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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!

 

 

8,579,234 views 3,050 replies +1 Loading…
Reply #1051 Top

Quoting sigie85, reply 1051
Good day. I have a question: Can I Blodd and Chrome together with the great mod to play Sins of the Fallen? Or you can just play both separately




Guten Tag. Ich habe mal eine Frage: Kann ich Blodd and Chrome auch zusammen mit dem großen mod Sins of the Fallen spielen? Oder kann man nur beide getrennt spielen
End of sigie85's quote

It really depends. You can "generally" safely run 2-3 additional factions from Sins of the Fallen, Transhumans and Blood and Chrome on recommended settings (High/Medium/Low).

However, depending on your system specifications, map size, etc adding more than 3 additional factions may stress the game above 2GB.

That said they are compatible with the latest version of Trinity and can work together.

I'm working on a way to tune the framework to ignore Tech, Advent and Vasari meshes and textures when those factions aren't loaded which should hopefully allow the mod to run on all highest settings when your are running only Colonials and Cylons for example.

 

 

Reply #1052 Top

ok :grin: Thanks :grin: .

 

 

A another question. any ship from the fraction Rouge are from the serie Captian Harlock? or? when yes  i say very nice.

and now i missing the ship from Starblazer or the very nice Spacebattleship Yamatho.

But this is a idea from me O:)

Reply #1053 Top

@sigie85 - answered your question on moddb  :cylon:

Reply #1055 Top

Here is a design mockup for the new Capital, Fleet and Faction/Trait research screen.

Reply #1056 Top

Combat Research Tree Design/Layout

Fleet Designs:

Ordinance:

Reinforcement:

Reply #1057 Top

Defense Tree Design/Layout

CIC:

Reply #1058 Top

NonCombat Tree Design/Layout

Trade Unions:

Colonization:

Religion

 

Reply #1059 Top

Diplomacy Tree Layout/Design

Quorum of Twelve:

Reply #1060 Top

Although we can't see the descriptions for the research trees yet, they look awesome so far. 

Reply #1061 Top

Quoting Mord_Sith84, reply 1061
Although we can't see the descriptions for the research trees yet, they look awesome so far. 
End of Mord_Sith84's quote

I posted a rough table a few pages back that sucked to read ;)

I'll post some pics like the trees above that are easy to view when I finish up some more of the descriptions and account for some of the changes.

 

Just thought you guys might like seeing progress while it's happening   :cylon:

Reply #1062 Top

Looks good Z. Thanks for the updates. :beer:

Reply #1064 Top

Yep, love how its been customised, and made so specific to the series! 

Reply #1065 Top

Quoting Cylon_Luvr, reply 1065
Yep, love how its been customised, and made so specific to the series! 
End of Cylon_Luvr's quote

Thanks... I'm trying to add as much Colonial flavor as you can fit reasonably. 

I've made the religion tree fairly large to reflect their monotheistic beliefs.

The Colonization and Trade Unions tree are mostly standard fair right now as a base. I'll probably add a few other options that can be used for the colonials but I don't want it to overshadow their culture benefits.

The Combat and Defense trees are pretty much set for the most part.

 

I will also add or categorize some of the TECs as Loyalists or Rebels in some later revisions.

 

Reply #1066 Top

Let me explain the new Faction Tree a bit.

 

All factions will be rolled into a single entity, which means you will select your primary Race or Random at game start. The option to Rebel or stay Loyal to your factions cause will be available after your first research lab is built. 

You will also have 4 different Trait paths you can follow: 2 for loyalists and 2 for Rebel.

 

Loyalist

Declares your faction loyal to the government of the twelve colonies as represented by it's President and represented by it's peoples. 

 

Trait: Diplomat

Your faction becomes much more adept at negotiating agreements with other factions.

Trait Bonuses:

All pacts unlocked

QuestFailureHappinessAdjustment

QuestRewardHappinessAdjustment

TemporaryRelationshipFromGiveCreditsValueAdjustment

TemporaryRelationshipFromGiveResourceMaxAdjustment

WeaponDamageAdjustmentWhenInFriendlyGravityWell

Trait: Alliance

Your faction benefits from it's relationships fostered through diplomacy

Trait Bonuses:

ExperienceAwardedAdjustmentWhenInFriendlyGravityWell: 5%

WeaponDamageAdjustmentForEachAlliedPlayerInGravityWell


Trait: Marketeer

Your faction decides economic dominance is the way to victory.

Trait Bonuses:

CargoShipArmorBaseAdjustment

CargoShipCapacityAdjustment

CargoShipHullPointsMaxAdjustment

RefineryShipCapacityAdjustment

ShipMaxSlots

TradeGoodsValueAdjustment


Trait: Megacorp

Your faction becomes a mega-corporation further increasing it's economic advantages over other factions.

Trait Bonses:

ShipMaxSlots

CreditCostAdjustment

ResourceCostAdjustment

ModuleBuildRateAdjustment

ModuleCostForSimilarTypesAdjustment

PopulationTaxRateAdjustment

TradeGoodsValueAdjustment



* Bonuses subject to change... I just like to shotgun things initiallly

Reply #1067 Top

Rebel

Declares your faction loyal to the government of the twelve colonies as represented by it's President and represented by it's peoples. 

 

Trait: Hardliner

You believe all Cylons are Toasters and can't be trusted. You also have a anti-Xeno bigotry that extends to all non-human factions. Your Titan is heavily offensive and capable of inflicting mass damage. 

Trait Bonuses:

All pacts unlocked

ArmorBaseAdjustment

BombingCooldownDecrease

BombingPopulationKilledAsDamageDealerAdjustment

BombingRangeAdjustment

CreditCostAdjustment: Increases Cost

ResourceCostAdjustment: Increases Resource Cost

CultureResistPercent

Trait: Militant

A successful Military coup has resulted in the overthrow of the Colonial President placing control in your hands.

Trait Bonuses:

CapitalShipMaxSlots

CapitalShipWeaponTargetPerBankAdjustment

ExperienceAwardedAdjustment

ExperienceConstantGainRate

ExperienceConstantGainLevelCap

WeaponDamageAdjustment

WeaponRateOfFireAdjustment


Trait: Criminal

You are Tauron born and part of a powerful criminal organization operating with control of Colonial assets.

Trait Bonuses:

BlackMarketBuyPriceAdjustment

BountyCollectedAdjustment

CreditsGainedPerPointOfBombingDamageDealt

IncomePercLost: Helps increase tax income received

PlanetSlotsTacticalIncrease

ResearchCostAdjustment

SalvageWreckagePercent

 

Trait: Syndicate

Your criminal empire has slowly become an organized crime syndicate further increasing your power.

Trait Bonses:

DerivativeCreditsFromPurchasesPercent

DerivativeCreditsFromTradePercent

SalvageWreckagePercent

ShipBuildRateAdjustment

ShipBuildRateAdjustmentWhenEnemyInGravityWell

StarBaseBuildRateAtEnemyOrbitBodyAdjustment

WeaponDamageAdjustmentWhenInGravityWellBeingBombed

Reply #1068 Top

  

Reply #1069 Top

dood! nice. colonials are Polytheistic, the cylons are monotheistic.  you said in one earlier the colonial religious was monotheistic.

Reply #1070 Top

A few things:

- Great how there is so many paths that you can choose - cool how you can choose after game start

- Marketeer and Megacorp sound very similar i.e. both based around their economy?

- Love the religion research tree - uses so many things from the show!

- Ragnarok starbase? Shouldn't this be Ragnar Class starbase?

- Is there research for high yield nuke?

It all looks so cool so far...

 

 

Reply #1071 Top

Lol, I'm being hounded by the word police ;)

Anyways, this is rough design, not polish text in game. It's more about the essence and layout right now than the verbiage. When it's an actual in game text feel free to correct or provide your own descriptions (I love the latter when people send in better descriptions).

And Ragnarok is a capital ship class in my fallen mod, so I tend to write that sometimes.

 

So onto the real comments

Quoting Mord_Sith84, reply 1071
- Marketeer and Megacorp sound very similar i.e. both based around their economy?
End of Mord_Sith84's quote

Due to research constraints I've opted for 4 paths only. You'll start as a Marketeer and then become a Megacorp. Or you can start as a Diplomat and goto Alliance.

So basically 2 sub-paths per faction type with 2 additional researches each.

Quoting Mord_Sith84, reply 1071
- Love the religion research tree - uses so many things from the show!
End of Mord_Sith84's quote

Yep, I wanted the Colonials to have a lot of religious flavor in their research. Their beliefs are one of the areas that make the Colonials interesting.

Quoting Mord_Sith84, reply 1071
- Is there research for high yield nuke?
End of Mord_Sith84's quote

There are Tactical Nuclear Weapons and Nuclear Bombardment Research. All the capital class battlestars also have special nuclear class abilities.

 

Reply #1072 Top

Quoting ZombiesRus5, reply 1072
Lol, I'm being hounded by the word police

Anyways, this is rough design, not polish text in game. It's more about the essence and layout right now than the verbiage. When it's an actual in game text feel free to correct or provide your own descriptions (I love the latter when people send in better descriptions).

 
End of ZombiesRus5's quote

Haha sorry dude. Happy to help out with descriptions, if you need me to write some up for you.

Reply #1073 Top

Quoting ZombiesRus5, reply 1072
Lol, I'm being hounded by the word police
End of ZombiesRus5's quote
z, all you have to do is put the BITE on them and then they should leave you alone.

harpo

 

Reply #1074 Top

Its coming along really well Z....

Reply #1075 Top

Looking Great Z! you the man! 5*