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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!

 

 

8,565,835 views 3,050 replies
Reply #2951 Top

Quoting ZombiesRus5, reply 2948

I have a rather massive bug fix coming along with some new options I'd like you guys to try out.

 

New Embassy Feature-> Once you establish Ally relationship with a faction and they have an envoy at your homeworld, they will grant you an Embassy constructor. Currently an embassy is a scaled down version of the other factions starbase along with the capability of hiring capital ships and support fleet from that faction.

New research tree items for Capital Ships and Titans. Titan access is no dependent on unlocking certain capital ships.

New Flagship build choices from Titan menu. Not wanting to wait for your shiny new Titan you can transfer your Admiral to a Flagship based off design from your Capital Ships. Flagship crews are the elite of the elite capable of targeting more than one ship per bank. They will also gain more durability due to advanced crew upgrades.

New ability to build a Titan from your Capital menu. Making Titan designs available at lower costs and with less experienced crew will result in a less powerful Titan, but still with devastating abilities.

New maintenance requirements. Capital Ships and Titans no longer cost fleet supply (only capital supply). Unit Maintenance has been split between Capital Ship research and Fleet research. Fleet supply per level has been reduced to reflect the Capital supply. My hope is to get the AI to build more capital ships.

New Capital Experience research modifier for each faction. Now increase your capital crew targets per bank when researching Capital Crew Experience upgrades.

New flagship victory mode. You'll start the game with a Flagship taking up your titan slot. If you lose it you lose the game. Note: The AI will actually use his Flagship unlike the vanilla game.

New scenario option. The Rebellion is over, gain access to all your loyalist and rebel research and units. Wage war to the full capacity of your faction.

 

The bug list is rather big, I'll also need to go through the change log which will also be rather big before I can post anything on it.

 

Whoa!!!!!! That's a huge list, and I'm super excited about it. 

Especially love the Embassy Feature. I think that generally Sins could do so much more when it comes to diplomacy. It's so predictable and the AI doesn't feel like it has any "intelligence". I think having the ability to hire ships from the other faction is fantastic. It should also have an additional ability to improve relations further with the allied faction. 

One thing that has always bugged me about Sins is that the only option you have to defeat an enemy is to wipe them out through warfare. There should be other diplomatic options. The "Total War" game franchise does diplomacy really well. Something I have always wanted to see is the ability to force an enemy which is close to defeat to become your "vassal", where they surrender and become your servant empire. They cannot declare war on you, and suffer heavy penalties if they do not obey your missions. Another cool thing would be the ability to place sanctions on friendly players if they attack each other i.e. reduced trade with them, higher costs for trading resources etc. I don't think any of these are possible with the current engine though. 

All of the other features sound great! Happy to test them all out. 

Reply #2952 Top
Hi Z,
First of all thank you for your great mod again. After a while, I wanted to play Sins again and I installed your latest mod.
Unfortunatly there is a bug when I play Rogue. Rogue does not get the intended malus on planets; instead this fraction gets a bonus for the population.
It would be great if you could fix it.
Many thanks again.
Take care,
Lusche
Reply #2953 Top

Quoting luschetk, reply 2952

Hi Z,
First of all thank you for your great mod again. After a while, I wanted to play Sins again and I installed your latest mod.
Unfortunatly there is a bug when I play Rogue. Rogue does not get the intended malus on planets; instead this fraction gets a bonus for the population.
It would be great if you could fix it.
Many thanks again.

 

Take care,
Lusche


I believe I have identified and fixed this in the current build I'm working on. Not sure when that broke exactly... :(

Reply #2954 Top

There are so many files you have to keep an eye on it. I might presume that could be sometimes pretty confusing ;-)! I am looking forward for the update :-)!

Reply #2955 Top

Quoting luschetk, reply 2954

There are so many files you have to keep an eye on it. I might presume that could be sometimes pretty confusing ;) ! I am looking forward for the update :) !

I'm pretty sure it was when I cleaned out an old attempt at something and forgot the initial debuff was in that chain  :cylon:

Reply #2956 Top

Hopefully the artifacts addon will be more stable when late game lag kicks in. I think when lag sets in the MakeDead could mini-dump if the artifact was still invulnerable. I've reworked the buff chain which "should" make sure it's not invulnerable when it's made dead.

I also made the artifacts main view icons colored to help differentiate them from the militia ships.

 

Reply #2957 Top

i posted a beta version of the new build on Moddb. The changes to capital ships and titans are pretty stark. I few it more as flagship versus capital ship. The maintenance may feel really different too but I've enjoyed my play througha.

The beta does not have the new option for merging factions though the code is present. I'm not sure how best to deliver that feature and still support random factions. 

Reply #2958 Top

Quoting ZombiesRus5, reply 2957

i posted a beta version of the new build on Moddb. The changes to capital ships and titans are pretty stark. I few it more as flagship versus capital ship. The maintenance may feel really different too but I've enjoyed my play througha.

The beta does not have the new option for merging factions though the code is present. I'm not sure how best to deliver that feature and still support random factions. 

Awesome. I'm away on hols until just after New Years, so I'll test it out when I get back home. 

Reply #2959 Top

Cool, I went out of town too so wanted to post up all the work I had done to get it out there. Kind of curious what people think of the extended capital ship and titan build options. 

Reply #2960 Top

Ok, so here is my feedback. 

- Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor.


- Description for Djerba Baseship needs to be changed from the Capital ship factory:

"Representing the first evolutionary step to the modern Basestar, this slow and durable ship is primarily used to defend strategic positions."

 

- We need to fix up the descriptions for the cap ship research items:

Hades Mark 1A Model
Grants access to the durable Hades Mark 1A Basestars which were the primary capital ships deployed in the First Cylon War.

Guardian Model
Grants access to the Guardian Basestar which is primarily used for espionage and infiltration.

Djerba Model
Grants access to the Djerba Baseship which is used to defend strategic positions.

Basestar Model
Grants access to the Basestar, a capital ship that excels at long range attacks and is the primary capital ship of the Cylons.

Worldstar Model
Grants access to the Worldstar design which allows the Cylons to build these immense carrier basestars.

Nanostar Model
Grants access to the Nanostar, the most advanced basestar in the Cylon fleet.

Resurrection Model (in the Apotheosis research tree)
Grants access to Resurrection Ships which are capable of extending resurrection.

 

- Wont let you build the Boomer titan from the Titan Foundry anymore. Says you need 1 point of Titan Foundry Prerequisite, even after its been researched (obviously because the titan foundry has already been built!!)

 

- In Apotheosis you have 3 research items all called the same thing - "Advanced Hybrid".
Please set it up as follows:

Advanced Hybrid ---> Hybrid Evolution ---> Hybrid Apogee

 

- Flagship icons for "Organic Durability", "Advanced Targetting" and "Advanced Hybrid Core" aren't correct. Please change them to the correct icons (same as the ones from the Boomer Titan).

 

- I'm not sure that I'm a big fan that you can now build all capital ships. I think our opinions will vary a great deal on this, however I like that the Loyalist and Rebel factions have been differentiated by Rebels not being able to build the Hades basestar and the Loyalists not able to build the Djerba.

Reply #2961 Top

Quoting Mord_Sith84, reply 2960

- Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor.

Peace treaties just make you friendly. I'm requiring an alliance for this currently.

Quoting Mord_Sith84, reply 2960

- We need to fix up the descriptions for the cap ship research items:

Sounds good

Quoting Mord_Sith84, reply 2960

- Wont let you build the Boomer titan from the Titan Foundry anymore. Says you need 1 point of Titan Foundry Prerequisite, even after its been researched (obviously because the titan foundry has already been built!!)

Yep, I mixed the research unlocks up in the PlayerCylonLoyalist/Rebel.entity files.

Quoting Mord_Sith84, reply 2960

- In Apotheosis you have 3 research items all called the same thing - "Advanced Hybrid".
Please set it up as follows:

Advanced Hybrid ---> Hybrid Evolution ---> Hybrid Apogee

Ok.

Quoting Mord_Sith84, reply 2960

- Flagship icons for "Organic Durability", "Advanced Targetting" and "Advanced Hybrid Core" aren't correct. Please change them to the correct icons (same as the ones from the Boomer Titan).

Ok.

Quoting Mord_Sith84, reply 2960

- I'm not sure that I'm a big fan that you can now build all capital ships. I think our opinions will vary a great deal on this, however I like that the Loyalist and Rebel factions have been differentiated by Rebels not being able to build the Hades basestar and the Loyalists not able to build the Djerba.

As many people have been requesting research based access to capital ships, which I also needed to solve for stock, I wanted to set this up to see how I enjoyed it. The research seemed a little sparser from the other factions. However, I plan to play Unified more than Rebellion so I'll see if there's a way to easily split it but still make the research interesting.

Reply #2962 Top

Quoting ZombiesRus5, reply 2961

Quoting Mord_Sith84, reply 2960
- Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor.
Peace treaties just make you friendly. I'm requiring an alliance for this currently.

Disregard, the Cylon Rebel envoy was missing the new AbilityCylonGoodwill that has the trigger logic to spawn the embassy constructor.

 

Reply #2963 Top

Quoting ZombiesRus5, reply 2962


Quoting ZombiesRus5,

Quoting Mord_Sith84, reply 2960
- Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor.
Peace treaties just make you friendly. I'm requiring an alliance for this currently.



Disregard, the Cylon Rebel envoy was missing the new AbilityCylonGoodwill that has the trigger logic to spawn the embassy constructor.

 

Ok no probs. 

Reply #2964 Top

Quoting ZombiesRus5, reply 2957

i posted a beta version of the new build on Moddb. The changes to capital ships and titans are pretty stark. I few it more as flagship versus capital ship. The maintenance may feel really different too but I've enjoyed my play througha.

The beta does not have the new option for merging factions though the code is present. I'm not sure how best to deliver that feature and still support random factions. 

I really like all of the new additions - some very cool stuff in there. Especially like the idea of the embassy, although I can see it doesn't completely work just yet from the above comments. I think it has more potential than just accessing your allies ships. 

I have a few suggested changes as well, pretty minor though. 

The research buttons for the Titan Foundry are mixed around - 

The explosion effect for the "Evacuation Protocol" Cylon asteroid ability isn't centred on the actual asteroid - the explosion effect happens above it? Could it be centred on the asteroid? 

 

Reply #2965 Top

Quoting Cylon_Luvr, reply 2964

I really like all of the new additions - some very cool stuff in there. Especially like the idea of the embassy, although I can see it doesn't completely work just yet from the above comments. I think it has more potential than just accessing your allies ships. 

I agree... I'm still not entirely sold on the starbase approach, but you have to start somewhere.

I'm thinking about changing it to a Planet Module that is guaranteed to spawn versus waiting for the AI to maybe deploy the starbase. And then when you hit certain pacts you'll be given new ships, maybe new components for capital ships (i.e. like artifacts), maybe even a starbase constructor similar to the embassy concept, etc.

Coding triggers when pacts are reached will require quite a bit more sins coding via abilities though so getting a first iteration that does something seemed cooler than throwing out an idea and then saying it doesn't really do anything. It's definitely possible though as I do something similar for the Growth Plague ability on capital ships.

Quoting Cylon_Luvr, reply 2964

The research buttons for the Titan Foundry are mixed around - 

Yeah, I sorta borked the Cylon Loyalist/Rebel titan research when I cleaned up from the unification scenario. I have a few other bug fixes I need to re-post too. I can post up a patch here so you don't have to re-download the big assets.

Quoting Cylon_Luvr, reply 2964

The explosion effect for the "Evacuation Protocol" Cylon asteroid ability isn't centred on the actual asteroid - the explosion effect happens above it? Could it be centred on the asteroid? 


It's set to Above currently, I'll move it to Center for the mesh point.

 

Reply #2966 Top

Here's a patch I just tested that should fix the cylon issues as well as some other bugs I found with the new code.

Also note: If you apply this patch you'll get an odd WTF moment when you see the following in Race selection:

Colonial Defense Forces (First is Unification)
Colonial Defense Forces (Rebellion)
Cylon (Unification)
Cylon Loyalists (Rebellion)
Colonial Separatists (Rebellion)
Cylon Rebel (Rebellion)

 

I'll eventually have a scenario download that lets you choose between Unification or Rebellion. In the meantime you can manually select the right faction when you start a game. If you want to try out Unification just pick the right faction and you'll get a combined research tree with all technologies which is my favorite right now.

https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Patch.Reb.1.87.41.7z

 

Reply #2967 Top

Quoting Mord_Sith84, reply 2960


- Description for Djerba Baseship needs to be changed from the Capital ship factory:

"Representing the first evolutionary step to the modern Basestar, this slow and durable ship is primarily used to defend strategic positions."

 

- We need to fix up the descriptions for the cap ship research items:

Hades Mark 1A Model
Grants access to the durable Hades Mark 1A Basestars which were the primary capital ships deployed in the First Cylon War.

Guardian Model
Grants access to the Guardian Basestar which is primarily used for espionage and infiltration.

Djerba Model
Grants access to the Djerba Baseship which is used to defend strategic positions.

Basestar Model
Grants access to the Basestar, a capital ship that excels at long range attacks and is the primary capital ship of the Cylons.

Worldstar Model
Grants access to the Worldstar design which allows the Cylons to build these immense carrier basestars.

Nanostar Model
Grants access to the Nanostar, the most advanced basestar in the Cylon fleet.

Resurrection Model (in the Apotheosis research tree)
Grants access to Resurrection Ships which are capable of extending resurrection.

Thanks Z. Just finished testing the patch. Could you please add in the above strings? They weren't included in the patch. 

- Even with the patch, I still cant spawn the Embassy. When you say "Alliance", are you referring to a Pact? I'm not quite sure what you mean. With one of the players, I have Peace Treaty, Ship Vision, Planet Vision, Efficiency Pact, Resource Pact and a few other pacts but I still can't see an embassy contructor. 

- If you're building the Boomer from the Cap ship factory and its weaker, shouldn't it be cheaper? At the moment it costs just as much to build it as it would from the Titan factory. 

- The "Advanced Targetting" ability icon for the Flagships still isn't right - its displaying a missile icon. It needs to be the below icon, same as the Titan: 

Reply #2968 Top

Quoting Mord_Sith84, reply 2967

Thanks Z. Just finished testing the patch. Could you please add in the above strings? They weren't included in the patch. 

They are for the most part. I just tweaked them to be consistent with the other research strings.

Quoting Mord_Sith84, reply 2967

- Even with the patch, I still cant spawn the Embassy. When you say "Alliance", are you referring to a Pact? I'm not quite sure what you mean. With one of the players, I have Peace Treaty, Ship Vision, Planet Vision, Efficiency Pact, Resource Pact and a few other pacts but I still can't see an embassy contructor. 

It should auto spawn, but only at your homeworld and only if they put an envoy there. I'm a little confused on why this isn't working for you. Did you start a new game? sometimes save games won't affect the change.

As you can see from this picture the envoy constructor is spawned at the allied players home world. Once the trigger is spawned the BuffCylonEmbassyAvailable is removed from the homeworld. It's a little confusing on when Friendly vs Allied comes into play. I assumed Allied meant full treaties vs just the Offer Cease Fire. It appears Offer Cease Fire may be counted as Allied which is odd in my opinion.

Quoting Mord_Sith84, reply 2967

- If you're building the Boomer from the Cap ship factory and its weaker, shouldn't it be cheaper? At the moment it costs just as much to build it as it would from the Titan factory. 

Technically it's still the same strength as a level 1 titan and higher level titans get progressively more expensive. Since I'm not driving creating by fleet supply the delimiter needs to be cost.

Quoting Mord_Sith84, reply 2967

- The "Advanced Targetting" ability icon for the Flagships still isn't right - its displaying a missile icon. It needs to be the below icon, same as the Titan: 


Yeah, I was trying to put in something different than that to see how it felt. It's sort of odd icon for damage increases.

 

Reply #2969 Top

Quoting ZombiesRus5, reply 2968


Quoting Mord_Sith84,

They are for the most part. I just tweaked them to be consistent with the other research strings.

Ok. I'm not a fan of using a hyphen in the descriptions, which isn't consistent with all the other ships in the research trees, but it's your mod. 

You still need to change the description for the Djerba for the Capital Ship Factory - its duplicating the Nanostar description. 

 

Regarding the embassy, I'm playing against the Hypercorp... is that the issue? Does the embassy only work for Cylon and Colonial? It definitely wasn't spawning for me. 

Reply #2970 Top

Quoting ZombiesRus5, reply 2965

I agree... I'm still not entirely sold on the starbase approach, but you have to start somewhere.


I'm thinking about changing it to a Planet Module that is guaranteed to spawn versus waiting for the AI to maybe deploy the starbase. And then when you hit certain pacts you'll be given new ships, maybe new components for capital ships (i.e. like artifacts), maybe even a starbase constructor similar to the embassy concept, etc.

Coding triggers when pacts are reached will require quite a bit more sins coding via abilities though so getting a first iteration that does something seemed cooler than throwing out an idea and then saying it doesn't really do anything. It's definitely possible though as I do something similar for the Growth Plague ability on capital ships.
 

 

Maybe the issues that you guys are having could be overcome by this approach i.e. the planet module? Similar to how the Cylon Titans spawn the Resurrection Hub? I really like the idea of new components for Cap ships when certain pacts are achieved. 

Reply #2971 Top

Quoting ZombiesRus5, reply 2968

It should auto spawn, but only at your homeworld and only if they put an envoy there. I'm a little confused on why this isn't working for you. Did you start a new game? sometimes save games won't affect the change.


As you can see from this picture the envoy constructor is spawned at the allied players home world. Once the trigger is spawned the BuffCylonEmbassyAvailable is removed from the homeworld. It's a little confusing on when Friendly vs Allied comes into play. I assumed Allied meant full treaties vs just the Offer Cease Fire. It appears Offer Cease Fire may be counted as Allied which is odd in my opinion.

Reduced 59%
Original 1024 x 768

 

I just tried playing as Cylon with Colonial players, became allies with them and set up pacts, but still no embassy constructor. What are you indicating in the above picture? I can't see the embassy or the constructor in your pic? The planet is the homeworld for the green player, but I cannot see a "yellow" spawned ship as the constructor? 

Reply #2972 Top

Quoting Mord_Sith84, reply 2971

I just tried playing as Cylon with Colonial players, became allies with them and set up pacts, but still no embassy constructor. What are you indicating in the above picture? I can't see the embassy or the constructor in your pic? The planet is the homeworld for the green player, but I cannot see a "yellow" spawned ship as the constructor? 

The embassy in this implementation is granted to the allied player. It's the green construction ship highlighted above. The important piece is the start of the framework is in place. 

As Cylon_Luvr and I have been musing a planetary module auto-spawned would be more explicit. The reason I made it allied player owned was so they could interact and hire ships from the allied faction and allow for upgrades. 

Switching to a planet module and trigger system would make it more explicit what is going on to the player. Like I said though this will be a ton of coding to pull off. Would also need to think what would be good/balanced to grant when pacts are reached.

Reply #2973 Top

Quoting ZombiesRus5, reply 2972


Quoting Mord_Sith84,

I just tried playing as Cylon with Colonial players, became allies with them and set up pacts, but still no embassy constructor. What are you indicating in the above picture? I can't see the embassy or the constructor in your pic? The planet is the homeworld for the green player, but I cannot see a "yellow" spawned ship as the constructor? 



The embassy in this implementation is granted to the allied player. It's the green construction ship highlighted above. The important piece is the start of the framework is in place. 

As Cylon_Luvr and I have been musing a planetary module auto-spawned would be more explicit. The reason I made it allied player owned was so they could interact and hire ships from the allied faction and allow for upgrades. 

Switching to a planet module and trigger system would make it more explicit what is going on to the player. Like I said though this will be a ton of coding to pull off. Would also need to think what would be good/balanced to grant when pacts are reached.

How's it going Z? Which way did you decide to go? the planetary module? Would this also be easier for the AI? 

You could do a levelled type setup... ie. 15.00 pact grants lower graded cap ships (carriers, siege), 16.00 pact grants next level, then 18.00 grants access to the higher powered battleship caps. A 19.00 pact could grant access to Titans? Not sure if that's possible. 

Reply #2974 Top

Quoting Mord_Sith84, reply 2973

How's it going Z? Which way did you decide to go? the planetary module? Would this also be easier for the AI? 

I did end up going for the planetary module.

I'm working out a gifting system that would work similar to how Cylon resurrection works except tied to pact levels.

Reply #2975 Top

So how is the next version coming along? Cant wait to test it out...