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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!

 

 

8,579,200 views 3,050 replies +1 Loading…
Reply #1126 Top

Which cylon ship is going to be able to colonize? The basestar? 

Reply #1127 Top

Quoting Cylon_Luvr, reply 1125
Diaspora is out!!! And it's awesome! http://www.hard-light.net/forums/index.php?topic=81859.0 
End of Cylon_Luvr's quote

Hey, stop stealing my thunder!  I already posted that in the PC Gaming section. :P

Reply #1128 Top

Quoting Cylon_Luvr, reply 1126
Which cylon ship is going to be able to colonize? The basestar? 
End of Cylon_Luvr's quote

Quoting Cylon_Luvr, reply 1126
Research Facilities
End of Cylon_Luvr's quote

It's the Resurrection Ships Research Facilities ability. As you know Cylons don't really colonize planets, but they did use them to setup various research projects. 

 

Reply #1129 Top

Well the nasty part of getting the colonial research trees templated out and tied to the right icons is done. Now the grunt work of filling in what the research actually does and making sure the names and descriptions are set. Also will need to build a few research based abilities too.

I was hoping I could get this out but because many of the research have no underlying implementation I can't do it.

When I get some base values stubbed in for the Colonial research I feel fine releasing it even if it's not fine tuned.

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Reply #1130 Top

Thanks for the update Z. 

Reply #1131 Top

this is back a couple of pages, but don't you think a re-spawn for destroyed Basestars in a system is a little OP? 

Reply #1132 Top

Quoting Arfoire, reply 1132
this is back a couple of pages, but don't you think a re-spawn for destroyed Basestars in a system is a little OP? 
End of Arfoire's quote

Not really, no. why?

Reply #1133 Top

besides the fact that the cylons wont have to worry about 30-50% of their forces getting blown up. any battle against them would only be a temporey win. even worse is if they don't need resources to respawn theses basestars then it would be like fighting the undead on warcraft 3 with them having an army of necromancers. unless I missed anything about restrictions on the respawn, but from what I read it seemed that the Hub would instantly respawn any destroyed basestar at it's location. 

 

 

p.s sorry for the spelling its about 3:30am here.

Reply #1134 Top

Quoting Arfoire, reply 1134
besides the fact that the cylons wont have to worry about 30-50% of their forces getting blown up. any battle against them would only be a temporey win. even worse is if they don't need resources to respawn theses basestars then it would be like fighting the undead on warcraft 3 with them having an army of necromancers. unless I missed anything about restrictions on the respawn, but from what I read it seemed that the Hub would instantly respawn any destroyed basestar at it's location. 

 

 

p.s sorry for the spelling its about 3:30am here.
End of Arfoire's quote

The restriction is having to build a superweapon to get the effect.

In the end this only amounts to a small economy buff for the cylons as they'll be Resurrected at level 1.

 

Reply #1135 Top

a small economy buff? I find your definition of small to be fairly big. considering that cap ships cost on the order of 3k credits along with their crystal and metal cost. if they're being re-spawned for free (ignoring the hub cost). you can build a few ships for the cost of one cap. coming back at lvl 1 is hard coded anyway.....i think?

a cunning player wanting to lvl a titan would find out were the hub is, stick a fleet there and repeatedly blow up basestars as they re-spawn.

Reply #1136 Top

Quoting Arfoire, reply 1136
a small economy buff? I find your definition of small to be fairly big. considering that cap ships cost on the order of 3k credits along with their crystal and metal cost. if they're being re-spawned for free (ignoring the hub cost). you can build a few ships for the cost of one cap. coming back at lvl 1 is hard coded anyway.....i think?

a cunning player wanting to lvl a titan would find out were the hub is, stick a fleet there and repeatedly blow up basestars as they re-spawn.
End of Arfoire's quote

They'll need it as their economy won't be anything near the colonials.

It's not nearly as OP as you make out.

 

Reply #1137 Top

Quoting ZombiesRus5, reply 1135

Quoting Arfoire, reply 1134besides the fact that the cylons wont have to worry about 30-50% of their forces getting blown up. any battle against them would only be a temporey win. even worse is if they don't need resources to respawn theses basestars then it would be like fighting the undead on warcraft 3 with them having an army of necromancers. unless I missed anything about restrictions on the respawn, but from what I read it seemed that the Hub would instantly respawn any destroyed basestar at it's location. 

 

 

p.s sorry for the spelling its about 3:30am here.

The restriction is having to build a superweapon to get the effect.

In the end this only amounts to a small economy buff for the cylons as they'll be Resurrected at level 1.

 
End of ZombiesRus5's quote

I don't think that it will be too OP. It will reflect the show very well i.e. if you want to destroy resurrection, then destroy the Hub. The Resurrection Hub could also be very expensive relative to superweapons for other races and there is a restriction on how many you can build. 

Considering that a majority of the Cylon war fleet consists of basestars....  and basestars are going to be cap ships where you can only have a very limited number... will there be a weaker version of the basestar that can be built as a frigate, like Kyogre12's version? 

Reply #1138 Top

Resurrection hubs will have a small chance to respawn frigate and cruiser class Basestar variants on death (Light, Long Range, Siege, Carrier, Heavy). 

Capital class Basestars will have a 100% chance to resurrect when a resurrection network is in place. Destroy the hub in that system and they lose resurrection.

 

Reply #1140 Top

most llikely it will crash, but test it if you want.

harpo

 

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Reply #1142 Top

if it works initially I wouldn't count on any long term stability. 

I have no estimate on when a 1.04 version will come out.

 

Reply #1143 Top

Unless you have any plans to use SttC, it takes a few seconds to get a mod up to 1.04 standards. Other than a minor gamplay.constants change, here's an example of the planet file change. Bolded is the new line that needs to be added to planet files:

planetRuinDef
    ruinPlanetType "PlanetAsteroidBeltOuter"
    attachType "Center"
    effectName "Weapon_EmpireCapitalPlanetBombing_Hit"
    startTime 9.000000
    soundID "EXPLOSION_SUB4"
    creditsOnStrippedToTheCore 2000.000000
    metalOnStrippedToTheCore 750.000000
    crystalOnStrippedToTheCore 6700.000000
    extraScuttleTimeOnStrip 200.000000
ShieldMeshName "SuperShield"

Reply #1144 Top

Hey Lavo, my issue isn't Rebellion 1.04 compatibility really as I've been working in 1.04 since it released.

My issue is I started tearing down the research trees and creating all new before 1.04 came out and haven't finished yet.

Hence I don't know when I'll release a 1.04 compatible version and won't spend any time updating the previous version.

 

Reply #1145 Top

Oh, I see what you mean. Yeah, that's a nice beast in and of itself, apologizes for my stupidity in missing that.

Reply #1147 Top

Quoting Mord_Sith84, reply 1147
Any updates Z?
End of Mord_Sith84's quote

I should have a beta ready for Colonials shortly after the next patch is released. It won't be complete which is fine, because I would like some feedback on them for changing or improving abilities, stats, etc.

 

 

Reply #1148 Top

Looking forward to it...

Reply #1149 Top

@lavo

What exactly does it take to get the mod up to 1.04 standards? I want to test this but I'm having some issues when activating it

Reply #1150 Top

Quoting Snarf312, reply 1150
@lavo

What exactly does it take to get the mod up to 1.04 standards? I want to test this but I'm having some issues when activating it
End of Snarf312's quote

Best bet would be to wait for me...

 

I've thought about opening up the Blood & Chrome mod a bit and add some team members giving them some creative responsibility to define the underlying implementation for the abilities that are mainly rough sketched out at this point.

If some people showed some interest in doing that it might help speed up some things. Otherwise my free time is closing down due to work related projects eating up any of it I had.

A little creativity would help as I'd probably assign something like a Titan and it's ability concepts and tell you to come up with something cool for the associated buffs. Basically you wouldn't get to design different abilities from the concept I laid out, but you would get a lot of freedom in deciding what they do.