacy is starting to pay off.

http://diaspora.hard-light.net/



Reply #2679 Top

Major A Payne has passed on his personal e-mail. He has told me you are welcome to any of his models in his archive and any additional assets you may require.

mapayne-at-gmail-dot-com


 

Reply #2680 Top

Quoting Ravage-Wolf, reply 2679

Major A Payne has passed on his personal e-mail. He has told me you are welcome to any of his models in his archive and any additional assets you may require.

 

You might edit out his email for any spammers that might grab it...

Reply #2681 Top

Quoting Ravage-Wolf, reply 2678

I have been in contact with 'Major A Payne' who worked on most of the designs for the BSG mod Colonial Wars. As you are probably aware this mod had a large variety of ships for both sides. He would like to know if you require just require a base mesh or if you are able to reverse convert the models. It might be better if I put you just in direct contact with him and you can sort out the particulars of the matters. I will post a link to the mod that he worked on, so you can have look at his work.

The original Sot13tribe had many similar assets to the Colonial wars mod. Unfortunately there aren't a lot of models in the original Colonial Wars mod compared to the original Sot13T. I also put a lot of work into making the old models more HD while working with others like Koobalt to add new content. 

That said... I'll have to re-look at that to see if there are any models that might be usable. I can pull any models from the SWFOC formats without help. 

It would be nice to have some structures though as the ship lineup is really not all that bad. I can try and contact MP to see if he has anything in addition to what is packaged in that download, unless you already know this.

Quoting Ravage-Wolf, reply 2678

I have also been in the contact with a member from the Diaspora team. They are going to speak with the designers who worked on the Battlestar Theseus to see if they still have a low resolution test model. I have seen a low resolution model for this ship used in another mod, so I am reasonably hopeful here. Perhaps diplomacy is starting to pay off.

Yeah, there stuff looks really high poly too. I wonder how many polies are on their missiles...

 

Reply #2682 Top

E-mail edited. I am not sure what other material he has, it's best just to discuss it with him. Yeah, some more structures will not go a miss if he has them. Likewise if he has the mesh of the Avark Class Battlestar that might be better suited to a capital ship role than the Cygnus class. The Talos Battlestar is also a good design, though there is no place for it in the ship rosta as it is pretty much on par with the Asgard class. The model of the Battlestar Theseus I have seen had similar resolution to ships models used on EAW. I have the contact details for the original designer of this mesh, but I will wait first to see what further feedback I get from the Dispora Team.

Reply #2683 Top

I created textures for Libran, Aerilon, Canceron and Aquaria using LunarCell today. I also picked out textures for Ophion, Hestia, Ragnar, Pheobe and Styx from my library of planet textures.

I'm hoping to integrate those with the last release of this year and get the Galaxy forge put together for Kobol.

Will post pictures of them when they are in game.

Reply #2684 Top

That's good news. I have started working on a map to incorporate some of the research I have done. There are very few official star maps to work on, so I have had to be creative. The route that Galactic took will be added according to the timeline of the episode guides, There will also be ambush points for the Cylons along the way. I have included some TOS material to fill some gaps for the Armistice Line/outer colonies. Though I have some material for Cylon space, it is still very much of a mystery to what lies there. I will probably have to use planet names from BSG on-line. I will post an example of what I have for Cyrannus Star System. Any suggestions you have will be welcome.

Helios Gamma

Scorpia, 'Owner militia', capturable shipyards, set artifact, set bonuses

Sagittaron

Libran has two small moons, Herse and Pandrossos

Ophion, 'Gas Giant'

Thantos, 'Small planet' toxic

Acheron, asteroid belt, rich in metal

Colonial Reserve Anchorage

Helios Delta

Phoebe, 'small planet' not colonisable

Styx

Aeolus asteroid belt

Aerilon

Canceron

Hestia, 'small gas planet', has two small moons, 'Kronos and Rhea'

Aquaria, 'artic world'

Ragnor, 'Gas Giant', has one small moon 'Sigurd', Ragnor Anchorage will be capturable.

Helios Alpha

Icarus, 'small volcanic planet'

Picon, set bonuses

Caprica

Gememon

Tauron, has one small moon, 'Minos', rich in minerals

Erebos asteroid belt, rich in crystals minerals

Zeus, 'Gas Giant', has two moons, 'Nike and Hebe'

Persephone, 'dwarf planet'

Colonial Supply Depot

Helios Beta

Troy, 'small planet', rich in metal resources

Leonis

Pallas, 'small planet'

Ouranos asteroid belt, rich in mineral resources

Virgon, has one small moon, 'Hibernia'

Hera, 'Gas Giant', has two moons, 'Iris and Eubora'

 

Reply #2685 Top

Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? 

I've emailed it to you. 

Also, I would like to change the description for the artifact that I created (Nimbus Artifact). Please change the description to: 

StringInfo
ID "IDS_ARTIFACT_ALIEN_SHIELD_NAME"
Value "Nanofield Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_SHIELD_DESCRIPTION"
Value "This alien artifact can assimilate with nearby Capital Ships, creating a field of nanites that strengthen shields and absorbs damage."
StringInfo
ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION"
Value "Attaches the alien artifact to nearby Capital Ships and Titans, creating field of nanites that strengthen shields and absorbs damage."

Cylon_Luvr... if you don't mind, I would also suggest that you change the "Weapon Artifact" to the following. It would just make is more unique, and consistent with my above artifact: 

StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPON_NAME"
Value "Nanocannon Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANO_DESCRIPTION"
Value "This artifact contains the designs for a nanite cannon which can be mounted on Capital Ships and Titans."
StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPONATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANOATTACH_DESCRIPTION"
Value "Attaches a nanite cannon to the targetted ship, which can fire a beam of nanites at enemy targets and cause hull disintegration."

 

Reply #2686 Top

Quoting Mord_Sith84, reply 2685

Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? 

I've emailed it to you. 

Also, I would like to change the description for the artifact that I created (Nimbus Artifact). Please change the description to: 

StringInfo
ID "IDS_ARTIFACT_ALIEN_SHIELD_NAME"
Value "Nanofield Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_SHIELD_DESCRIPTION"
Value "This alien artifact can assimilate with nearby Capital Ships, creating a field of nanites that strengthen shields and absorbs damage."
StringInfo
ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION"
Value "Attaches the alien artifact to nearby Capital Ships and Titans, creating field of nanites that strengthen shields and absorbs damage."

Cylon_Luvr... if you don't mind, I would also suggest that you change the "Weapon Artifact" to the following. It would just make is more unique, and consistent with my above artifact: 

StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPON_NAME"
Value "Nanocannon Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANO_DESCRIPTION"
Value "This artifact contains the designs for a nanite cannon which can be mounted on Capital Ships and Titans."
StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPONATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANOATTACH_DESCRIPTION"
Value "Attaches a nanite cannon to the targetted ship, which can fire a beam of nanites at enemy targets and cause hull disintegration."

 

Sounds good to me. Sorry for the late reply.... 

How are things going Z? Any updates? 

Mord_Sith can I see a picture of the new guardian basestar? 

Reply #2687 Top

Quoting Mord_Sith84, reply 2685

Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? 

It's actually 15k triangles which is how Sins will look at it which is still ok. I had to re-mesh a couple things on the model to make it compatible but nothing major.

Do you have the author credits for who made the Guardian model? 

Quoting Cylon_Luvr, reply 2686

How are things going Z? Any updates? 

Playing fallout 4 mostly while doing other family stuff

Quoting Cylon_Luvr, reply 2686

can I see a picture of the new guardian basestar? 

Reply #2688 Top

Quoting ZombiesRus5, reply 2687


Quoting Mord_Sith84,

Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? 



It's actually 15k triangles which is how Sins will look at it which is still ok. I had to re-mesh a couple things on the model to make it compatible but nothing major.

Do you have the author credits for who made the Guardian model? 


Quoting Cylon_Luvr,

How are things going Z? Any updates? 



Playing fallout 4 mostly while doing other family stuff


Quoting Cylon_Luvr,

can I see a picture of the new guardian basestar? 



Reduced 29%
Original 1920 x 1500


Looks great! Credit needs to go to tobiWahn_kenobi

I'm thinking that we could just use the texture from the Cylon non-combat lab? 

Reply #2689 Top

So I'm guessing there wont be an updated version before Christmas?  :blush:

Reply #2690 Top

Quoting Cylon_Luvr, reply 2689

So I'm guessing there wont be an updated version before Christmas?  :blush:

I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be much for new content though. Some fixes for artifacts and other small stuff we discussed. The guardian basestar won't be included.

Reply #2691 Top

Quoting ZombiesRus5, reply 2690


Quoting Cylon_Luvr,

So I'm guessing there wont be an updated version before Christmas?  :blush:



I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be much for new content though. Some fixes for artifacts and other small stuff we discussed. The guardian basestar won't be included.

OMG, OMG, OMG!!!! They're doing another patch? I thought Stardock had decided to discontinue Sins??? The update will reinvigorate the game again... so cool! 

Ok. So the Guardian won't be included until the next patch? 

Reply #2692 Top

Quoting Cylon_Luvr, reply 2691


Quoting ZombiesRus5,






Quoting Cylon_Luvr,



So I'm guessing there wont be an updated version before Christmas?  :blush:



I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be much for new content though. Some fixes for artifacts and other small stuff we discussed. The guardian basestar won't be included.



OMG, OMG, OMG!!!! They're doing another patch? I thought Stardock had decided to discontinue Sins??? The update will reinvigorate the game again... so cool! 

Ok. So the Guardian won't be included until the next patch? 

Very awesome. Did you read:

"Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage."

Reply #2693 Top

I also read there going to allow up to 9 titans :beer: .

Reply #2694 Top

Hi Z.!

First of all, a good and healthy new year 2016!

I found a litte bug in "RESEARCHSUBJECT_CYLON_RAIDER_RELATIONS".

You need to research this  ""RESEARCHSUBJECT_CYLON_EXPERT_BRIBERY". But Cylon-Loyalist does not have this Researchsubject; only Rebel has.

Thanks again for your great mod! 

Take care,

Lusche

 

Reply #2695 Top

Quoting ZombiesRus5, reply 2690


Quoting Cylon_Luvr,

So I'm guessing there wont be an updated version before Christmas?  :blush:



I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be much for new content though. Some fixes for artifacts and other small stuff we discussed. The guardian basestar won't be included.

Z - so the new release will include the new abilities for the Cylon moon base that I sent, plus the changes made to the Nimbus and Weapons artifacts (new effects and descriptions)? 

Reply #2696 Top

I'm working on: 

- New ability for the Envoys

- Unique abilities for the Hades and Guardian

Reply #2697 Top

Quoting Mord_Sith84, reply 2695

Weapons artifacts

Weapon artifact never went past the prototype I built. Additionally I don't have a unique artifact model for it. At this time it's not officially in the release.

The other stuff "should" be.

Quoting luschetk, reply 2694

Hi Z.!

First of all, a good and healthy new year 2016!

I found a litte bug in "RESEARCHSUBJECT_CYLON_RAIDER_RELATIONS".

You need to research this  ""RESEARCHSUBJECT_CYLON_EXPERT_BRIBERY". But Cylon-Loyalist does not have this Researchsubject; only Rebel has.

Thanks again for your great mod! 

Take care,

Lusche

 

Yep, was fixed internally just waiting for whenever I can release an update.

Reply #2698 Top

Quoting ZombiesRus5, reply 2697


Quoting Mord_Sith84,

Weapons artifacts



Weapon artifact never went past the prototype I built. Additionally I don't have a unique artifact model for it. At this time it's not officially in the release.

The other stuff "should" be.

Ok. I think that the weapon artifact is very unique, in fact I don't think it has been done in any other mods to my knowledge? 

Get rid of the "Nanofield Artifact" (previously the Nimbus Field artifact) and use the model for the "Nanocannon Artifact" (weapon artifact)

Also, I have added an effect to the "Phase Shift Artifact". I'll send the new buff file to you. 

ID "IDS_ARTIFACT_ALIEN_WEAPON_NAME"
Value "Nanocannon Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANO_DESCRIPTION"
Value "This artifact contains the designs for a nanite cannon which can be mounted on Capital Ships and Titans."
StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPONATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANOATTACH_DESCRIPTION"
Value "Attaches a nanite cannon to the targetted ship, which can fire a beam of nanites at enemy targets and cause hull disintegration."

 

Reply #2699 Top

Quoting Mord_Sith84, reply 2698


Quoting ZombiesRus5,






Quoting Mord_Sith84,



Weapons artifacts



Weapon artifact never went past the prototype I built. Additionally I don't have a unique artifact model for it. At this time it's not officially in the release.

The other stuff "should" be.






Ok. I think that the weapon artifact is very unique, in fact I don't think it has been done in any other mods to my knowledge? 

Get rid of the "Nanofield Artifact" (previously the Nimbus Field artifact) and use the model for the "Nanocannon Artifact" (weapon artifact)

Also, I have added an effect to the "Phase Shift Artifact". I'll send the new buff file to you. 

ID "IDS_ARTIFACT_ALIEN_WEAPON_NAME"
Value "Nanocannon Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANO_DESCRIPTION"
Value "This artifact contains the designs for a nanite cannon which can be mounted on Capital Ships and Titans."
StringInfo
ID "IDS_ARTIFACT_ALIEN_WEAPONATTACH_NAME"
Value "Attach Artifact"
StringInfo
ID "IDS_ARTIFACT_ALIEN_NANOATTACH_DESCRIPTION"
Value "Attaches a nanite cannon to the targetted ship, which can fire a beam of nanites at enemy targets and cause hull disintegration."

 

I'm good with this approach, and since they are delaying on 1.83 for steam... I'll work on the changes for this and don't see any issue getting it folded in.

I do have a 1.83 compatible version working, however it's not backwards compatible with 1.82 due to a ability/buff changes made.

Reply #2700 Top

Quoting ZombiesRus5, reply 2699

I'm good with this approach, and since they are delaying on 1.83 for steam... I'll work on the changes for this and don't see any issue getting it folded in.


I do have a 1.83 compatible version working, however it's not backwards compatible with 1.82 due to a ability/buff changes made.

Thanks Z, that's great. 

As previously mentioned, I've been working on the Envoy abilities, which were never completely finished off. I've modified the "Sharon Boomer Valerii" (Loyalist) and "Number Six Model" (rebel) abilities in The Plan trees, which I've emailed to you. You'll obviously need to add "BuffCylonNumberSix.entity" to the manifest. May seem a bit odd for Envoy abilities, however these new abilities actually infiltrate/sabotage allied planets. I'll give you some background so that it makes sense... the Cylons are a deceptive/conflicted race who have the potential to "fake" peaceful agreements and to spy on/sabotage even their own allies. These new abilities allow the Cylons to weaken other races from within to ensure that they are dominant over their own allies (so that they have the upper hand). The abilities do not have autocast turned on automatically, so it is the players decision to activate this ability if they choose. These new abilities covertly reduce construction rates and steal production.

New strings:

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERSIXMODEL_DESCRIPTION"
Value "In times of peace, prepare for war. Number Six model's infiltrate this allied planet to sabotage construction and drain production credits."

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION"
Value "In times of peace, prepare for war. Boomer is sent down to this allied planet to sabotage construction and drain production credits."

As you know, even though I have very limited modding skills, I try to do as much as I can for the changes that I want to introduce, so that the amount of work that you have to do is reduced. However, for a few hours I was trying to swap the position and abilities for the Number Two Model and the Number Eight Model in The Plan tree (Cylon Rebel), but I simply couldn't get it to work. I'm sure it would be easy for you to do, but not for me!! This is what I was trying to do: 

 

Needs to look like this, with these abilities: 

- The ability that "Number Eight" previously had (culture resistance) needs to be given to "Number Two", and 

- The ability that "Number Six" used to have (halting planet bombing) needs to be given to "Number Eight" 

The Rebel Envoy should therefore have Number Eight and Number Six abilities. 

New Strings: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERTWOMODEL_DESCRIPTION"
value "Number Two's prophetic visions inspire faith in your populace, making it harder for enemy culture to gain a foothold in your territory."

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBEREIGHT MODEL_DESCRIPTION"
Value "Number Eight hacks into enemy planetary assault systems, halting all bombing damage for a period of time."

Thanks Z.