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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!

 

 

8,573,824 views 3,050 replies
Reply #2576 Top

Quoting Cavil_Volente, reply 2570

I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities through certain abilities, it is fine, but it's odd sending a fleet of half-ships at someone. Also, the name is pretty descriptive of it, but maybe something that suggests it's role or history among the Cylon fleet- like "Protostar" (that's making some assumptions though) or something with the Roman/Greek nomenclature they like to occasionally use (though "Hades" and "Centurion" were probably hold-overs from when they were still being controlled by humans I suppose). I like it though-just not as much as everything else. I really just think it'd be cool for the militia to have something unique for themselves.

Good feedback... I added it to give the militia a little easier unit for the AI to get over. The AI was stalling too much with Cylon militia not being able to take worlds. I'm not convinced I like it as a unit but figured it can't hurt to try something new and see how it pans out. I like the name Protostar and may end up using it. I tend to be a bit blunt on names if I'm not feeling creative.

Quoting Mord_Sith84, reply 2573

Hey Z, a few things to fix up for Cylon

Done... On the organic armor it was a shared ability and icon. Thought you just wanted it overall changed. I have split them into two abilities now. 

Reply #2577 Top

Quoting ZombiesRus5, reply 2576

Quoting Cavil_Volente,

I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities through certain abilities, it is fine, but it's odd sending a fleet of half-ships at someone. Also, the name is pretty descriptive of it, but maybe something that suggests it's role or history among the Cylon fleet- like "Protostar" (that's making some assumptions though) or something with the Roman/Greek nomenclature they like to occasionally use (though "Hades" and "Centurion" were probably hold-overs from when they were still being controlled by humans I suppose). I like it though-just not as much as everything else. I really just think it'd be cool for the militia to have something unique for themselves.



Good feedback... I added it to give the militia a little easier unit for the AI to get over. The AI was stalling too much with Cylon militia not being able to take worlds. I'm not convinced I like it as a unit but figured it can't hurt to try something new and see how it pans out. I like the name Protostar and may end up using it. I tend to be a bit blunt on names if I'm not feeling creative.

Protostar sounds good to me... 

Reply #2578 Top

Quoting ZombiesRus5, reply 2576

Done... On the organic armor it was a shared ability and icon. Thought you just wanted it overall changed. I have split them into two abilities now. 

Cool. It needs to be a little bit more advanced than "Organic Resin" as well... its more advanced tech. Could you increase the armor by 1 for each level? i.e. starts at 3 armor instead of 2 and increases by an additional 1 compared to "organic resin"?

Reply #2579 Top

Z, last few changes that need to be made: 

- Need to replace the "Fleet Logistics" icons... the ones that currently appear are not clear (as below). I've emailed you a progressive line of new datastream icons from 1 to 8. Use the red ones for the first cap ships logistics slots, and the purple for the fleet capacity. 

 

- Please change the icon when you select ships... see below. I've emailed you the new datastream pic to use. 

 

Reply #2580 Top

Just found some abilities for the Chimaea envoy that don't work. 

For the cylon loyalists, the "Sharon Boomer Valerii" ability doesn't work because the Envoy doesn't have antimatter. Need antimatter for this ability to work apparently. 

Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. 

Reply #2581 Top

Quoting Mord_Sith84, reply 2579

- Please change the icon when you select ships... see below. I've emailed you the new datastream pic to use. 

It's a different icon per capital experience level. I've modified the image you gave to work as follows...

Reply #2582 Top

Looks good...

Reply #2584 Top

Any new ability ideas for the Hades Basestar.

I've replaced the Organic Armor with Deploy AB Raiders. I'd like to make the other abilities unique too.

Reply #2586 Top

Quoting ZombiesRus5, reply 2584

Any new ability ideas for the Hades Basestar.

I've replaced the Organic Armor with Deploy AB Raiders. I'd like to make the other abilities unique too.

What do you mean AB raiders? 

I've designed some new abilities for the Guardian... But waiting until the new model is ready before I release them. Haven't really thought too much about the Hades... 

Reply #2588 Top
 
Quoting KWHITE9008,

I just had a crash as I was in process of scuttling some fighters for bombers, not sure if it was that or something else.



Change sometimes introduces stability creep... but, did you have LAA applied? Did you restart Sins after activating the mod? How much stuff did you have enabled (hard code limits get wonky too).

 

Hi Zombies,
 
Sorry Im only just replying.

I fixed this. It happened the next six games so I re-downloaded from MODDB and its fine now.

Quoting Mord_Sith84, reply 2583


Quoting ZombiesRus5,

Looks good...

Reduced 55%
Original 1024 x 768



thanks Z ... Very cool

 

This looks great!

Reply #2589 Top

Zombie - a few minor changes: 

- Guardian MkI shouldn't have autocannons.
- Guradian MkII shouldn't have old school raiders.

Reply #2590 Top

Also, still can't add the Boomer titan in Galaxy forge...

Reply #2591 Top

Quoting Cylon_Luvr, reply 2590

Also, still can't add the Boomer titan in Galaxy forge...

Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...?

 

planetItemType
designName "Cylon:Titan:Rebel"
entityDefName "TITAN_CYLONREBEL"
planetItemType
designName "Cylon:Titan:Loyalist"
entityDefName "TITAN_CYLONLOYALIST"

Reply #2592 Top

Quoting ZombiesRus5, reply 2591


Quoting Cylon_Luvr,

Also, still can't add the Boomer titan in Galaxy forge...



Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...?

 

planetItemType
designName "Cylon:Titan:Rebel"
entityDefName "TITAN_CYLONREBEL"
planetItemType
designName "Cylon:Titan:Loyalist"
entityDefName "TITAN_CYLONLOYALIST"

The code you've mentioned above is in the "Core" GalaxyScenarioDef, but its not in the individual planet mods i.e. Sol, Kobol, Maelstrom etc. which would allow you place the specific planets in maps for that particular planet mod. 

Reply #2593 Top

Quoting Cylon_Luvr, reply 2592


Quoting ZombiesRus5,






Quoting Cylon_Luvr,



Also, still can't add the Boomer titan in Galaxy forge...



Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...?

 

planetItemType
designName "Cylon:Titan:Rebel"
entityDefName "TITAN_CYLONREBEL"
planetItemType
designName "Cylon:Titan:Loyalist"
entityDefName "TITAN_CYLONLOYALIST"



The code you've mentioned above is in the "Core" GalaxyScenarioDef, but its not in the individual planet mods i.e. Sol, Kobol, Maelstrom etc. which would allow you place the specific planets in maps for that particular planet mod. 

You need to unzip the latest planets package to get the latest code. 

Reply #2594 Top

Z, could you also add the Colonial starbase into GalaxyForge? 

planetItemType
designName "Colonial:Starbase"
entityDefName "StarBaseColonial"

Reply #2595 Top

Quoting Cylon_Luvr, reply 2580

Just found some abilities for the Chimaea envoy that don't work. 

For the cylon loyalists, the "Sharon Boomer Valerii" ability doesn't work because the Envoy doesn't have antimatter. Need antimatter for this ability to work apparently. 

Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. 

Zombie - just checking that you will incorporate this into the next build? 

Reply #2596 Top

 

So, I have some questions about 5 strikecraft. I know that the Viper Mk1 as it is now is pretty much unusable, but had you the meshes for the Viper Mk1, Stealthstar, and Blackbird- would you have a place for them in-game?

Also, they mention Cylon drones twice in the series and there was a scrapped raider concept that they supposedly held onto in case they ever wanted to show them on-screen. I figure a a derivative of one of the Rankulus abilities would work well for either the Blackbird or Cylon Probe...at any rate, is that in any form a concept you'd consider implementing?

Most importantly, do you already have a model for the Cylon AB Raider?

Just curiosity and such.

 

Reply #2597 Top

I do have the Blackbird mesh created by solcommand and have it in game locally. I'm thinking of making it a researched strikecraft unit.

In regards to the Cylon AB Raider... Right now I've modified the Cylon War-Era Raider to resemble the AB Raider mesh wise but have not modified the texture yet. I do not have stealthstar model and am not aware of it existing in a usable form anywhere and the MK1 will most likely never be in the mod.

There is an old Sot13t model that resembles the Cylon Probe you have pictured above which may be possible to use.

 

Reply #2598 Top

Quoting ZombiesRus5, reply 2597

I do have the Blackbird mesh created by solcommand and have it in game locally. I'm thinking of making it a researched strikecraft unit.

In regards to the Cylon AB Raider... Right now I've modified the Cylon War-Era Raider to resemble the AB Raider mesh wise but have not modified the texture yet. I do not have stealthstar model and am not aware of it existing in a usable form anywhere and the MK1 will most likely never be in the mod.

There is an old Sot13t model that resembles the Cylon Probe you have pictured above which may be possible to use.

 

Could you post a pic of the Cylon probe please Z?

Reply #2599 Top

Quoting Cylon_Luvr, reply 2595

Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. 

BTW, it's not possible to have the research for the Number Eight Model do the same thing as the Boomer Valerii Ability research. The latter is tied to an actual ability while the former is Research modifiers.

Quoting Mord_Sith84, reply 2598

Could you post a pic of the Cylon probe please Z?

Reply #2600 Top

Quoting ZombiesRus5, reply 2597

 and the MK1 will most likely never be in the mod.

That makes me really sad.  I've been playing this mod for a long time now, and really just been lurking the forums until I saw this.  Now I'm a big fan of the old Galactica, really big, if I could I'd have purchased one of the life size filming prop Vipers to plop on my front lawn.  Not to say I didn't like the new show, I mean it had it's ups and downs and I didn't care for a bunch of the plot but I did like the ship designs like the Blood and Chrome Viper Mk III and the Mercury class Battlestar.

Anyways, you sure you can't make it even if it's just an optional add-on for a texture/model replacement for an existing ship like the Mk VII or Mk II?  If not then I guess that means an original Battlestar is out of the question too.  Never be able to have a proper classic Nova/Hades slugging match, Raiders and Mk I Vipers trading fire.

I get it, in the new show timeline it'd be an old bird, I get that.  Doesn't mean you can't bend the rules a bit.  If there are no existing textures/models for them then sure I'd understand.  I'd still love to see it though, even as an optional add-on.

 

Aside from that bit of sadness, I DO like the Mercury in the mod.  Good balance of firepower and fleet support.  Rest of the mod is pretty solid, Colonial Titan weapons seem off though, main batteries seem like they're firing machine guns rather than cannons and the missile effects are different.  Intentional?