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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!

 

 

8,578,961 views 3,050 replies +1 Loading…
Reply #2501 Top

Quoting ZombiesRus5, reply 2498


Quoting Cylon_Luvr,

Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour  (raiders  included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons to purple instead of yellow? Would suit BSG cannon much better. 

Also im thinking that the Guardian MkII and worldstar should have kinetic weapons... Not just missiles... 



These are the autocannon travel textures used for the kinetic weapons. Edit the textures (if you need a program download gimp), and set the colors up to be the purple you think would look good and send them back to me.

https://dl.dropboxusercontent.com/u/5790092/Temp/ac.zip

 

End of ZombiesRus5's quote
Done. Just emailed the new files to you. 

As mentioned before, I think that the worldstar and and Guardian MKII should also have the kinetic/pulsar weapons (considering that they are more advanced ships than the stock standard basestars)

Reply #2502 Top

Question... obviously i'm not a modder or anything.... but this is a great model of the basestar from razor/blood and chrome. 

Could this mesh be useful in any way ie. exported into sins? 

https://3dwarehouse.sketchup.com/search.html?q=guardian+basestar&rsi=sbis&backendClass=entity

Reply #2503 Top

Quoting Cylon_Luvr, reply 2501

Done. Just emailed the new files to you. 
As mentioned before, I think that the worldstar and and Guardian MKII should also have the kinetic/pulsar weapons (considering that they are more advanced ships than the stock standard basestars)
End of Cylon_Luvr's quote

Cool, got them. I agree. I've been wanted to add Kinetic weapons to a couple more ships so will go ahead with that.

Reply #2504 Top

Quoting Mord_Sith84, reply 2502

Question... obviously i'm not a modder or anything.... but this is a great model of the basestar from razor/blood and chrome. 

Could this mesh be useful in any way ie. exported into sins? 

https://3dwarehouse.sketchup.com/search.html?q=guardian+basestar&rsi=sbis&backendClass=entity
End of Mord_Sith84's quote

The polygons on that are a concern... 10k is a pretty good limit for capital ships and that thing has 30k polys. Plus I don't know how to convert sketchup files.

Reply #2505 Top

New stars courtesy of Maelstrom Mod.

New skyboxes courtesy of STA3 Mod.

These will be included in Core by default.

Reply #2506 Top

Quoting ZombiesRus5, reply 2505

New stars courtesy of Maelstrom Mod.

New skyboxes courtesy of STA3 Mod.

These will be included in Core by default.

Reduced 55%
 
Original 1024 x 768


End of ZombiesRus5's quote

lol... I did something wrong merging the stars or skyboxes. I gg et a minidump if i try to resize the window.

Reply #2507 Top

Quoting ZombiesRus5, reply 2504


Quoting Mord_Sith84,

Question... obviously i'm not a modder or anything.... but this is a great model of the basestar from razor/blood and chrome. 

Could this mesh be useful in any way ie. exported into sins? 

https://3dwarehouse.sketchup.com/search.html?q=guardian+basestar&rsi=sbis&backendClass=entity



The polygons on that are a concern... 10k is a pretty good limit for capital ships and that thing has 30k polys. Plus I don't know how to convert sketchup files.

End of ZombiesRus5's quote

i can convert it in Rhino to .obj, but that's about the extent of my skills! Not sure if you know anyone who could texture it. 

Reply #2508 Top

Quoting ZombiesRus5, reply 2505

New stars courtesy of Maelstrom Mod.

New skyboxes courtesy of STA3 Mod.

These will be included in Core by default.

Reduced 55%
Original 1024 x 768


End of ZombiesRus5's quote
looks very cool

Reply #2509 Top

Quoting ZombiesRus5, reply 2506

lol... I did something wrong merging the stars or skyboxes. I gg et a minidump if i try to resize the window.
End of ZombiesRus5's quote

Fixed it ;)

Quoting Cylon_Luvr, reply 2501

Done. Just emailed the new files to you. 
As mentioned before, I think that the worldstar and and Guardian MKII should also have the kinetic/pulsar weapons (considering that they are more advanced ships than the stock standard basestars)
End of Cylon_Luvr's quote

Done, the new travel color looks good.

Quoting Mord_Sith84, reply 2507

i can convert it in Rhino to .obj, but that's about the extent of my skills! Not sure if you know anyone who could texture it. 
End of Mord_Sith84's quote

Email it to me and I can evaluate it... Again, I don't think it will work in Sins with it's current size but maybe we can find someone to make a low poly version of it so go ahead and convert it to obj.

 

Reply #2510 Top

Hi Zombies, I noticed that when playing as cylon rebels I can't research "Projection" I think it was. It was the second from last culture research and it says that I need 1 research in Projection when I click it. This latest release is really excellent though, just wanted to let you know what I found. I love that the AI continues to research and they all build titans now :)

+1 Loading…
Reply #2511 Top

Z, I've gone back over the research trees, and considering that we want to represent the "advancement" of the cylons with new tech, we need to change some things. This will show the development of tech, not just rehashing the tech that they already have. 

Sorry, there is a fair bit of stuff, but I've done most of the work (you just need to copy and paste): 

 

Changes to "Hand of God"

Model Subsystems tree

Replace the images for “Biomechanical Resin” and “Compressed Resin” with the new icons that I have send to you. Change “Reactive Resin” and the description to:

Nanorobotic Layer

A layer of multiplying nanorobots are added to the surface of each ship, which gather at areas under sustained attack and absorb damage.


Point Defense Pulsars

Change "kinetic" to "energy"

 

Mega Pulsar

Also change "kinetic" to "energy"

 

Tactical Nuclear Missiles - Change to “Tylium Missiles” (all of the missiles fired by capital ships aren’t nuclear missiles!)

Change description to:

Refined Tylium precursor is weaponized and developed into a missile warhead, yielding tremendously enhanced damage.

 

Advanced Tactical Nuke - Change to “Enriched Tylium Missiles

Tylium warheads are enriched through an advanced separation process, further improving damage yield.

 

Heavy Nuclear Missiles – Change to “Antimatter Nuke

Change description to:

Nuclear matter is augmented with antimatter to produce a vastly improved payload, causing devastating damage to the planets surface.

 

Change MIRV Missiles to “Antimatter MIRV”  

Change description to: 

Multiple Independently Targetable Re-entry Vehicles carrying numerous antimatter nukes which disperse before impact, causing maximum damage.

  

Changes to “Defense Systems” tree

Pulsar Cannons

Remove word "kinetic"

 

Other stuff

Basestar (capital ship)

Change “Low Yield Nuke” to “Nuclear Warheads”

Change description to:

Disperses nuclear warheads at multiple targets, yielding immense damage.

 

Guardian MkII

Change “High Yield Nukes” to “Fusion Nuke”

Change description to:

Plutonium isotopes are enriched with both antimatter and Tylium precursor, resulting in the ultimate warhead.

 

Change “Organic Armor” to “Enhanced Nanorobots”. There is also a new image to use, which I will email to you.

Change description to:

Advanced multiplying nanorobots swarm across the ships hull acting as a shield, which assimilate damage and convert it to antimatter.

 

General stuff:

* Need to add the rebel titan back into galaxy forge

* If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...

 

Reply #2512 Top

Quoting Mord_Sith84, reply 2511

...
 
End of Mord_Sith84's quote

The changes to Cylon will be in the next build  :cylon:

Reply #2513 Top

I'm looking at resurrecting one of the Warstar meshes from Sot13t. I recently retextured this ship using the Pegasus as a base texture. This is similar to the original mod, however all of the textures from Sot13t were damaged mostly due to changes in Sins versions and no access to original source textures. Every model that is in the mod from Sot13t had it's textures either restored by finding the original work such as Coxxon's or re-uvmapping to new textures. I cleaned this guy up quite a bit and uv-mapped portions of the ship that weren't done at all in the old version. It looks pretty good now and I'm thinking about using it as a light frigate for the Colonial Separatists continuing some of the fleet diversification. 

 

Let me know what you think or if you have another opinion.

Reply #2514 Top

Colonials are lacking an anti-structure unit. I'm thinking about adding this Battlestar as an anti-structure unit house fleets of Colonial Bombers.

Reply #2515 Top

Quoting ZombiesRus5, reply 2514

Colonials are lacking an anti-structure unit. I'm thinking about adding this Battlestar as an anti-structure unit that deploys fleets of Colonial Bombers.

Reduced 55%
Original 1024 x 768


End of ZombiesRus5's quote

Reply #2516 Top

not sure what happened here....

Reply #2517 Top

Sorry, I've still been around, but have been busy! 

Love the suggested changes to Cylon, and the new ships for the Colonials. Really like the new light frigate mesh - I think separatists do need more diversification. Pretty exciting stuff! 

Mord, how did you go with the Guardian model? 

Reply #2518 Top

Quoting KWHITE9008, reply 2510

Hi Zombies, I noticed that when playing as cylon rebels I can't research "Projection" I think it was. It was the second from last culture research and it says that I need 1 research in Projection when I click it. This latest release is really excellent though, just wanted to let you know what I found. I love that the AI continues to research and they all build titans now :)
End of KWHITE9008's quote

thanks,fixed this too

 

Reply #2519 Top

I love the mod, and I'm guessing it's near complete so this idea might have come too late, but I thought I'd share.

I think a small change to the colonials would be more in the spirit of the show. The Colonials are on the run from the cylons, right? So wouldn't they take resources from a planet and move on, similar to how the Vasari Loyalists are played? For instance, what about the research where the Vasari can turn their capital ships into military/civilian research centers? That seems more in line with the Colonials being on the run from the Cylons. There are other things, but the general thought is to have Colonials rely more on their fleet to win, rather than on holding planets. Hit a planet, use it to gather resources (without turning it into a dead asteroid like the loyalists) and move on before the Cylons can catch them.

Anyway, absolutely love the mod. Don't even play the regular game now.

Reply #2520 Top

Quoting Shigiddy, reply 2519

I love the mod, and I'm guessing it's near complete so this idea might have come too late, but I thought I'd share.

I think a small change to the colonials would be more in the spirit of the show. The Colonials are on the run from the cylons, right? So wouldn't they take resources from a planet and move on, similar to how the Vasari Loyalists are played? For instance, what about the research where the Vasari can turn their capital ships into military/civilian research centers? That seems more in line with the Colonials being on the run from the Cylons. There are other things, but the general thought is to have Colonials rely more on their fleet to win, rather than on holding planets. Hit a planet, use it to gather resources (without turning it into a dead asteroid like the loyalists) and move on before the Cylons can catch them.

Anyway, absolutely love the mod. Don't even play the regular game now.
End of Shigiddy's quote

As the creator of the mod here is my personal take and vision for why things are the way the are...

In my opinion , as far as the mod is concerned, the Colonials shouldn't be perceived as on the run from the Cylons. Also, they are in fact a colonizing species controlling 5 major star systems and Colonizing 12 different major planets and multiple minor orbit bodies in the show. Their fleet relied on multiple shipyards with refit and repair capabilities. They are in fact very much reliant on Colonizing and controlling worlds to support their fleet and expansion. 

In contrast the Cylons are not believed to have colonized any known worlds until their attack on the Colonies. Even then control of the planets was not for colonization but research and development. Cylon's behave much more closely to relying on fleet rather than planets. The Cylon Research also attempts to reflect this with balance in mind.

Now on to the show plot. The Cylon's were only able to defeat the colonials due to a doomsday weapon. Had they not been 99.9% successful it's possible the Colonials could have fought back against the Cylons and achieved successes if key star systems were maintained. This is a plot device that while fun to envision playing with a Rag Tag fleet doesn't really fit into a Space RTS like Sins (maybe more a space RPG). Some of the other lore problems I have with making the Colonials a nomad race like Vasari Loyalists. The Colonials have no way to construct ships outside of shipyards. They Colonials were unable to successfully colonize and utilize any world effectively while on the run. The Galactica was barely able to hold off attacking Basestars taking heavy damage. It took sacrificing Pegasus for the fleet to flee new caprica. Without shipyards any major damage suffered by a Battlestar would lack the ability to perform refit and repairs based on the show, hence they were always running...

My official take on the show versus the mod:

This mod attempts to recreate the BSG universe allowing you to decide the fate of the Colonies or Cylons. The events of the show are just one possibility while in the game you can decide your own fate.


I would welcome a Map or small mini-mod that attempts to recreate the Rag Tag fleet fleeing the Cylons. I've thought a 33 hour map where you witness the downfall of the Colonials and then trying to flee to Earth would be kind of cool. It's possible but would require a fair amount of work to setup.

Reply #2521 Top

Quoting ZombiesRus5, reply 2513

I'm looking at resurrecting one of the Warstar meshes from Sot13t. I recently retextured this ship using the Pegasus as a base texture. This is similar to the original mod, however all of the textures from Sot13t were damaged mostly due to changes in Sins versions and no access to original source textures. Every model that is in the mod from Sot13t had it's textures either restored by finding the original work such as Coxxon's or re-uvmapping to new textures. I cleaned this guy up quite a bit and uv-mapped portions of the ship that weren't done at all in the old version. It looks pretty good now and I'm thinking about using it as a light frigate for the Colonial Separatists continuing some of the fleet diversification. 

 

Let me know what you think or if you have another opinion.

Reduced 55%
Original 1024 x 768


End of ZombiesRus5's quote

The two colonial ships look great. Especially the light frigate. Can't wait to see them in game. Like has been said already the rebels being more diversified would be great :)

Reply #2522 Top

Quoting Cylon_Luvr, reply 2517

Mord, how did you go with the Guardian model? 
End of Cylon_Luvr's quote

Just converted it to .obj and have emailed to Z. 

Reply #2523 Top

Quoting Mord_Sith84, reply 2511

Point Defense Pulsars

Change "kinetic" to "energy"

 

Mega Pulsar

Also change "kinetic" to "energy"
End of Mord_Sith84's quote

So... We probably shouldn't have named these Pulsar as there aren't any energy weapons in TRS. I don't really want to add energy weapons to Cylons either. The research is also tied to autocannon type weapons which is kinetic.

Have any ideas for renaming the research?

Quoting Mord_Sith84, reply 2511

If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...
End of Mord_Sith84's quote

This might be possible. I'll see if I can normalize their shield recharge rate which should allow them to recharge a shield granted from an artifact.

Reply #2524 Top

Quoting ZombiesRus5, reply 2523


Quoting Mord_Sith84,

Point Defense Pulsars

Change "kinetic" to "energy"

 

Mega Pulsar

Also change "kinetic" to "energy"



So... We probably shouldn't have named these Pulsar as there aren't any energy weapons in TRS. I don't really want to add energy weapons to Cylons either. The research is also tied to autocannon type weapons which is kinetic.

Have any ideas for renaming the research?

End of ZombiesRus5's quote

Its more of a tribute to the old series which had pulsars... What you have mentioned above is true and consistent with canon, however remember that we are also demonstrating the continued evolution of Cylon technology through the tech tree (and colonial). Do we believe that the Cylon would not conduct research into more advanced weaponry eventually? In the show they didn't have 2 of the 5 capital ship models, the Boomer or the ability to completely strip planets either. 

We could change it to an evolution from kinetic weapons to energy weapons as a final research item. Let me know what you think. 

Reply #2525 Top

Yes, modding Cylon is a bit like the scientists in Jurassic Park. That said there are no energy weapons used by any Cylon ships. This research tree section is for the autocannon line of development. Renaming it from Kinetic to Energy causes a bit of confusion. There also isn't a way to change a weapon class mid-game.