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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!

 

 

8,576,139 views 3,050 replies +1 Loading…
Reply #301 Top

Quoting EternalRequiem, reply 298

Quoting Mord_Sith84, reply 297Sorry if I've missed something here, but with the Boomer and the Cylon colony as Titans, does that mean that they won't be playable until Rebellion comes out?

no, I would think they would be playable just we wouldn't be able to implement them in the way Rebellion will until it comes out. That being the super large ship with awesome abilities of taking fleets on by itself and the new abilities that come with it. Also the ships having a 5th ability slot.

At the moment we can't do super large ships because the pathing and grouping AI in the game for ships makes for very, very bad space traffic jams.
End of EternalRequiem's quote

I'll come up with something original ;)

Reply #302 Top

I hope you both don't mind but I thought i would give your Warstar a makeover:

Warstar Organic

warstar

warstar 1

 

Still needs some work but i hope you get the Idea (and hopefully like)

Reply #303 Top

That looks interesting.

Reply #305 Top

They both look good I think.... Ultimately up to ZombieRus5 to decide...

Reply #306 Top

Well so far I like Koobalts in terms of getting a consistent look.

Here is what I scrapped together after I tossed several of the textures I though were good but were too fuzzy.

Reply #307 Top

Interesting frigate idea I saw online...

Reply #308 Top

Looks good ZombiesRus. I was wondering if you have ever seen the Colonial Warbook pdf. that is on the Wolf shipyards forum. It has some cylon Gunstar size ships from the first cylon war that might work for sin's.

Reply #309 Top

About my starbase i found a way to make it even better (as less random where the detail go) so when i have some time i will make one more uv/seg, perhaps it will be even better.

+1 Loading…
Reply #310 Top

Quoting Stalcore, reply 308
Looks good ZombiesRus. I was wondering if you have ever seen the Colonial Warbook pdf. that is on the Wolf shipyards forum. It has some cylon Gunstar size ships from the first cylon war that might work for sin's.
End of Stalcore's quote

This?...

http://dl.dropbox.com/u/5790092/sotf/bloodandchrome/Colonial%20Warbook%20IIe.pdf

Ya, I'd like to have some of the stuff in that... Unfortunately pictures can't be turned into models ;)

 

Reply #311 Top

Quoting koobalt, reply 309
About my starbase i found a way to make it even better (as less random where the detail go) so when i have some time i will make one more uv/seg, perhaps it will be even better.
End of koobalt's quote

Cool, because right now I think I like that texture the most.

Reply #313 Top

WOW - love the WarStar base texture and the frigate idea.... soooo cool!!!

Reply #314 Top

The frigate looks like a streamlined design, could function as a fast and maneuverable attack vessel?  

Reply #315 Top

Quoting Cylon_Luvr, reply 314
The frigate looks like a streamlined design, could function as a fast and maneuverable attack vessel?  
End of Cylon_Luvr's quote

 

Yeah something that can move in fast and deliver a large swarm of missiles in one go at a single target. It's downside would be lighter armour and due to its large launcher count a slower reload time. Excellent strike craft.

Reply #316 Top

Reply #318 Top

Love it.

How many more ship slots do you have to fill ZombieRus? Need any more ideas?

Reply #319 Top

@Koobalt - Did you keep this model? Was thinking it might serve as a Hangar/Turret combo...

Reply #320 Top

Quoting Cylon_Luvr, reply 318
Love it.

How many more ship slots do you have to fill ZombieRus? Need any more ideas?
End of Cylon_Luvr's quote

Well, as I see it.

Models that have good or better textures.

Titans: Colony, Boomer

Capitals: Basestar, Worldstar, Guardian MkI, Guardian MkII

Cruisers: Heavy Basestar, Carrier

Frigates: Colony, Light, Long Range, Siege

Starbase: Warstar


Models that need work

Capitals: Resurrection Ship (Neds uv-map/textured)

Cruisers: Utility 1 (Needs new Texture)

?: Resurrection Hub (Needs uv-map/textured)
Modules: Culture Center: Communications Array No 1 (Needs uv-map/textured)
 
Models that are needed
Cruiser: Utility 0 - Not a fan of re-using the resurrection ship
Frigates: Scout - can get by with an existing model if needed. The Scarab might be cool though
Frigates: Anti Fighter - current model is ok, but untextured. I'm open to ideas

Modules:
Frigate Factory? Current looks like the Chmaeia in the Colonial Warbook
Capital Ship Factory? Not sure what to make of the current model
Combat Lab? Communications Array No 3 if can be modeled
Non-Combat Lab? Communications Array No 2 if can be modeled
Extractor? Need
Refinery? Need
Turret? 
Repair Bay?
Hangar Bay?
Superweapon?
Reply #321 Top

Quoting ZombiesRus5, reply 320



Quoting Cylon_Luvr,
reply 318
Love it.

How many more ship slots do you have to fill ZombieRus? Need any more ideas?

Well, as I see it.

Models that have good or better textures.

Titans: Colony, Boomer

Capitals: Basestar, Worldstar, Guardian MkI, Guardian MkII?
End of ZombiesRus5's quote


What about the Hades II basestar? Are you going to put this in? Could it be used as another capital ship or maybe the Cruiser Utility

Quoting ZombiesRus5, reply 320


?: Resurrection Hub (Needs uv-map/textured)?
End of ZombiesRus5's quote

Could this be another Titan? Or how about a superweapon? (considering that in the series there was only one, and very few of these are built by players on average during a game). As a superweapon it could allow for vastly improved resurrection technology

Quoting ZombiesRus5, reply 320



Quoting Cylon_Luvr,
reply 318
Modules: Culture Center: Communications Array No 1 (Needs uv-map/textured) 

Models that are needed Cruiser: Utility 0 - Not a fan of re-using the resurrection ship

Frigates: Scout - can get by with an existing model if needed. The Scarab might be cool though

Frigates: Anti Fighter - current model is ok, but untextured. I'm open to ideas

End of ZombiesRus5's quote

Scarab would be awesome... Wonder it Aramil75 or Koobalt could help?

What does the current anti-fighter look like again? I can't remember!

Reply #322 Top

Quoting ZombiesRus5, reply 320



Quoting Cylon_Luvr,
reply 318
Modules: Culture Center: Communications Array No 1 (Needs uv-map/textured) 

 Anti Fighter - current model is ok, but untextured. I'm open to ideas
Modules:
Combat Lab? Communications Array No 3 if can be modeled
Non-Combat Lab? Communications Array No 2 if can be modeled

End of ZombiesRus5's quote

Could Aramil75, Koobalt or Unikraken help with these?


Quoting ZombiesRus5, reply 320



Quoting Cylon_Luvr,
reply 318
Modules:
Frigate Factory? Current looks like the Chmaeia in the Colonial Warbook
Capital Ship Factory? Not sure what to make of the current model
Extractor? Need
Refinery? NeedTurret?
Repair Bay?
Hangar Bay?
End of ZombiesRus5's quote

So Koobalt's old WarStar design that you posted above could be used as both a hangar bays and turrets? Can these two functionalities be combined?

Frigate factory looks ok if it could be given the right texture. Capital ship factory is pretty crappy... really not sure what it could be though. I'm assuming that in the series, the Colony had in-built facilities to build the basestars...

Could the turret be a large, modified raider? Or maybe the below mega-pulsar cannon? (which would look like a miniature hades II basestar side-on, which can fire missles from around the sides and a more powerful, intermittent cannon from the middle)

Reply #323 Top

1. The new texture for Starbase is in making process..

2. I have a terrible flu, so every thing will need more time

3. "Scarab" no idea what is that??

4. The model that you post, yes i still have it, you can do what you want with it.

5. I have cool vision of capital shipyard in my mind for cylon, once i will feel better i will give a try for it. 

Reply #324 Top

This scarab?

 

http://i1193.photobucket.com/albums/aa351/aramil1701/rotascp.png

 

It has two setups closed (as picture) or open where those rear arms are spread out.