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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!

 

 

8,572,234 views 3,050 replies
Reply #2876 Top

Quoting ZombiesRus5, reply 2874

Drop this file in Core's String directory to resolve some of the cylon moon string issues. Strings were there just some older entries from other locations were overriding them. It won't fix the colony pods because that needs a new entity file and we need to split the descriptions still for the weapons.

https://dl.dropboxusercontent.com/u/5790092/Temp/English.str

 

Ok, I'll give this a go, thanks. 

Reply #2877 Top

Quoting ZombiesRus5, reply 2873


Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): 



It's all or none on bombing effects. I can give cylons the same effect the colonials have but I can't change it with research. I've thought about doing this too.

If we're going to be consistent with canon, the MIRV planet bombing is the only type that we have seen the cylons use. I think you should give the cylons the same bombing effect as the Colonials, for the sake of consistency and to have an authentic cylon feel. 

Reply #2878 Top

How's the new version coming along Z? 

Reply #2879 Top

Quoting Cylon_Luvr, reply 2877

If we're going to be consistent with canon, the MIRV planet bombing is the only type that we have seen the cylons use. I think you should give the cylons the same bombing effect as the Colonials, for the sake of consistency and to have an authentic cylon feel. 

I agree. 

Reply #2880 Top

Work has been kicking my ass. I'm trying to get as much done before I go on Vacation next week with real work. That said, I'm hoping to atleast get a 1.85 compatible version to you guys.

 

Reply #2881 Top

The 1.85 compatible version is uploaded to dropbox for internal testing...

The mod is still not fully completed for the next release but it is playable. 

In regards to Outlaws there is currently two things to consider.

  1. Strikecraft on player owned outlaw's is bugged (i.e. your outlaws won't build strikecraft)
  2. Strikecraft on outlaws cause massive lag. If you want to use outlaws with a BSG theme'd mod use small fleets.
    1. Another option would be to activate one of the Vanilla or Fallen Races as militia. If you don't want that race playable activate the optional militia on top of core or baked and the race below core or baked. I only uploaded the baked and optional addons to dropbox.
    2. You can also turn off outlaws

I'm off for the next week so I wouldn't expect any updates until well into July. Of noteable changes I'm working to implement a new starbase warstar for loyalists. Then there are minor changes to make the mod release eligible like the new maps or other small nagging things.

Happy 4th of July  :cylon:

Reply #2882 Top

Quoting ZombiesRus5, reply 2881

The 1.85 compatible version is uploaded to dropbox for internal testing...

The mod is still not fully completed for the next release but it is playable. 

In regards to Outlaws there is currently two things to consider.

 

    1. Strikecraft on player owned outlaw's is bugged (i.e. your outlaws won't build strikecraft)

 

    1. Strikecraft on outlaws cause massive lag. If you want to use outlaws with a BSG theme'd mod use small fleets.



      1. Another option would be to activate one of the Vanilla or Fallen Races as militia. If you don't want that race playable activate the optional militia on top of core or baked and the race below core or baked. I only uploaded the baked and optional addons to dropbox.

 

      1. You can also turn off outlaws

 


I'm off for the next week so I wouldn't expect any updates until well into July. Of noteable changes I'm working to implement a new starbase warstar for loyalists. Then there are minor changes to make the mod release eligible like the new maps or other small nagging things.

Happy 4th of July  :cylon:

Awesome, thanks Z. I'll do some more testing (hopefully final changes). Have you also included updated artifacts addon? 

Reply #2883 Top

Quoting ZombiesRus5, reply 2881

The 1.85 compatible version is uploaded to dropbox for internal testing...

The mod is still not fully completed for the next release but it is playable. 

In regards to Outlaws there is currently two things to consider.

 

    1. Strikecraft on player owned outlaw's is bugged (i.e. your outlaws won't build strikecraft)

 

    1. Strikecraft on outlaws cause massive lag. If you want to use outlaws with a BSG theme'd mod use small fleets.



      1. Another option would be to activate one of the Vanilla or Fallen Races as militia. If you don't want that race playable activate the optional militia on top of core or baked and the race below core or baked. I only uploaded the baked and optional addons to dropbox.

 

      1. You can also turn off outlaws

 


I'm off for the next week so I wouldn't expect any updates until well into July. Of noteable changes I'm working to implement a new starbase warstar for loyalists. Then there are minor changes to make the mod release eligible like the new maps or other small nagging things.

Happy 4th of July  :cylon:

Z, this version doesn't work. It minidumps on activation. 

Reply #2884 Top

Quoting Mord_Sith84, reply 2883

Z, this version doesn't work. It minidumps on activation. 

Yep same for me. Updated to the new Outlaws DLC, tried to activate the new version and it crashes. 

Reply #2885 Top

Hey guys, I'm back from vacation. Sounds like maybe a bad upload because the mod is working ok for me. I'll see about getting another uploaded soon while catching up on whats left.

The only mod part that seems to be giving me issues right now is the maelstrom planets even though it seems to be a straight forward conversion.

 

Reply #2886 Top

Quoting ZombiesRus5, reply 2885

Hey guys, I'm back from vacation. Sounds like maybe a bad upload because the mod is working ok for me. I'll see about getting another uploaded soon while catching up on whats left.

The only mod part that seems to be giving me issues right now is the maelstrom planets even though it seems to be a straight forward conversion.

 

Cool, thanks Z

Reply #2888 Top

Quoting Mord_Sith84, reply 2887

Any new updates Z? 

I uploaded the latest versions of both mods to MODDB to set a baseline for 1.85. We still have a few items to work out but the mod seems stable after multiple hours of simulations. 

My NAS server also crashed over vacation so the change log is incomplete until I can restore the CVS server and do compares and check-ins on the repository. 

 

Reply #2889 Top

I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine.

Reply #2890 Top

Hey Zombies. 

New version is amazing! Those models and textures are really great. 

I noticed that the Warstar Starbase textures don't look aligned.

Reply #2891 Top

Quoting ZombiesRus5, reply 2889

I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine.

How about artifacts and moons? 

Reply #2892 Top

Quoting KWHITE9008, reply 2890

I noticed that the Warstar Starbase textures don't look aligned.

Yep, the texture apparently got overlayed with another incorrectly. I need to rebuild the color texture and then it should be fine. Won't be able to do that until tonight.

Quoting Mord_Sith84, reply 2891


Quoting ZombiesRus5,

I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine.



How about artifacts and moons? 

They are optional still.

Reply #2893 Top

Sorry I've been off the radar for a little while... I'll have a look at the new version ASAP. 

Reply #2894 Top

Changes for the new version below. Sorry Z, I know some of the changes may seem a bit trivial, but I'm a perfectionist! 

- The Hades, Cylon Moon Base, Djerba Baseship, and the Guardian basestar have duplicate types of raiders... I don't think its meant to be like this. Is one of them supposed to be a bomber AB Raider and the other an AB raider fighter?

- Not sure how long this has been the case, but for the Apotheosis research tree for Cylon Loyalists, the picture for "occupation" and "programming" is the same. The "programming" image needs to be changed. I'm sure we had a different picture at some point for Programming... seems to have changed along the way. 

- Description for "Natalie Faust" research in The Plan research tree needs a full stop at the end of the sentence.  
- Description for Cylon Moon base "Colony Pods" needs a full stop at the end of the sentence. 

- The "First Hybrid" ability for the Guardian basestar has a spelling error, missing the "r"in "Guardian". 

- There still seems to be quite a few issues with the artifacts mod. Seems to minidump randomly, and the alien starbase cannot be deployed (minidumps).

Other than these changes, we seem to be getting really close to a polished version. 

Reply #2895 Top

Quoting Mord_Sith84, reply 2894

- The Hades, Cylon Moon Base, Djerba Baseship, and the Guardian basestar have duplicate types of raiders... I don't think its meant to be like this. Is one of them supposed to be a bomber AB Raider and the other an AB raider fighter?

They are different. I also have different icons for each type. The name is incorrect for the Ware-Era Squad so I'll change that, otherwise not sure why you are seeing it that way. Did you do a clean install from moddb?

squadTypeEntityDef:2 "SquadCylonCombatTOS"

squadTypeEntityDef:3 "SquadCylonCombatABTOS"

Quoting Mord_Sith84, reply 2894

- Not sure how long this has been the case, but for the Apotheosis research tree for Cylon Loyalists, the picture for "occupation" and "programming" is the same. The "programming" image needs to be changed. I'm sure we had a different picture at some point for Programming... seems to have changed along the way. 

Hmm not sure when or if, I don't see anything in the texture file and it's pretty old. Will be easy to slap a different picture in though.

Quoting Mord_Sith84, reply 2894

- Description for "Natalie Faust" research in The Plan research tree needs a full stop at the end of the sentence.  
- Description for Cylon Moon base "Colony Pods" needs a full stop at the end of the sentence. 

- The "First Hybrid" ability for the Guardian basestar has a spelling error, missing the "r"in "Guardian". 

ok

Quoting Mord_Sith84, reply 2894

- There still seems to be quite a few issues with the artifacts mod. Seems to minidump randomly, and the alien starbase cannot be deployed (minidumps).

Works find on my end, even the alien starbase. I was spawning in alien ships just before this.

 

 

 

Reply #2896 Top

When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. 


Quoting ZombiesRus5, reply 2895

Quoting Mord_Sith84,

- There still seems to be quite a few issues with the artifacts mod. Seems to minidump randomly, and the alien starbase cannot be deployed (minidumps).



Works find on my end, even the alien starbase. I was spawning in alien ships just before this.

Ok yep. I re-installed the addons, and it seems to be working again now. However, the phase stabiliser node effect still seems to be playing up. I mentioned this in my last post of changes. Do you know what I mean? 

 

Reply #2897 Top

When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. Also full stop missing from the description at the end of the sentence. Is the master version that you have the same one you're giving to everyone else?

Ok yep. I re-installed the addons, and artifacts seem to be working again now. However, the phase stabiliser node effect for the starbase still seems to be playing up. I mentioned this in my last post of changes. Do you know what I mean? 

Reply #2898 Top

Quoting Mord_Sith84, reply 2897

When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. Also full stop missing from the description at the end of the sentence. Is the master version that you have the same one you're giving to everyone else?

Yeah, it's the same. I acknowledge the names of the strikecraft needed fixed and I added the full stops locally now.

Quoting Mord_Sith84, reply 2897

Ok yep. I re-installed the addons, and artifacts seem to be working again now. However, the phase stabiliser node effect for the starbase still seems to be playing up. I mentioned this in my last post of changes. Do you know what I mean?

Yep, it's just displaying in the center. We'll need to add an ability point to move it around.

Reply #2899 Top

Quoting ZombiesRus5, reply 2898

Yep, it's just displaying in the center. We'll need to add an ability point to move it around.

It looks like this for me:

Reply #2900 Top

Quoting Mord_Sith84, reply 2899


Quoting ZombiesRus5,

Yep, it's just displaying in the center. We'll need to add an ability point to move it around.




It looks like this for me:

Reduced 44%
Original 1280 x 754


Looks the same for me.