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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!

 

 

8,579,350 views 3,050 replies +1 Loading…
Reply #1276 Top

Well I just don't know how to open those .entity files, let alone how to edit them...Sinperium says there's some ghetto sketchy eclipse plugin you can use but I don't feel like paying for any 3rd party software...

Reply #1277 Top

Quoting Seleuceia, reply 1276
Well I just don't know how to open those .entity files, let alone how to edit them...Sinperium says there's some ghetto sketchy eclipse plugin you can use but I don't feel like paying for any 3rd party software...
End of Seleuceia's quote
seleuceia, the first step for opening the entity files is either convert a copy of them to txt mode from bin mode OR download the latest reference files for the expansion you are wanting to work in from a thread here in the modding area ( I think it might be stickied and near the top of page),

the second step is either try the eclipse tool you mentioned OR download notepad++ and install it.

the third step (notepad++ path)is to right mouse click on one of the entity files that you want to change and then left click on the open with and choose the notepad++ , then make the changes you want save the file and test in the dev.exe in your sins program folder (eclipse path) others can advise on as I have not used it.

repeat third step till you have all the changes you want in the game and working.

harpo

Reply #1278 Top

I looked for the stickied thread you mentioned...all I could find was this...

Reply #1279 Top

Quoting Seleuceia, reply 1278
I looked for the stickied thread you mentioned...all I could find was this...
End of Seleuceia's quote
you obviously FAILED to read the word MODDING(
Quoting harpo99999, reply 1277
download the latest reference files for the expansion you are wanting to work in from a thread here in the modding area ( I think it might be stickied and near the top of page)
End of harpo99999's quote
),so I will give  you a link to the thread that I mentioned https://forums.sinsofasolarempire.com/378266 with the title of '[reference files] sins 1.193 , entrenchment 1.053 & diplomacy 1.34 rebellion 1.041 now'.

now follow instructions and produce the mod!

harpo

 

Reply #1280 Top

Quoting Seleuceia, reply 1276
Well I just don't know how to open those .entity files, let alone how to edit them...Sinperium says there's some ghetto sketchy eclipse plugin you can use but I don't feel like paying for any 3rd party software...
End of Seleuceia's quote

Quoting Seleuceia, reply 1278
I looked for the stickied thread you mentioned...all I could find was this...
End of Seleuceia's quote

I've never watched Battlestar, but I'm guessing the Cylons will not tolerate such intrusions of trolls into their territory. :cylon:

Reply #1281 Top

Nor would the Colonials. :borg:

Reply #1282 Top

Quoting GoaFan77, reply 1281
I've never watched Battlestar, but I'm guessing the Cylons will not tolerate such intrusions of trolls into their territory.
End of GoaFan77's quote

The cylons are the best trolls ever...they even look like us...

Reply #1283 Top

Seleuceia reminds me a lot of Gaius Baltar.

Reply #1284 Top

Hmmmmm should we try him for treason?

Reply #1285 Top

Its the cats fault...

Reply #1286 Top

Quoting ZombiesRus5, reply 1284
Seleuceia reminds me a lot of Gaius Baltar.
End of ZombiesRus5's quote

He is my favorite character, ya know....

Reply #1287 Top

Quoting ZombiesRus5, reply 1275
I had artifacts in the diplomacy version. All artifacts or derelict ships can be captured by colony frigates currently.

I also like the idea of graveyards or battles sites and will likely include those in random encounters which will also lay the groundwork for custom maps to utilize the code.

 
End of ZombiesRus5's quote

Fraking awesome!

Not everyone will like the idea, but in the scenario's i'm going to build, the cylons receive a signal from the system where the Cylon Colony was thought to have been destroyed, and go and investigate. They discover that it wasn't actually destroyed (although heavily damaged, we don't actually see it get destroyed in the show... it could have jumped away before being sucked into the black hole).

The Colony will be a derelict ship that can be captured in the scenario.

Reply #1288 Top

Quoting Cylon_Luvr, reply 1288
Quoting ZombiesRus5, reply 1275 I had artifacts in the diplomacy version. All artifacts or derelict ships can be captured by colony frigates currently.

I also like the idea of graveyards or battles sites and will likely include those in random encounters which will also lay the groundwork for custom maps to utilize the code.

 

Fraking awesome!

Not everyone will like the idea, but in the scenario's i'm going to build, the cylons receive a signal from the system where the Cylon Colony was thought to have been destroyed, and go and investigate. They discover that it wasn't actually destroyed (although heavily damaged, we don't actually see it get destroyed in the show... it could have jumped away before being sucked into the black hole).

The Colony will be a derelict ship that can be captured in the scenario.
End of Cylon_Luvr's quote

I also love the planets mod that has black holes and stuff....

Reply #1289 Top

Were is the download like to the version with updated abilities i click the donload link and i wound up downloading what i allready had

 

04.7.z

Reply #1290 Top

Ohh and i fell behind a little with lack of internt and was just skimming through previous pages

What is SVN?

Reply #1291 Top

Quoting jason8648776, reply 1291
Ohh and i fell behind a little with lack of internt and was just skimming through previous pages

What is SVN?
End of jason8648776's quote

It's a file repository that allows me to share much smaller changes with people interested in the mod while I continue development.

Releasing a full mod every time a file changes is not feasible.

 

Reply #1292 Top

Ahh i understand

 

an easy way to keep up with people who are helping you make it for people who know how to copy and paste the individual files rather then the whole mod

Reply #1293 Top

Updated the SVN build. Added missing target filters for Corvette and Titans and added a base for the Rogue Traders.

Reply #1294 Top

Im just gonna wait for the full relese that was a pain in the ass

as eager as i am i think i can wait

Reply #1295 Top

Quoting jason8648776, reply 1295
Im just gonna wait for the full relese that was a pain in the ass

as eager as i am i think i can wait
End of jason8648776's quote

:waaaa:

Ya, it can be a bit tough if your new to those tools. 

I "feel" like I'm getting close to a release for what I have for Colonials, but Yarlen has also said a release is looming. I'd rather not upload anything until that occurs.

Thanks  :cylon:

Reply #1296 Top

Hi Z,

 

I tired to to download the version for Rebellion 1.041. However it says it could not find the web site when I clicked on the link. Did I do something wrong??

Reply #1297 Top

Quoting vsder, reply 1297
Hi Z,

 

I tired to to download the version for Rebellion 1.041. However it says it could not find the web site when I clicked on the link. Did I do something wrong??
End of vsder's quote

No, I had to pull that link. Dropbox banned me for 3 days as a result.

I will be releasing a Rebellion version soon'ish. I'm waiting for 1.1 to release which should be this month.

 

Reply #1298 Top

After doing some more testing, here are my thoughts:

1. The Rogue faction declare tooltips could use new strings since right now they're using the TEC ones, so we don't know what kind of faction we're choosing.

2. The final weapons upgrade for the Rogue Starbase requires the "AI Only" tech.  I take it that's part of the AI cheats?

3. Is there a way for you to disable the vanilla music while playing as the Rogues?  Hearing the TEC battle tracks play right after some techno/electronic music is pretty jarring.

4. I don't believe the Colonials have a research that lets them colonize gas giant worlds.

Reply #1299 Top

Quoting SpardaSon21, reply 1299
1. The Rogue faction declare tooltips could use new strings since right now they're using the TEC ones, so we don't know what kind of faction we're choosing.
End of SpardaSon21's quote

I don't know either yet.

Quoting SpardaSon21, reply 1299
2. The final weapons upgrade for the Rogue Starbase requires the "AI Only" tech.  I take it that's part of the AI cheats?
End of SpardaSon21's quote

Yes.

Quoting SpardaSon21, reply 1299
3. Is there a way for you to disable the vanilla music while playing as the Rogues?  Hearing the TEC battle tracks play right after some techno/electronic music is pretty jarring.
End of SpardaSon21's quote

I believe this is controlled by Game.musicdata. I've been meaning to try zero'ing out that file to see if only Player music data is used.

Quoting SpardaSon21, reply 1299
4. I don't believe the Colonials have a research that lets them colonize gas giant worlds.
End of SpardaSon21's quote

I see one. It's tier 5.

 

Reply #1300 Top

Quoting ZombiesRus5, reply 1300
I believe this is controlled by Game.musicdata. I've been meaning to try zero'ing out that file to see if only Player music data is used.
End of ZombiesRus5's quote

It is 95% of the time. The only exception is that sometimes when fighting another player music from it's player.entity file is used, to give both sides of an epic battle their themes I guess.