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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!

 

 

8,561,726 views 3,050 replies
Reply #3001 Top

Still bug hunting. Cylons are still having some minidump issues, but I think I just found one obscure one with Activate Sleeper agents. Going to fix it and see how a long game goes with cylons.

If I can get a game without a mini-dump which I've been able to do with all the other races, I'll likely upload it.

Reply #3002 Top

Hey, first of all I just want to show my appreciation of this mod !! I litreally just bought sins to solely play this mod.. which I have invested hours into !!

I understand how busy it must be to do this in your free time but this mod is awesome and I do have some suggestions on ways to "improve" it.

> Battlestar "Osiris" - The main battlestar from B&C the ability could be ether immunity or "DRADIS Ghost" to represent the show

> Viper mkIII - the main viper from B&C, just something new and interesting to add.

> The "Wild Weasle" Raptor - the main raptor from B&C ability to have a rear turret ??

> The Stealth Viper" that bulldog flew in the main show - Could be made unique to the valkyrie.

> One small thing I noticed was the galactica is classed as a columbia class battlestar, I thought it was jupiter class ?

 

Also I was curious with the new game "Battlestar Galactica: Deadlock" annoucned for release, it looks like they have new assets such as ships and stations. In the future do you have any plans to add these to the mod eventually ? 

Your mod is amazing !! such a great vibe to play. I hope you keep up the great work in the future. :D

 

Reply #3003 Top

Quoting ZombiesRus5, reply 3001

Still bug hunting. Cylons are still having some minidump issues, but I think I just found one obscure one with Activate Sleeper agents. Going to fix it and see how a long game goes with cylons.

If I can get a game without a mini-dump which I've been able to do with all the other races, I'll likely upload it.

Yep, I did find that the Cylons were mini-dumping a fair bit, for no apparent reason...

Reply #3010 Top

Hi, I have a quick question...

 

Is it possible to turn off relic planets ? It kind of takes me out of the immersion alittle. by the way the update was great ! I look forward to future support of the mod

Reply #3011 Top

Quoting fisher_2000, reply 3010

Hi, I have a quick question...

 

Is it possible to turn off relic planets ? It kind of takes me out of the immersion alittle. by the way the update was great ! I look forward to future support of the mod


delete the fallen planet relic entity file (capture the file name in notepad first). 

Copy planet Terran naming it the same as the relic file name. 

It will still get the very strong militia if it spawns but will be a Terran planet. 

Reply #3012 Top

Quoting ZombiesRus5, reply 3011


Quoting fisher_2000,

Hi, I have a quick question...

 

Is it possible to turn off relic planets ? It kind of takes me out of the immersion alittle. by the way the update was great ! I look forward to future support of the mod.





delete the fallen planet relic entity file (capture the file name in notepad first). 

Copy planet Terran naming it the same as the relic file name. 

It will still get the very strong militia if it spawns but will be a Terran planet. 

Thanks Z. I'm curious what plans you have for the mod in the future ?. I stumbled across your mod not too long ago and I really enjoy it. Also check this out I just came across it. https://www.artstation.com/artwork/4yr5W

Reply #3013 Top

Hey Z, I've updated the following strings (had some spelling mistakes etc): 

StringInfo

ID "IDS_STARBASEUPGRADETECHTRADEPORT_NAME"

Value "Trade Facilities"

StringInfo

ID "IDS_STARBASEUPGRADETECHTRADEPORT_DESC"

Value "Commercial docking bays are added, allowing the starbase become part of your empire's trade network and earn trade income."

StringInfo

ID "IDS_STARBASEUPGRADE_CYLON_COMMANDCENTRE_NAME"

Value "Command Center"

StringInfo

ID "IDS_STARBASEUPGRADE_CYLON_COMMANDCENTRE_DESCRIPTION"

Value "Centurion leadership is relocated to the orbital starbase, ensuring that the command structure remains intact despite planetary bombardment and to reject colonization by hostile empires until the starbase is destroyed."

StringInfo

ID "IDS_STARBASEUPGRADE_CYLON_EVACUATIONPROTOCOL_NAME"

Value "Evacuation Protocol"

StringInfo

ID "IDS_STARBASEUPGRADE_CYLON_EVACUATIONPROTOCOL_DESCRIPTION"

Value "Grants the starbase the Evacuation Protocol ability, which allows the cylon crew to launch the Basestar destroying the attached asteroid."

Reply #3014 Top

Z, I've also noticed that the "experience bar" isn't working for Level 10 experience (could be for other experience levels, but I noticed it when I was on exp. 10): 

Reply #3015 Top

Also may have been a one off, but I had a mini-dump when my enemies Resurrection Hub was jumping around between some of my planets... 

Reply #3016 Top

Quoting Mord_Sith84, reply 3015

Also may have been a one off, but I had a mini-dump when my enemies Resurrection Hub was jumping around between some of my planets... 

That could be one of the lingering cylon mini-dumps.

Reply #3017 Top

Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? 

Reply #3018 Top

Quoting Cylon_Luvr, reply 3017

Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? 

Try replacing these files in the Cylon GameInfo folder. It changes the ability from passive to auto-cast, however this will prevent it from trying to fire while in phase jump.

 

https://www.dropbox.com/s/bjhil4hzoe3dz7i/AbilityCylonResurrectionBroadcast.entity?dl=0

https://www.dropbox.com/s/4eibnanwwf5mkb7/BuffCylonResurrectionBroadcast.entity?dl=0

 

Reply #3019 Top

That appears to fix the mini-dump. Looking at another optimization to lobotomize again. That thing is getting reapplied a lot.

Reply #3021 Top

Found some weird issue with two Resurrection Hubs causing a mini-dump. At-least if I scuttle one before the mini-dump in the save file it doesn't happen. If leave both alive the mini-dump happens the same time each time.

 Edit- Might have a fix... going to test it out and see if it was the problem.

Reply #3022 Top

Quoting Cylon_Luvr, reply 3017

Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? 

Code looks almost identical to the cylon. I'll have to try recreating it.

Reply #3023 Top

Hmm... I just had my first Cylon simulation run without mini-dumping. Will try again and see if the new Resurrection code changes actually made a difference or it was a fluke. If this all works I can release a patch with the newest changes.

Reply #3024 Top

Quoting Mord_Sith84, reply 3014

Z, I've also noticed that the "experience bar" isn't working for Level 10 experience (could be for other experience levels, but I noticed it when I was on exp. 10): 

Couldn't recreate this. I only see the cylon level ups.

Quoting Cylon_Luvr, reply 3017

Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? 

Couldn't recreate this. The Rogue embassy created on the Cylon homeworld.

 

Reply #3025 Top

Here's a patch file that should hopefully fix the resurrection mini-dumps.

https://www.dropbox.com/s/51inn0si50f4whk/SotF.Patch.Reb.1.91.49.7z?dl=0

This file doesn't include any meshes, textures or sounds. The full version is being uploaded on moddb but is a much larger download.