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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!

 

 

8,574,291 views 3,050 replies
Reply #576 Top

Quoting Stalcore, reply 575



Quoting Cylon_Luvr,
reply 574
What is the Cylon diplomatic ship?


would the cylon's even have a diplomatic ship? it would have to be a captured ship design. if it was a regular cylon design the colonials would probably blow it out of the sky before asking questions.

So... couple of thoughts here. One I don't like getting up up with how the story progressed in TRS. Second, there are examples of Cylon's working with Colonials which could be expanded on as part of gameplay. For example, not all Cylon's agreed with Human extermination and even tried to protect Humans or allied up with Humans at various points.

To that end what I like about Sins is each time you start a game it represents the start of your empire which means the story could unfold differently based on different circumstances at the time or how the gamemaster sets up the teams. The issue primarly only pops up in FFA's which can be controlled with Racial Inclination towards other factions. In this regard Cylons can be configured with a heavy negative modifier towards most human races. A heavy negative could be applied to Colonial, Tech and Hypercorp. A more neutral stance towards Advent, Rogue and Vasari, and friendly stance towards other Cylons.

As the Envoy is mainly a mechanism for increasing diplomatic relationships and would only be sent once a cease fire is achieved it could be about anything. The saucer basestar from Sot13t is one possibility as it's not currently being used in the mod. If you like Stalcore's idea it could be a captured ship design from any of the model in Coxxon's fleet.

I hadn't put too much thought into yet as Diplomacy is the most rigid piece to mod limited to pretty much the envoy 3d model and it's abilities.

Reply #577 Top

Cylons would require diplomatic vessels in order to establish ties with other Cylon races... or other "non-human" races, as you have mentioned Z.

Z... Do you mean the small Attackstar models from Kyogre12's mod (if so, the texture was pretty crappy so I imagine this will be changed) or the actual original saucer basestars? I think that if you meant the latter, may not fit as the old school basestars were heavy attack ships (although obviously their functionality could change) - perhaps you could add some limited weapons to the diplomatic ship? Would need to use the texture from Larkis' mod for the old school ship as it was pretty spot on. 

I am currently working on a group of scenario's that takes place after events of the new series. Basically, what happens to the Cylons after they leave the earth solar system in the rebel basestar - a pure Centurion race. It leads up to another confrontation with humans of Earth in 2,300AD, considering that we know that the human race follows a very similar technological evolution to past societies - "this has all happened before, and will happen again". 

In the time period between 150,000 years ago where the series left us, to 2,300AD, the Cylons face wars with Cavil's remnant forces, Hypercorp and Vasari, all in the lead-up to re-establishing contact with the Earth system which has developed in a similar way to the 12 colonies. 

Cylon development is represented in the form of new ships i.e. Boomer class, new star bases, advancements in Centurion design and research, and other new and advanced cylon basestar models which is reflected in ZombieRus5's mod. 

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Reply #578 Top

How about the Worldstar model from Kyogre12s mod? Could that be the diplomatic ship? Its small and would fit the profile - 

 

 

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Reply #579 Top

Quoting Cylon_Luvr, reply 578
How about the Worldstar model from Kyogre12s mod? Could that be the diplomatic ship? Its small and would fit the profile - 

Might have but it's still the carrier capital ship with a few texture adjustments.

Quoting Mord_Sith84, reply 577
Cylons would require diplomatic vessels in order to establish ties with other Cylon races... or other "non-human" races, as you have mentioned Z.

Right, plus locked team scenarios that allow the player to join up humans with cylons. 

 

In either case I think I have a model/texture that is saucer based but not a full on Basestar. I'd like to get something else saucer oriented in the mod and feel this is an easy compromise.

 

Quoting Mord_Sith84, reply 577
I am currently working on a group of scenario's that takes place after events of the new series. Basically, what happens to the Cylons after they leave the earth solar system in the rebel basestar - a pure Centurion race. It leads up to another confrontation with humans of Earth in 2,300AD, considering that we know that the human race follows a very similar technological evolution to past societies - "this has all happened before, and will happen again". 

In the time period between 150,000 years ago where the series left us, to 2,300AD, the Cylons face wars with Cavil's remnant forces, Hypercorp and Vasari, all in the lead-up to re-establishing contact with the Earth system which has developed in a similar way to the 12 colonies. 

Cylon development is represented in the form of new ships i.e. Boomer class, new star bases, advancements in Centurion design and research, and other new and advanced cylon basestar models which is reflected in ZombieRus5's mod. 

This sounds pretty cool. Will be fun to play through.

Reply #580 Top

Quoting ZombiesRus5, reply 557
This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me.

 

Hey, sorry I didn't get a chance to reply before. I thought it could be done by having the civilian ships have positive abilities that target capital ships (say +1 metal/s for 20s for a refinery and +50 antimatter over 10s for a refueling ship, +5% weapons damage for a munitions ship). It would force you to guard your civilian ships for them to be productive while at the same time encouraging you to bring others into battle just behind your caps as free support ships. If capturable ships were added to a special cylon militia set then any map would work... although a map with no colonisable planets (other than asteroids) around a starting star and Earth around a distant star would be interesting to have simple alternate "fleeing with a convoy" feel, without requiring scripting... although a full map with all the trimmings would be interesting too.

Still, hope you keep having interesting ideas for this and the other mod stuff and hope to give them all a play when I have a chance to do so.

Also... I would like cylon diplomatic ships to be able to hold their own in battle... having a nice peaceful set of capital ship strength basestars orbiting around my planets would make me think twice about both declaring a ceasefire and declaring war with a cylon AI. (although the AI does like to send lots of envoys and I don't know how it deals with expensive or combat capable diplomats) Also, old style basestars would be nice... sending old models to areas away from combat and the new models to the front lines makes sense to me.

Reply #581 Top

Quoting Dr, reply 580
Still, hope you keep having interesting ideas for this and the other mod stuff and hope to give them all a play when I have a chance to do so.

Same here. I'm trying.

Quoting Dr, reply 580
Also... I would like cylon diplomatic ships to be able to hold their own in battle... having a nice peaceful set of capital ship strength basestars orbiting around my planets would make me think twice about both declaring a ceasefire and declaring war with a cylon AI. (although the AI does like to send lots of envoys and I don't know how it deals with expensive or combat capable diplomats) Also, old style basestars would be nice... sending old models to areas away from combat and the new models to the front lines makes sense to me.

I've given weapons to the Rogue Envoy so I know it works to do so. I actually sorta like some factions Envoy's being a little more on the dangerous side. That said they can't be too tough as people could exploit them. We'll get something done with some old saucer type ships though.

Reply #582 Top

Quick update

I'm using the Chimaeia (formally frigate factory) with a new texture as the Cylon Envoy.

I'm using another model (Medusa) from ravenstarstudios as the cylon refinery.

We're already using the Hydra as the military research lab.

I'm trying to get another warstar variation from Koobalt textured for the Hangar bay just having issues finding time to texture. 

Still have more stuff to wire up like the resurrection hub, but it's getting closer.

Reply #583 Top

Sounds awesome!

Will you give the envoy ship weapons? 

Will you wait to release the next version after Rebellion has been released or prior? 

Reply #584 Top

I might give the envoy weapons... Mainly working on getting the models in the game with proper icons and buttons.

I'm not too concerned about Rebellion to be honest right now. Hard to say how long it will take to merge into Rebellion until it actually comes out. I'll probably do another beta version of R6 this week with more Cylon improvements as well as some other bug fixes I've found like the Cylon's weapon points weren't all oriented correctly causing the ship to stop shooting in some circumstances.

 

Reply #585 Top

Quoting Dr, reply 580

Quoting ZombiesRus5, reply 557This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me.

 

Hey, sorry I didn't get a chance to reply before. I thought it could be done by having the civilian ships have positive abilities that target capital ships (say +1 metal/s for 20s for a refinery and +50 antimatter over 10s for a refueling ship, +5% weapons damage for a munitions ship). It would force you to guard your civilian ships for them to be productive while at the same time encouraging you to bring others into battle just behind your caps as free support ships. If capturable ships were added to a special cylon militia set then any map would work... although a map with no colonisable planets (other than asteroids) around a starting star and Earth around a distant star would be interesting to have simple alternate "fleeing with a convoy" feel, without requiring scripting... although a full map with all the trimmings would be interesting too.

Franknfurter... The problem here is, as I understand it, that Sins will require each player to start off by owning a planet. If you just started off with a capital ship and a few other support ships without a designated home planet, (considering that the 12 colonies have been destroyed) the map simply wont work and will think that your faction has been immediately defeated. 

Also, in your scenario, the Galactica would require a colonize ability (maybe it already does?), if it doesn't, you would need to add this ability to the ship for this scenario so that you may colonize earth when you find it... 

I think that when Rebellion is released, a new version of GalaxyForge will also be released that will have "triggers" so that scanario-type missions can take place... 

Reply #586 Top

Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it? 

Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working? 

Reply #587 Top

Quoting ZombiesRus5, reply 584
I might give the envoy weapons... Mainly working on getting the models in the game with proper icons and buttons.

I'm not too concerned about Rebellion to be honest right now. Hard to say how long it will take to merge into Rebellion until it actually comes out. I'll probably do another beta version of R6 this week with more Cylon improvements as well as some other bug fixes I've found like the Cylon's weapon points weren't all oriented correctly causing the ship to stop shooting in some circumstances.

 

Will the next version only allow you to build one Colony for the Cylons? 

Reply #588 Top

I'm trying to get another warstar variation from Koobalt textured for the Hangar bay just having issues finding time to texture.

Hi, if you like i can make some Boomer alike texture for this model, just post for me the .obj file you use (i have so many VIP version that i have no idea witch one you use 'lol')

Reply #589 Top

KOOBALT!! you're back! Yeah! 

How have you been man? 

Reply #590 Top

Quoting Mord_Sith84, reply 586
Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it? 

Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working? 

Sure. load it up to a file sharing service and PM the link or post it here.

Quoting Cylon_Luvr, reply 587
Will the next version only allow you to build one Colony for the Cylons? 

No. You'll still need to load the flagship core.

Quoting koobalt, reply 588
Hi, if you like i can make some Boomer alike texture for this model, just post for me the .obj file you use (i have so many VIP version that i have no idea witch one you use 'lol')

Hehe, understand that. Hope things are going well.

http://dl.dropbox.com/u/5790092/sotf/bloodandchrome/Warstar_tesealte.obj

 

Reply #591 Top

Quoting Mord_Sith84, reply 589
KOOBALT!! you're back! Yeah! 

How have you been man? 

Working, working and more working... and i bought a car  :cylon:   now i'm working to get money for fuel... :borg:  

Quoting ZombiesRus5, reply 590


Hehe, understand that. Hope things are going well.

http://dl.dropbox.com/u/5790092/sotf/bloodandchrome/Warstar_tesealte.obj

 

some time not been here i see you progress nicely, i see this model have no uv so will make it.

 

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Reply #592 Top

Quoting ZombiesRus5, reply 563

Quoting Mord_Sith84, reply 562Hey Z, sent them.

There are recordings from both types of Cylon hybrids - the stock standard hybrids and the one from "Razor" aboard the Guardian basestar. Also a few old school cylon voices in there too.

The hybrid sounds could be used for the capital ships, and the old school centurion voices for the smaller frigates. Up to you though obviously!

Good stuff. I'll work on getting those integrated

Need more voices ;)

I actually had room to integrate these as I forgot I had set aside some of the count for the Cylons. Only problem now is I've overused these sounds making it really monotonous overtime :P 

 

Reply #593 Top

Quoting ZombiesRus5, reply 592

Quoting ZombiesRus5, reply 563
Quoting Mord_Sith84, reply 562Hey Z, sent them.

There are recordings from both types of Cylon hybrids - the stock standard hybrids and the one from "Razor" aboard the Guardian basestar. Also a few old school cylon voices in there too.

The hybrid sounds could be used for the capital ships, and the old school centurion voices for the smaller frigates. Up to you though obviously!

Good stuff. I'll work on getting those integrated

Need more voices

I actually had room to integrate these as I forgot I had set aside some of the count for the Cylons. Only problem now is I've overused these sounds making it really monotonous overtime  

 

No worries.... I'll get some more for you.... should be fun. 

Reply #594 Top
R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2
  • Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
  • DefaultHomePlanetSetup groups for ALL races standardized in build scripts
  • Cylon hybrid sounds added (courtesy of Mord_Sith84)
  • Cylon eye sounds added for strikecraft
  • Cylon exhaust sounds added for frigates/strikecraft
  • Cylon icons, main view, infocard and buttons added for most ships and modules
  • Cylon Resurrection ship orientation fixed for some weapon hard points
  • Cylon envoy ship added
  • Cylon utility frigates switched meshes to match properly
  • Cylon resurrection hub mesh moved to superweapon (needs retextured)
  • Cylon non combat lab texture changed to resurrection ship style
  • Cylon refinery added
  • Cylon repair platform using old culture center broadcast mesh (needs retextured)
  • Cylon bounding radius fixed on boomer
  • Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
  • Cylon string names changed
  • Cylon constructor texture fixed to not be missing parts
 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).

When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these  :cylon:

Reply #595 Top

Is it just me, or is there no SotF Race Colonial R6.2? I see Race Council, Race Cylon, and that's it for the c's.

Reply #596 Top

Quoting NHD-151, reply 595
Is it just me, or is there no SotF Race Colonial R6.2? I see Race Council, Race Cylon, and that's it for the c's.

Fixing... selected the wrong folder when I built the zip.

Edit - links are fixed.

Reply #597 Top

Quoting ZombiesRus5, reply 594
R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2


Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
DefaultHomePlanetSetup groups for ALL races standardized in build scripts
Cylon hybrid sounds added (courtesy of Mord_Sith84)
Cylon eye sounds added for strikecraft
Cylon exhaust sounds added for frigates/strikecraft
Cylon icons, main view, infocard and buttons added for most ships and modules
Cylon Resurrection ship orientation fixed for some weapon hard points
Cylon envoy ship added
Cylon utility frigates switched meshes to match properly
Cylon resurrection hub mesh moved to superweapon (needs retextured)
Cylon non combat lab texture changed to resurrection ship style
Cylon refinery added
Cylon repair platform using old culture center broadcast mesh (needs retextured)
Cylon bounding radius fixed on boomer
Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
Cylon string names changed
Cylon constructor texture fixed to not be missing parts


 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).
When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these 

 

Wow! So what is left now? The research trees? and the sounds that you need from me? (and the retexturing that is needed) 

Reply #598 Top

Quoting ZombiesRus5, reply 590

Quoting Mord_Sith84, reply 586Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it? 

Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working? 

Sure. load it up to a file sharing service and PM the link or post it here.

Thanks so much Z, much appreciated. 

I know that the .bmp needs to be converted to .dds, but I tried to convert it and it still didn't work, so I thought I'd give you the original files that my mate gave to me. 

Have uploaded it to http://www.gamefront.com/files/21336954/crashedmesh.zip

 

Reply #599 Top

ok here you have model with ready UV if you would like to give it a try, i will make the texture (hope before sunday)

http://www.mediafire.com/?67957ngk9115hb1

 

Reply #600 Top

ok some test of cylon:

1. you switch the icon for Guardian Mk1 and Mk2 or models (depend what you want to have as mk1/mk2) 

2. how can i build Boomer class or Colony i didn't find any ship to do that??

3 The Cylon starbase WOW it looks better than i remember 

4. yes the sound of hybrid... especially the "jump"... well i don't know what to say  :P

5. Is there a chance, or some tutorial how to do the race icon (you now the icon that float above your ship and planet) i wonder  can i make or you make  }:)  icons as number: 1, 2, 3, 4, 5, 6, 8 ??

 

If any of this question was reply sorry but i'm to lazy to read all post since i was last here  ;P