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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!

 

 

8,578,868 views 3,050 replies +1 Loading…
Reply #2701 Top

What are your thoughts on the destroy planet ability Z? 

Reply #2702 Top

You've been quiet Zombie... hows things? 

Reply #2703 Top

Quoting Mord_Sith84, reply 2702

You've been quiet Zombie... hows things? 
End of Mord_Sith84's quote

Surviving a lay off... Working lots of overtime... Son is having issues in school...

It's been hectic.

I thought 1.83 was going to release and had moved the code and patches to that version. 

I also reached out to see if I could get someone to texture the new model, but not sure if that will gain any traction.

Right now the mod is sorta on hold until 1.83 releases or I back out those changes.

Reply #2704 Top

Quoting ZombiesRus5, reply 2703


Quoting Mord_Sith84,

You've been quiet Zombie... hows things? 



Surviving a lay off... Working lots of overtime... Son is having issues in school...

It's been hectic.

I thought 1.83 was going to release and had moved the code and patches to that version. 

I also reached out to see if I could get someone to texture the new model, but not sure if that will gain any traction.

Right now the mod is sorta on hold until 1.83 releases or I back out those changes.

End of ZombiesRus5's quote

Ok... Sounds like things have been pretty full on!! 

Yeah I thought that I.83 would be out by now. 

I'll put the feelers out soon to see if I can find someone to texture the model as well. 

Reply #2705 Top

Quoting Mord_Sith84, reply 2700


Quoting ZombiesRus5,


I'm good with this approach, and since they are delaying on 1.83 for steam... I'll work on the changes for this and don't see any issue getting it folded in.


I do have a 1.83 compatible version working, however it's not backwards compatible with 1.82 due to a ability/buff changes made.



Thanks Z, that's great. 

As previously mentioned, I've been working on the Envoy abilities, which were never completely finished off. I've modified the "Sharon Boomer Valerii" (Loyalist) and "Number Six Model" (rebel) abilities in The Plan trees, which I've emailed to you. You'll obviously need to add "BuffCylonNumberSix.entity" to the manifest. May seem a bit odd for Envoy abilities, however these new abilities actually infiltrate/sabotage allied planets. I'll give you some background so that it makes sense... the Cylons are a deceptive/conflicted race who have the potential to "fake" peaceful agreements and to spy on/sabotage even their own allies. These new abilities allow the Cylons to weaken other races from within to ensure that they are dominant over their own allies (so that they have the upper hand). The abilities do not have autocast turned on automatically, so it is the players decision to activate this ability if they choose. These new abilities covertly reduce construction rates and steal production.

New strings:

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERSIXMODEL_DESCRIPTION"
Value "In times of peace, prepare for war. Number Six model's infiltrate this allied planet to sabotage construction and drain production credits."

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION"
Value "In times of peace, prepare for war. Boomer is sent down to this allied planet to sabotage construction and drain production credits."

As you know, even though I have very limited modding skills, I try to do as much as I can for the changes that I want to introduce, so that the amount of work that you have to do is reduced. However, for a few hours I was trying to swap the position and abilities for the Number Two Model and the Number Eight Model in The Plan tree (Cylon Rebel), but I simply couldn't get it to work. I'm sure it would be easy for you to do, but not for me!! This is what I was trying to do: 

Reduced 47%
Original 1201 x 768



 

Needs to look like this, with these abilities: 

Reduced 44%
Original 1278 x 685



- The ability that "Number Eight" previously had (culture resistance) needs to be given to "Number Two", and 

- The ability that "Number Six" used to have (halting planet bombing) needs to be given to "Number Eight" 

The Rebel Envoy should therefore have Number Eight and Number Six abilities. 

New Strings: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERTWOMODEL_DESCRIPTION"
value "Number Two's prophetic visions inspire faith in your populace, making it harder for enemy culture to gain a foothold in your territory."

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBEREIGHT MODEL_DESCRIPTION"
Value "Number Eight hacks into enemy planetary assault systems, halting all bombing damage for a period of time."

Thanks Z. 

End of Mord_Sith84's quote

Hey Z, Yarlen has said that version 1.83 won't come out until late April at the earliest. Wondering if it would be at all possible to include the above changes considering that we have a bit of time before the release? 

I'm also ready to send through the new abilities for both the Hades and Guardian caps (and a few other minor changes to some other abilities). I've done all the work, so you should just be able to import it into the game and hopefully the abilities etc will work. I want to gradually send through my changes so that you can update the mod in steps so that I don't bombard you with too many changes at once (and so that you can keep track of them). 

The texture for the new Guardian ship is almost complete. I am also creating 2 new cap ships for the Cylons, including the basestar from Blood and Chrome. 

Reply #2706 Top

Quoting Mord_Sith84, reply 2705

Hey Z, Yarlen has said that version 1.83 won't come out until late April at the earliest. Wondering if it would be at all possible to include the above changes considering that we have a bit of time before the release? 

I'm also ready to send through the new abilities for both the Hades and Guardian caps (and a few other minor changes to some other abilities). I've done all the work, so you should just be able to import it into the game and hopefully the abilities etc will work. I want to gradually send through my changes so that you can update the mod in steps so that I don't bombard you with too many changes at once (and so that you can keep track of them). 

The texture for the new Guardian ship is almost complete. I am also creating 2 new cap ships for the Cylons, including the basestar from Blood and Chrome. 
End of Mord_Sith84's quote

The above changes should be in my local version. Send me the changes to Hades and Guardian and I will include them if I don't see any issues.

I received the texture for the Guardian ship and will check it out. If it all looks good I'll wire it up in XSI. No worries on XSI as I've done 100% of the XSI work in Sins of the Fallen and Fall of Kobol.

Reply #2707 Top

Ok, so I’ve created new abilities for the Hades Basestar and the Guardian Basestar (and I’ve made a few other minor changes to some of the other capital ship abilities). I’ve attached all the modded files Z, all you need to do is add them in plus the new icons etc, and the strings which I’ve also done below. Also, the Hades, Guardian and Guardian MkII capitals didn’t have the resurrection ability? I’ve now added those in as well.

 

Hades Basestar

1. Pulsar cannon (New ability)

2. Launch AB Raiders (Existing ability)

3. EMP (New ability, no new ability icon needed – have used one that already exists)

4. Invasion (Existing ability. Please replace ability icon with the one I’ve sent you)

 

Strings:

StringInfo

            ID "IDS_ABILITY_CYLON_PULSARCANNON_NAME"

            Value "Pulsar Cannon"

StringInfo

            ID "IDS_ABILITY_CYLON_PULSARCANNON_DESCRIPTION"

            Value "Fires a high velocity slug at the target, which deals a high amount of physical damage and cripples its engine                        systems.”

StringInfo

            ID "IDS_ABILITY_CYLON_EMP_NAME"

            Value "EMP"

StringInfo

            ID "IDS_ABILITY_CYLON_EMP_DESCRIPTION"

            Value "An electromagnetic pulse emanates from this ship, knocking out the engines of surrounding enemy ships and causing               them to drift.”

 

Guardian Basestar

1. Raider Swarm (new ability. Have provided an ability icon)

2. First Hybrid (new ability. Have provided an ability icon)

3. EMP (same as Hades ability)

4. Invasion (same as Hades ability)

 

StringInfo

            ID “IDS_ABILITY_CYLON_RAIDERSWARM_NAME”

            Value “Raider Swarm”

StringInfo

            ID “IDS_ABILITY_CYLON_RAIDERSWARM_DESCRIPTION”

            Value “Numerous squads of raiders are all launched at once to overwhelm the enemy.”

StringInfo

            ID “IDS_ABILITY_CYLON_FIRSTHYBRID_NAME”

            Value “First Hybrid”

StringInfo

            ID “IDS_ABILITY_CYLON_FIRSTHYBRID_DESCRIPTION”

            Value “The Guardian Centurions view the First Hybrid as their god, and will fight furiously to defend it.”

 

Basestar Class

I’ve removed the “Disorientation Virus” ability. It didn’t really represent the Cylons ability to shut down enemy ships (Disorientation virus only disabled their engines). I’ve now given the Basestar capitals the “Lockdown Virus” ability, with red eye effect that you created Z. Lockdown represents the Cylons ability much better, and it was also removed from the Hades and Guardian so makes sense to move it over to the Basestar.

I have kept the Disorientation Virus icon for the ability though, which is better than the existing Lockdown virus icon.

 

Guardian MkII

Didn’t have a resurrection link, which I’ve now added.

Have updated the Enhanced Nanorobots ability, which needed to be more powerful than the Basestars “Organic Armor” ability. I'm also going to add a new effect, which I haven't done yet. 

StringInfo

            ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_NAME”

            Value “Hybrid Upgrades”

StringInfo

            ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_DESCRIPTION”

            Value “The hybrid is upgraded with the most advanced technology available, resulting in faster repair rates, weapon range                 and FTL jump speed.”

 

Resurrection Ship

I've created a new icon for the “Resurrection” ability (Ships 4th ability, not the “Extend Resurrection” ability icon!)

 

 

 

Reply #2708 Top

New Guardian texture: 

 

 

Blood and Chrome basestar: 

Reply #2709 Top

Just an in game test...

Reply #2710 Top

Quoting Mord_Sith84, reply 2708

New Guardian texture: 

Reduced 44%
Original 1280 x 720



 

 

Blood and Chrome basestar: 

Reduced 44%
Original 1280 x 720


End of Mord_Sith84's quote

 

Wow, really great job on these!! The textures are amazing.

Reply #2711 Top

Quoting KWHITE9008, reply 2710


Wow, really great job on these!! The textures are amazing.

End of KWHITE9008's quote

I know, aren't they!

Z, as mentioned in my email to you, the guy that is creating them for me actually worked for Ironclad/Stardock to develop the ship models for Rebellion. 

I've emailed you the texture for the blood and chrome basestar just now. 

He's working on another model now to replace the Guardian MkII. The current model doesn't fit with Cylon ship design at all, so it is going to be replaced with a much better model. Additionally, all of the cap ships are getting a bit of a make over and will have improved textures, as will the envoy. 

Another developer is also working on a specific ability effect for the new Guardian MkII model. 

Reply #2712 Top

Quoting KWHITE9008, reply 2710


Wow, really great job on these!! The textures are amazing.

End of KWHITE9008's quote

These new textures are amazing! Lots of detail. Cant wait to try them in-game. 

Reply #2713 Top

Quoting Mord_Sith84, reply 2711


Quoting KWHITE9008,




Wow, really great job on these!! The textures are amazing.



I know, aren't they!

Z, as mentioned in my email to you, the guy that is creating them for me actually worked for Ironclad/Stardock to develop the ship models for Rebellion. 

I've emailed you the texture for the blood and chrome basestar just now. 

He's working on another model now to replace the Guardian MkII. The current model doesn't fit with Cylon ship design at all, so it is going to be replaced with a much better model. Additionally, all of the cap ships are getting a bit of a make over and will have improved textures, as will the envoy. 

Another developer is also working on a specific ability effect for the new Guardian MkII model. 

End of Mord_Sith84's quote

I do agree that the existing Guardian MkII model doesnt really fit with canon, but I think it would be a bit of a waste to completely get rid of it. Could it be used as a cruiser or something?

Reply #2714 Top

Quoting Cylon_Luvr, reply 2713

I do agree that the existing Guardian MkII model doesnt really fit with canon, but I think it would be a bit of a waste to completely get rid of it. Could it be used as a cruiser or something?
End of Cylon_Luvr's quote

I think we'll evaluate the existing models and possibly shift some things around depending on how many new assets we get.

Reply #2715 Top

Quoting ZombiesRus5, reply 2714


Quoting Cylon_Luvr,

I do agree that the existing Guardian MkII model doesnt really fit with canon, but I think it would be a bit of a waste to completely get rid of it. Could it be used as a cruiser or something?



I think we'll evaluate the existing models and possibly shift some things around depending on how many new assets we get.

End of ZombiesRus5's quote

Sounds good. I'm not a big fan of the old Guardian MkII model but I'm sure we could find a use for it. A new cruiser perhaps...

Reply #2716 Top

Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game? 

Reply #2717 Top

Quoting Cylon_Luvr, reply 2716

Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game? 
End of Cylon_Luvr's quote

oh yeah, I'll get to a quick test as soon as I can.

 

 

Reply #2718 Top

Quoting ZombiesRus5, reply 2717


Quoting Cylon_Luvr,

Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game? 



oh yeah, I'll get to a quick test as soon as I can.
 

End of ZombiesRus5's quote

Awesome, thanks 

Reply #2719 Top

Reply #2720 Top

Quoting Mord_Sith84, reply 2715

Sounds good. I'm not a big fan of the old Guardian MkII model but I'm sure we could find a use for it. A new cruiser perhaps...
End of Mord_Sith84's quote

I think replacing the commandstar model with it might work well too. That model is pretty fugly right now.

Reply #2721 Top

Model looks great, thanks Z. 

I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy. 

Reply #2722 Top

Quoting Mord_Sith84, reply 2721

Model looks great, thanks Z. 

I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy. 
End of Mord_Sith84's quote

Yeah, it's always been a placeholder...

My plan is to get the new models in by the end of this month. 

I need to fully wire the mesh in XSI (tangents, hard points for weapons and abilities, etc).

I also will create new hud icons, main view icons, info card icons to match the new ship models.

I don't think a lot of recoding of the entity files will be needed other than adjusting weapon layouts to match the new models.

 

For the commandstar I'll have to rework the hard points to match the frigate setup then shift the icons around. A little busy work but not to bad. The old model will be lost and never used again.

 

Reply #2723 Top

So excited about these changes! 

Reply #2724 Top

Quoting ZombiesRus5, reply 2722


Quoting Mord_Sith84,

Model looks great, thanks Z. 

I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy. 



Yeah, it's always been a placeholder...

My plan is to get the new models in by the end of this month. 

I need to fully wire the mesh in XSI (tangents, hard points for weapons and abilities, etc).

I also will create new hud icons, main view icons, info card icons to match the new ship models.

I don't think a lot of recoding of the entity files will be needed other than adjusting weapon layouts to match the new models.

 

For the commandstar I'll have to rework the hard points to match the frigate setup then shift the icons around. A little busy work but not to bad. The old model will be lost and never used again.

 

End of ZombiesRus5's quote

Sounds good!

Reply #2725 Top

Quoting Mord_Sith84, reply 2707

Ok, so I’ve created new abilities for the Hades Basestar and the Guardian Basestar (and I’ve made a few other minor changes to some of the other capital ship abilities). I’ve attached all the modded files Z, all you need to do is add them in plus the new icons etc, and the strings which I’ve also done below. Also, the Hades, Guardian and Guardian MkII capitals didn’t have the resurrection ability? I’ve now added those in as well.

 

Hades Basestar

1. Pulsar cannon (New ability)

2. Launch AB Raiders (Existing ability)

3. EMP (New ability, no new ability icon needed – have used one that already exists)

4. Invasion (Existing ability. Please replace ability icon with the one I’ve sent you)

 

Strings:

StringInfo

            ID "IDS_ABILITY_CYLON_PULSARCANNON_NAME"

            Value "Pulsar Cannon"

StringInfo

            ID "IDS_ABILITY_CYLON_PULSARCANNON_DESCRIPTION"

            Value "Fires a high velocity slug at the target, which deals a high amount of physical damage and cripples its engine                        systems.”

StringInfo

            ID "IDS_ABILITY_CYLON_EMP_NAME"

            Value "EMP"

StringInfo

            ID "IDS_ABILITY_CYLON_EMP_DESCRIPTION"

            Value "An electromagnetic pulse emanates from this ship, knocking out the engines of surrounding enemy ships and causing               them to drift.”

 

Guardian Basestar

1. Raider Swarm (new ability. Have provided an ability icon)

2. First Hybrid (new ability. Have provided an ability icon)

3. EMP (same as Hades ability)

4. Invasion (same as Hades ability)

 

StringInfo

            ID “IDS_ABILITY_CYLON_RAIDERSWARM_NAME”

            Value “Raider Swarm”

StringInfo

            ID “IDS_ABILITY_CYLON_RAIDERSWARM_DESCRIPTION”

            Value “Numerous squads of raiders are all launched at once to overwhelm the enemy.”

StringInfo

            ID “IDS_ABILITY_CYLON_FIRSTHYBRID_NAME”

            Value “First Hybrid”

StringInfo

            ID “IDS_ABILITY_CYLON_FIRSTHYBRID_DESCRIPTION”

            Value “The Guardian Centurions view the First Hybrid as their god, and will fight furiously to defend it.”

 

Basestar Class

I’ve removed the “Disorientation Virus” ability. It didn’t really represent the Cylons ability to shut down enemy ships (Disorientation virus only disabled their engines). I’ve now given the Basestar capitals the “Lockdown Virus” ability, with red eye effect that you created Z. Lockdown represents the Cylons ability much better, and it was also removed from the Hades and Guardian so makes sense to move it over to the Basestar.

I have kept the Disorientation Virus icon for the ability though, which is better than the existing Lockdown virus icon.

 

Guardian MkII

Didn’t have a resurrection link, which I’ve now added.

Have updated the Enhanced Nanorobots ability, which needed to be more powerful than the Basestars “Organic Armor” ability. I'm also going to add a new effect, which I haven't done yet. 

StringInfo

            ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_NAME”

            Value “Hybrid Upgrades”

StringInfo

            ID “IDS_ABILITY_CYLON_HYBRIDUPGRADES_DESCRIPTION”

            Value “The hybrid is upgraded with the most advanced technology available, resulting in faster repair rates, weapon range                 and FTL jump speed.”

 

Resurrection Ship

I've created a new icon for the “Resurrection” ability (Ships 4th ability, not the “Extend Resurrection” ability icon!)

End of Mord_Sith84's quote

And how did you go with all of this Z? 

There has been a delay with the new Guardian MKII model because the modeller has just had his first kid. I'll keep you posted on developments.