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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!

 

 

8,578,842 views 3,050 replies +1 Loading…
Reply #2751 Top

Quoting ZombiesRus5, reply 2747

A comment on the Hades and Basestar textures.

If you are wanting hull textures overlays on the existing textures... I don't want those being done using the in-game DDS to create them. The reason being is DDS is a lossy format meaning the image loses some of it's detail when it's compressed to DDS and does NOT get it back if you convert to another format. 

I have the original non-lossy textures and can apply a similar hull overlay to the Hades and Basestar. 

 
End of ZombiesRus5's quote

How did you go with the resurrection ship? Did you have the same issues? (I think the modeller updated that model too in the last zipped file I sent you?) 

Will we also have the same issues with the Boomer? Do you want the modeller to fix it up?

Reply #2752 Top

Quoting Mord_Sith84, reply 2749

I don't really understand... Does that mean that what the modeller did to the Hades, basestar and resurrection ship was a waste of time? 
End of Mord_Sith84's quote

Not really, I saw what he did with the Hades and Basestar which appears to be a simple HUD overlay. I'll send you a link to the TGA textures I use.

The Resurrection ship only had the object (no texture) and the base texture for that is pretty much crap ;) I can include it in the download too, but whatever can be done to pretty up the resurrection ship is fine by me.

 

 

Reply #2753 Top

Quoting Mord_Sith84, reply 2751

Will we also have the same issues with the Boomer? Do you want the modeller to fix it up?
End of Mord_Sith84's quote

The Boomer uses the same Texture file as the Basestar so unless it's a complete retexture we can see how she looks after we get the updated Basestar texture in game.

 

Basestar original model/texture by Coxxon

Hades original model/texture by SuperZERO

 

Reply #2754 Top

Can't believe I didn't do this sooner.

I've automated creating the CursorOver, Pressed and Disabled buttons and converting the TGA's to DDS.

Freak! what a time saver that is, but after I've already done this hundreds if not thousands of times :(

Still it's good for future changes because it's one of the activities I despise.

Now all I need to do is create the main _Normal.tga and the _Pressed.tga, _CursorOver.tga and _Disabled.tga will be created. The the next script will convert all TGA's to DDS with the proper mipmap based on UI or Game assignment.

Honestly, most modders in Sins would be shocked to see how much I have automated ;)

Reply #2755 Top

I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. 

Reply #2756 Top

Quoting ZombiesRus5, reply 2754

Can't believe I didn't do this sooner.

I've automated creating the CursorOver, Pressed and Disabled buttons and converting the TGA's to DDS.

Freak! what a time saver that is, but after I've already done this hundreds if not thousands of times :(

Still it's good for future changes because it's one of the activities I despise.

Now all I need to do is create the main _Normal.tga and the _Pressed.tga, _CursorOver.tga and _Disabled.tga will be created. The the next script will convert all TGA's to DDS with the proper mipmap based on UI or Game assignment.

Honestly, most modders in Sins would be shocked to see how much I have automated ;)
End of ZombiesRus5's quote

How awesome is that! Would make things much easier... 

Reply #2757 Top

Quoting ZombiesRus5, reply 2755

I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. 
End of ZombiesRus5's quote

Cant wait to see how it looks!!!! Such a huge improvement on the old model. 

Reply #2758 Top

Quoting Mord_Sith84, reply 2757


Quoting ZombiesRus5,

I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. 



Cant wait to see how it looks!!!! Such a huge improvement on the old model. 

End of Mord_Sith84's quote

It is a nice improvement. The new Colony uses the original Colony model as a base and then had a lot of nice organic reshaping done to the model. This was good for me as I didn't have to do any rework any of the points (weapon, hanger, etc).

Also the new texture is outstanding.

A lot of credit goes to Koobalt for giving a base for the colony to work from.

 

Reply #2759 Top

Quoting ZombiesRus5, reply 2758


Quoting Mord_Sith84,






Quoting ZombiesRus5,



I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. 



Cant wait to see how it looks!!!! Such a huge improvement on the old model. 



It is a nice improvement. The new Colony uses the original Colony model as a base and then had a lot of nice organic reshaping done to the model. This was good for me as I didn't have to do any rework any of the points (weapon, hanger, etc).

Also the new texture is outstanding.

A lot of credit goes to Koobalt for giving a base for the colony to work from.

 

End of ZombiesRus5's quote

I can't wait to see this. 

Reply #2760 Top

I'll be PM'ing you two later today or tomorrow with a download for a version you guys can test out for this weekend.

Reply #2761 Top

Quoting ZombiesRus5, reply 2758


Quoting Mord_Sith84,






Quoting ZombiesRus5,



I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. 



Cant wait to see how it looks!!!! Such a huge improvement on the old model. 



It is a nice improvement. The new Colony uses the original Colony model as a base and then had a lot of nice organic reshaping done to the model. This was good for me as I didn't have to do any rework any of the points (weapon, hanger, etc).

Also the new texture is outstanding.

A lot of credit goes to Koobalt for giving a base for the colony to work from.

 

End of ZombiesRus5's quote

Cool. So, I have the modeller working on the following: 

- Basestar

- Boomer

- Worldstar 

- Envoy

After he's finished with the above, he's going to redo:

- Warstar star base 

- Resurrection Hub 

Reply #2762 Top

Quoting ZombiesRus5, reply 2760

I'll be PM'ing you two later today or tomorrow with a download for a version you guys can test out for this weekend.
End of ZombiesRus5's quote

Awesome

Reply #2763 Top

PM Sent

Reply #2764 Top

I've decided to replace the mouth with the old Guardian MkI model for the Cylon Colony Frigate. It will still be called Colony Frigate with no mention of guardian or mkI.

Reply #2765 Top

Quoting ZombiesRus5, reply 2763

PM Sent
End of ZombiesRus5's quote

Thanks Z. I'll have a look at this over the next few days. 

Reply #2766 Top

Quoting Mord_Sith84, reply 2765


Quoting ZombiesRus5,

PM Sent



Thanks Z. I'll have a look at this over the next few days. 

End of Mord_Sith84's quote

Likewise. 

Reply #2767 Top

accidentally set the mkI as the command star model instead of the mkII. You can edit that locall in the FrigateCylonUtility0.entity file.

 

Reply #2768 Top

Issue 2: I need to fix the team color and data texture on the Colony. The legs on the colony are getting some weird team color and lighting as a result.

Edit- I'm also updating the light map on the Colony so the blue lights are more prominent in game. 

Reply #2769 Top

Reply #2770 Top
Quoting ZombiesRus5, reply 2769
Reduced 29%
Original 1920 x 1058


End of ZombiesRus5's quote

Looks pretty cool though hey! 

Reply #2771 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

 

Z - looks as though the above changes haven't been implemented. Did you get the files that I sent you? (the ones that you thought you missed the other day, which I resent). 

Do the above changes make sense? I know I can get a bit wordy...  

Reply #2772 Top

The models, icons etc look really good so far Z, awesome. 

Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented. 

Unfortunately I can't really test much (other than playing around with the new models) until this stuff has been implemented. 

I know its a lot of work, and I apologise for that (I have sent through heaps of stuff over past months), but I've tried to do as much as I can with my limited skills. There is just some stuff that I can't do. 

Reply #2773 Top

Quoting Mord_Sith84, reply 2772

The models, icons etc look really good so far Z, awesome. 

Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented. 

Unfortunately I can't really test much (other than playing around with the new models) until this stuff has been implemented. 

I know its a lot of work, and I apologise for that (I have sent through heaps of stuff over past months), but I've tried to do as much as I can with my limited skills. There is just some stuff that I can't do. 
End of Mord_Sith84's quote

Here is what's in this build. The other changes had to be for a different iteration. Try doing to much at once and it can cause issues trying to track down problems...

AbilityCylonCapitalShipHeavyFallout.entity - Removed Research Prerequisite
AbilityCylonEMP.entity - New
AbilityCylonFirstHybrid.entity - New
AbilityCylonHybridUpgrades.entity - New
AbilityCylonLockdownVirus.entity - Changed effect to Buff_CylonEye, changed Icon to disorientation virus
AbilityCylonPulsarCannon.entity - New
AbilityCylonRaiderSwarm.entity - New
AbilityCylonResurrectionBasestar.entity - Changed icon
AbilityCylonResurrectionBoardingstar.entity - Changed icon
AbilityCylonResurrectionHeavy.entity - Changed icon
AbilityCylonResurrectionLight.entity - Changed icon
AbilityCylonResurrectionWorldstar.entity - Changed icon
AbilityCylonSubversion.entity - Changed icon
BuffCylonEMPSelf.entity - New
BuffCylonEMPTarget.entity - New
BuffCylonEnhancedNanoRobots.entity - Increased antiMatterFromDamagePerc. Note: I did not change the ability from a passive as that would make it less powerful. This ability is meant to increase anti-matter when damage is taken so requiring anti-matter to cast it is counter-intuitive
BuffCylonFirstHybrid.entity - New
BuffCylonHybridUpgrades.entity - New
BuffCylonPulsarCannon.entity - New
BuffCylonResurrectCapitalBeacon.entity - Added super basestars
CAPITALSHIP_CYLONBATTLESHIP.entity - ability:0 "AbilityCylonLockdownVirus"
CAPITALSHIP_CYLONGUARDIAN.entity - New

CAPITALSHIP_CYLONHADES.entity -

ability:0 "AbilityCylonPulsarCannon"
ability:2 "AbilityCylonEMP"
ability:3 "AbilityCylonSubversion"


CAPITALSHIP_CYLONHYBRID.entity - New
CAPITALSHIP_CYLONSIEGE.entity - Removed
CAPITALSHIP_CYLONSUPERBASESTAR.entity - New
CAPITALSHIP_CYLONSUPPORT.entity - Removed

FrigateCylonColony.entity - changed icon/mesh to old guardian mkI
FrigateCylonUtility0.entity - changed icon/mesh to old guardian mkI
PlayerCylon.entity - added new ship entities
PlayerCylonRebel.entity - added new ship entities
RandomEventPartisansCylon.entity - added new superbasester
RESEARCHSUBJECT_CYLON_FRIGATEACCESS_UTILITY0.entity - changed icon

English.str - new strings added for new abilities and ships

Reply #2774 Top

A couple other items I need to finish up before moving on to the next changes.

Finish hard pointing Guardian and Hybrid basestars.

Re-hard point commandstar to fit frigate role.

 

I already hard pointed the super basestar and re-hard pointed the colony frigate.

Once these are done and the changes checked in, I'll start on the next batch.

Reply #2775 Top

Quoting Mord_Sith84, reply 2750

-  Z could you please remove the “Activate Sleeper Agents” research (in the “Hand of God” research tree). It doesn’t work. It’s not possible to track a ship.
End of Mord_Sith84's quote

I'll look at the ability it's supposed to attach a buff to a frigate that will then tag a planet to be probed.

Quoting Mord_Sith84, reply 2750

- I’ve made quite a few changes to the entity files for the cap ships to add more individual character to each ship including the cost to build cap ships, hull points etc. I’ve decided to remove resurrection from the ships that shouldn’t have it – Hades and Djerba baseship (as we discussed - doesn’t fit with canon), however considering that the Guardian has a Hybrid onboard, technically it should have resurrection, so I’ve given it this ability.
End of Mord_Sith84's quote

Changing from my understanding causes the AI to not randomly build capital ships. 

Removing shields causes mitigation to no longer work which is a feature of the mod for point-defense weapons.

Adding a shield mesh with the point-defense mitigation in place causes odd behavior.

I'll look at the balancing changes compared to my notes. I had the ships balanced out by armor and hull to be comparable to their counterparts initially.

Quoting Mord_Sith84, reply 2750

- Changed the Alien artifact ships so that they can have shields.
End of Mord_Sith84's quote

They had shields before. Do you mean a shield mesh? I can look at creating a properly sized shield for them.

Quoting Mord_Sith84, reply 2750

- Have created a new artifact to replace the “Phase Artifact” – one that represents a more powerful, unique and “alien” technology, a true “cloak” which makes the ship completely disappear from the enemy, is invulnerable, but can still fire weapons. It will use the Phase Artifact model.
End of Mord_Sith84's quote

The Cloak ability is not a good fit for artifacts as they have to be always on (i.e. there is no way to control when to cast the ability).

 

 

 

The other changes appear ok.