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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!

 

 

8,579,184 views 3,050 replies +1 Loading…
Reply #1976 Top

Quoting Cylon_Luvr, reply 1972
Thanks Z. All of the changes listed are actually based on build 22, your latest build. Should I wait until you have implemented the changes from my last post, and then post up the next lot of changes? 
End of Cylon_Luvr's quote

Aye, I misread some of your statements on icons. I'm insync now  :cylon:

I have everything done in this list except for the Loyalist/Rebel capital ship changes. I need to make new code to integrate SZO's hades Class starbase.

Quoting koobalt, reply 1975

The Worldstar have string class not found, when highlighted.

 

 
End of koobalt's quote

Hmm, not sure what is going on there...

Reply #1977 Top

Maybe it just on my end, can somebody else check ?? 

Reply #1978 Top

How many Strings are in your English.str in Core?

Reply #1979 Top

NumStrings 13026

And just now, when i conquer a planet, the moon start to run away, and my colony ship start to chasing him.

 

 

 

 

 

 

Reply #1980 Top

Quoting koobalt, reply 1979
NumStrings 13026
End of koobalt's quote

That's correct which is odd.

Quoting koobalt, reply 1979
And just now, when i conquer a planet, the moon start to run away, and my colony ship start to chasing him.
End of koobalt's quote

Yeah, moons have a bug with that right now... I'd turn it off until I can figure out a way to fix it.

 

Reply #1981 Top

ok I just have crash, and I try two more times from save, and in the same time the game crash. 

I was gathering my entire fleet in the center of my galaxy, before all ship reach it the game crash, 4 player medium map, 2 already dead. 

in the pack my autosave before crash, and my enable list.

http://www.mediafire.com/?ay612p0ved3vh0h

 

 

 

 

 

 

 

 

 

Reply #1982 Top

Quoting koobalt, reply 1979

NumStrings 13026

And just now, when i conquer a planet, the moon start to run away, and my colony ship start to chasing him.

End of koobalt's quote

 

I'm sorry, but I find the fact that the moon can run away hilarious, makes you start to wonder if that is really a moon or something else...

 

Zombie do you know what is causing the moons to "Run Away"?

Reply #1983 Top

Quoting Drian117, reply 1982


Quoting koobalt, reply 1979
NumStrings 13026

And just now, when i conquer a planet, the moon start to run away, and my colony ship start to chasing him.



 

I'm sorry, but I find the fact that the moon can run away hilarious, makes you start to wonder if that is really a moon or something else...

 

Zombie do you know what is causing the moons to "Run Away"?
End of Drian117's quote

Must admit, I had a good laugh at that too!!! haha... very funny the way that Koobalt described it as well... "and my colony ship start to chasing him." 

Reply #1984 Top

Well, since moon works as Starbase, and starbase can move, i think there need to be a setting that enable or disable the move, I forget to mention that the moon start run away when i destroy him and he become destroyed moon. 

edit:

now when i start new game and highlighted the worldstar it show the name correctly, but if I load the save from previous game it still show string no found...

edit2:

I think I found what cause the crash for me, it was Comandstar, when i build one my game have instant crash. 

 

 

 

 

Reply #1985 Top

Quoting koobalt, reply 1984

Well, since moon works as Starbase, and starbase can move, i think there need to be a setting that enable or disable the move, I forget to mention that the moon start run away when i destroy him and he become destroyed moon. 

edit:

now when i start new game and highlighted the worldstar it show the name correctly, but if I load the save from previous game it still show string no found...

edit2:

I think I found what cause the crash for me, it was Comandstar, when i build one my game have instant crash. 

End of koobalt's quote

Hey Koobalt, 

1. This doesn't happen to me. The Worldstar never says "string not found" for me. Maybe you should download it again? Maybe you had a bad download? 

2. Yep, this is in my list of changes for ZombiesRus5.... the game crashes whenever a Commandstar is built. 

Reply #1986 Top

I found the command star issue too. Had a Titan ability clash names withe the frigate. I've fixed this internally. 

Reply #1987 Top

Hey Z, next lot of changes: 

Starbase: 

- "Assault Systems" icon updated and emailed. New description also.
- "Defensive Enhancements" icon updated and emailed. New description also.
- Changed "Squadron Facilities" to "Raider Facilities". New icon emailed.
- New icon for "Colony Pods". Have emailed
- Starbase should have "Self-Destruct Protocol" as an ability

- Trade ships are TEC tradeships? Would vasari be better?
- Capital ships cannot be trained? Is this intentional?
- "Jump Inhibition Immunity" should be removed (Hand of God --> Model Projections)
- "FTL Signature" research missing from Hand of God --> Model Projections. Should be Light Resurrection Model --> FTL Signature --> FTL Interference
- Pirate Relations research icon (The Plan) has a white strip across bottom.. not positioned properly?
- "The Plan" tree for Cylon Rebels is currently incorrect. Remove "Number Five" and "Number One" models. Need to add "Number Eight Model", "D'Anna Biers", "Final Five" and "Bribery"
- Chimaeia model icon needs to be changed (in planet tree displayed on left hand side)
- "Fleet Logistics" research tree says "Null" in both boxes?
- Cannot build Resurrection Hub
- Game minidumps every time a Commandstar is built.
- Systemic Hacking research ability missing for Loyalists (Apotheosis --> Programming)
- Loyalists and Rebels Should have "Jump Stabilisation" research (The Plan).
- Loyalist should not have "Final Five" or "D'Anna Biers" research abilities in "The Plan" research tree
- Rebels need "Efficiency Programs" research added to "The Plan" tree (have resent you the icon for it). For loyalist, it's there (top line, currently a vasari icon), but it needs the right icon.

Thanks Z. Let me know if anything above doesn't make sense. 

Reply #1988 Top

Quoting Cylon_Luvr, reply 1987
Hey Z, next lot of changes: 
End of Cylon_Luvr's quote

I love you  :inlove:  but only in a plutonic cylon sorta way  :cylon:

It's probably just your avatar though- but keep up the good work ;)

Reply #1989 Top

Quoting Cylon_Luvr, reply 1987
New description also
End of Cylon_Luvr's quote

Can I get your new string entries. I need to plug them into my templates.

Quoting Cylon_Luvr, reply 1987
- "Assault Systems" icon updated and emailed. New description also. 
- "Defensive Enhancements" icon updated and emailed. New description also. 
- Changed "Squadron Facilities" to "Raider Facilities". New icon emailed. 
- New icon for "Colony Pods". Have emailed
End of Cylon_Luvr's quote

Done.

Quoting Cylon_Luvr, reply 1987
- Starbase should have "Self-Destruct Protocol" as an ability
End of Cylon_Luvr's quote

Starbase does have the End of Line ability

Quoting Cylon_Luvr, reply 1987
- Trade ships are TEC tradeships? Would vasari be better?
End of Cylon_Luvr's quote

I see meshes that look like Vasari's. Are you playing with moons or artifacts?

Quoting Cylon_Luvr, reply 1987
- Capital ships cannot be trained? Is this intentional?
End of Cylon_Luvr's quote

base level was missing. Fixed.

Quoting Cylon_Luvr, reply 1987
- "FTL Signature" research missing from Hand of God --> Model Projections. Should be Light Resurrection Model --> FTL Signature --> FTL Interference
End of Cylon_Luvr's quote

Overlapping research subjects. Fixed.

Quoting Cylon_Luvr, reply 1987
- Pirate Relations research icon (The Plan) has a white strip across bottom.. not positioned properly?
End of Cylon_Luvr's quote

Fixed.

Quoting Cylon_Luvr, reply 1987
- "The Plan" tree for Cylon Rebels is currently incorrect. Remove "Number Five" and "Number One" models. Need to add "Number Eight Model", "D'Anna Biers", "Final Five" and "Bribery"
End of Cylon_Luvr's quote

Fixed.

Quoting Cylon_Luvr, reply 1987
- Chimaeia model icon needs to be changed (in planet tree displayed on left hand side)
End of Cylon_Luvr's quote

Done.

Quoting Cylon_Luvr, reply 1987
- "Fleet Logistics" research tree says "Null" in both boxes?
End of Cylon_Luvr's quote

Done.

Quoting Cylon_Luvr, reply 1987
- Cannot build Resurrection Hub
End of Cylon_Luvr's quote

They build ok for me- you do have to control 4 planets though as they are super weapons still. It doesn't really matter yet on these guys anyway as they aren't developed yet. I have some ideas how to bring them into the game the way we want but its going to take a little bit of work.

Quoting Cylon_Luvr, reply 1987
- Game minidumps every time a Commandstar is built.
End of Cylon_Luvr's quote

Fixed.

Quoting Cylon_Luvr, reply 1987
- Systemic Hacking research ability missing for Loyalists (Apotheosis --> Programming)
End of Cylon_Luvr's quote

Overlapping buttons- fixed.

Quoting Cylon_Luvr, reply 1987
- Loyalists and Rebels Should have "Jump Stabilisation" research (The Plan).
End of Cylon_Luvr's quote

Done.

Quoting Cylon_Luvr, reply 1987
- Loyalist should not have "Final Five" or "D'Anna Biers" research abilities in "The Plan" research tree
End of Cylon_Luvr's quote

Fixed.

Quoting Cylon_Luvr, reply 1987
- Rebels need "Efficiency Programs" research added to "The Plan" tree (have resent you the icon for it). For loyalist, it's there (top line, currently a vasari icon), but it needs the right icon.
End of Cylon_Luvr's quote

They Envoy can only have 5 abilities.

The first two are Diplomatic Immunity and Goodwill.

I gave the Loyalists Efficiency Programs, Number Four and Sharon Boomer.

I gave the Rebels Organic Resin, Number Two and Number Six.

 

 

Reply #1990 Top

I'll put a small patch on media fire for 1.52.22.1 today. This would be applied directly over 1.52.22 and include all the changes I've made up to current.

 

Reply #1991 Top

Thankyou for confirming that, i plan on getting the DLC relatively soon, and i use all the factions for Sins of the Fallen, and my favorite is Colonial because their ships are Juggernauts haha, i also make the game harder by setting Colonial as Militia haha.

P.S. i look forward to future updates.

Reply #1992 Top

Quoting mrhayward, reply 1991

Thankyou for confirming that, i plan on getting the DLC relatively soon, and i use all the factions for Sins of the Fallen, and my favorite is Colonial because their ships are Juggernauts haha, i also make the game harder by setting Colonial as Militia haha
End of mrhayward's quote

Cool! And yes the militia options really are about increasing the difficulty. 

Difficulty probably is something like this currently:

Plague
Rogue
Tech
Advent
Hypercorp
Nephilim
Vasari
Cylon
Colonial 

Reply #1994 Top

Quoting koobalt, reply 1984
Well, since moon works as Starbase, and starbase can move, i think there need to be a setting that enable or disable the move, I forget to mention that the moon start run away when i destroy him and he become destroyed moon. 
End of koobalt's quote

Had to compromise for now... When moons blow up with the new patch they will simply go away. I need to figure out if I can bring back destroyed moons or not.

Reply #1995 Top

With the SotF Fall of Kobol Reb.1.52.22 update, will this mean in order to play all the factions we have to wait for a 1.52.22 update of SotF itself?

Reply #1996 Top

Old Bailknight missile effects on cylon ships make baby Hera cry  x_x

 

Also the cylon raider guns impacting a ship causes little white boxes. 

 

Other then that, having a grand old time as always. Loving the voice work.

Reply #1997 Top

Quoting ZombiesRus5, reply 1989


Quoting Cylon_Luvr, reply 1987- Trade ships are TEC tradeships? Would vasari be better?

I see meshes that look like Vasari's. Are you playing with moons or artifacts?

End of ZombiesRus5's quote

Was playing with moons. There seems to be a mix of both TEC and Vasari trade ships? The starbase, moon or trade centre must be building TEC trade ships? See below: 

Quoting ZombiesRus5, reply 1989


They build ok for me- you do have to control 4 planets though as they are super weapons still. It doesn't really matter yet on these guys anyway as they aren't developed yet. I have some ideas how to bring them into the game the way we want but its going to take a little bit of work.

End of ZombiesRus5's quote

Oh right.... I didn't have control of 4 planets... 

Reply #1998 Top

Quoting Cylon_Luvr, reply 1997
Was playing with moons. There seems to be a mix of both TEC and Vasari trade ships? The starbase, moon or trade centre must be building TEC trade ships? See below: 

End of Cylon_Luvr's quote

The trade ship entity is declared in the Starbase or Planet Module entity file. It's a bit odd, but theres nothing I can do about it.

 

Reply #1999 Top

Hey Z I have been working on the Tenorias planets GasGiant not being able to colonise. I have found how to fix it. I was wondering what you want the cost and stages to be set at?

Reply #2000 Top

Final lot of changes from previous build (Build 22):

- Optimized Assembly icon is wrong (Apotheosis --> Industrial Networks). Have emailed it to you again.
- Merchant cargo bays description updated.
- New icon for Recursive Upgrades (Apotheosis --> Industrial networks). Have emailed.
- New icon provided for Syphon Credits (Defense Systems). Have emailed.
- Added description for Chimaea model (The Plan)
- Number 2 model icon looks weird... have provided a new one. Description updated.
- Icon provided for "Jump stabilisation" (The Plan)
- Have swapped Communications Array sound with Trade Port sound. Have emailed.
- "Shock and Awe" research item changed to "Orbital Suppression" for Loyalists (Apotheosis --> Programming). New icon emailed.
- New icon for "Repentance" and "Purge Planet" ("Apotheosis -- > Faith" for Rebels and "Apotheosis --> Occupation" for Loyalist)

I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon.