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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!

 

 

8,579,306 views 3,050 replies +1 Loading…
Reply #1451 Top

Quoting ZombiesRus5, reply 1449
I have no ideas currently for their research tree. Until I do not much progress will be made.
End of ZombiesRus5's quote

But that's the funnest part. ;)

Reply #1452 Top

Quoting ZombiesRus5, reply 1449
Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons?

I have no ideas currently for their research tree. Until I do not much progress will be made.
End of ZombiesRus5's quote

Can I help with this?

I remember (a long while back) that I posted a lot of info summarising research for the Cylons... Do you remember Z?

Reply #1453 Top

Quoting ZombiesRus5, reply 1449
Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons?

I have no ideas currently for their research tree. Until I do not much progress will be made.
End of ZombiesRus5's quote

Oh.... Ok! Well that's not good! Especially when I have zero interest in playing as Colonials!

Reply #1454 Top

Quoting Mord_Sith84, reply 1452

Quoting ZombiesRus5, reply 1449Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons?

I have no ideas currently for their research tree. Until I do not much progress will be made.

Can I help with this?

I remember (a long while back) that I posted a lot of info summarising research for the Cylons... Do you remember Z?
End of Mord_Sith84's quote

I have several items documented and it was not a lot of info to create a research tree from.

Quoting Cylon_Luvr, reply 1453
Oh.... Ok! Well that's not good! Especially when I have zero interest in playing as Colonials!
End of Cylon_Luvr's quote

A full research tree requires around 140 research tree items. 30-40 of those are common fleet and diplomacy techs so no big deal. The rest all need customization from design (what they do), layout, labels, descriptions, icons.

 

Standard Tech Tree

Combat

Prototype Unlocks

Weapon Upgrades

Durability Upgrades

 

Defense Tree

Starbase, Hangar, Turret Upgrades

 

Non Combat Tree

Colonization Upgrades

Culture Upgrades

Resource/Trade Upgrades

 

Diplomacy Tree

Envoy Upgrades

 

Assignment: Fill in a tech tree

+1 Loading…
Reply #1455 Top

I wish i could've helped more with that, Z. I would start now, but i leave on Sunday for Boot camp!

Stopping by the forums for probably the last time for many months. Wanted to express how grateful i am for all of your work here on Sins, your mods have made my experience pretty incredible and led to many hours of entertainment.

I hope you keep up the excellent work, and i really look forward to downloading updates and playing at least one round during my break after i graduate at the beginning of March. 

Reply #1456 Top

Quoting NHD-151, reply 1456
I wish i could've helped more with that, Z. I would start now, but i leave on Sunday for Boot camp!
End of NHD-151's quote

Good luck and stay strong! 

Reply #1457 Top

how close are you to a full release?

Reply #1458 Top

Quoting maxwell, reply 1458
how close are you to a full release?
End of maxwell's quote

You guys have access to what I have completed if that tells you anything...

Reply #1459 Top

sorry i was asking about the other parts that have not been released (ie Pact, hyp, plauge nephlem and the others.)

Reply #1460 Top

the main posts full of people discussing unrelated information.

 

    ps. im willing to test the others if you will let me

Reply #1461 Top

Quoting maxwell, reply 1461
the main posts full of people discussing unrelated information.

 

    ps. im willing to test the others if you will let me
End of maxwell's quote

They are all available in the SVN. I'm working on Rogue's Titans and research trees right now.

Reply #1462 Top

Quoting ZombiesRus5, reply 1455
Quoting Mord_Sith84, reply 1452
Quoting ZombiesRus5, reply 1449Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons?

I have no ideas currently for their research tree. Until I do not much progress will be made.

Can I help with this?

I remember (a long while back) that I posted a lot of info summarising research for the Cylons... Do you remember Z?

I have several items documented and it was not a lot of info to create a research tree from.

Quoting Cylon_Luvr, reply 1453Oh.... Ok! Well that's not good! Especially when I have zero interest in playing as Colonials!

A full research tree requires around 140 research tree items. 30-40 of those are common fleet and diplomacy techs so no big deal. The rest all need customization from design (what they do), layout, labels, descriptions, icons.

 

Standard Tech Tree

Combat

Prototype Unlocks

Weapon Upgrades

Durability Upgrades

 

Defense Tree

Starbase, Hangar, Turret Upgrades

 

Non Combat Tree

Colonization Upgrades

Culture Upgrades

Resource/Trade Upgrades

 

Diplomacy Tree

Envoy Upgrades

 

Assignment: Fill in a tech tree
End of ZombiesRus5's quote

 

X( But you did so well designing the Colonial research trees!

Reply #1463 Top

Quoting Mord_Sith84, reply 1463
But you did so well designing the Colonial research trees!
End of Mord_Sith84's quote

Well, they are my favorite. Some of you guys that love Cylons can put your heads together to layout a research tree design.

Reply #1464 Top

Zombies, would it be okay for me to release an addon to SotF .12 that uses stacking to add some Distant Stars-style enhancements to some of the races?

EDIT: .12 doesn't have the extra SVN races in it, so never mind.

Reply #1465 Top

Quoting SpardaSon21, reply 1465
Zombies, would it be okay for me to release an addon to SotF .12 that uses stacking to add some Distant Stars-style enhancements to some of the races?

EDIT: .12 doesn't have the extra SVN races in it, so never mind.
End of SpardaSon21's quote

Permission granted whenever... I haven't had time to work on the original factions to get them to a release point :(

Reply #1466 Top

Well, I was planning on doing it mainly for the races I play like the Colonials, Rogues, and Hypercorps, but what's the point if they're only in the SVN and I'd just have to constantly update my files to match your changes?

Reply #1467 Top

If your using SVN, I broke Flagship victory on purpose. If you select it you'll spawn a titan which the AI won't do anything with. I'm just doing this so I can easily test titan abilities right now without having to constantly spawn one via the debugger.

When I release Rogue later this week I'll change it back to their real flagships of which Rogue will have it's battleship assigned.

Reply #1468 Top

Anyone finish off the Blood And Chrome Machinima ?

Reply #1469 Top

I've finished it.  I can't believe they were actually planning on showing that on TV at one point.

Reply #1470 Top

they are showing it on T.V. in Feb.

 

Reply #1471 Top

Did you have to remind me of that unpleasant fact?  I can't believe anyone at SyFy thought this was worth spending money on.  I've already read through a massive thread on another forum about why it is so bad and I don't want to repeat that here, so let me just finally say it is a bad show, you shouldn't watch it, and you're not missing anything good by not watching it.

Reply #1472 Top

I guess that's why this mod changed its name? Too bad, Blood and Chrome was a good name.

Reply #1473 Top

Quoting GoaFan77, reply 1473
I guess that's why this mod changed its name? Too bad, Blood and Chrome was a good name.
End of GoaFan77's quote

In some ways I wanted to distance myself from Blood and Chrome. I also wanted names that reflected the nature of my mod and it's core concept of fallen empires.

Reply #1474 Top

Blood, and Chrome may not be that great of a show, but it has a ton of canon material you can use. Like the Orion class battlestar, and the Hybrid Cylon basestar that is a mix of the old and the Guardian base ship. Like with SoA 2 i use what is canon (and makes sense) first before resorting to fan art.

Reply #1475 Top

Quoting ZombiesRus5, reply 1474
In some ways I wanted to distance myself from Blood and Chrome. I also wanted names that reflected the nature of my mod and it's core concept of fallen empires.
End of ZombiesRus5's quote

Yeah I got the theme, I just didn't know what Kobol was until I Googled it just now.

Quoting Major, reply 1475
Blood, and Chrome may not be that great of a show, but it has a ton of canon material you can use. Like the Orion class battlestar, and the Hybrid Cylon basestar that is a mix of the old and the Guardian base ship. Like with SoA 2 i use what is canon (and makes sense) first before resorting to fan art.
End of Major's quote

Yeah, but it also pays to be careful using things that aren't the best in the show. As a Star Wars modder for example, we could use a lot of the material from Empire at War, yet IMO the stuff that game adds contradicts the universe so much it should never have been considered canon. Clearly it was made so that the player gets to do as much awesome stuff as possible, which is fine, but it making it canon you just legitimized too many crazy events. In the expansion in particular a character created in that game basically out smarts and beats every single character in the main time era. Why the hell is the galaxy terrified of the Emperor and Jabba the hut when this guy just comes along and plays them like nothing?

 

Anyways, I digress. Point was in that case if I used ships only from sources like video games that aren't really great and not included anywhere else in the universe, I'd try to give them minor roles like scout and siege frigate that don't really exist in Star Wars anyways, while the ships from the Movies, books and good games got the major combat roles.