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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 #401 Top

And here we have a cylon combat research station:

http://www.mediafire.com/?6qm4bem8i9k6kfg

and here image: ...

 

Reply #402 Top

Quoting koobalt, reply 401
And here we have a cylon combat research station:
End of koobalt's quote

Looks good... Unfortunately this time I am for sure getting two "FAILED VERTEX CHECKSUM" errors when I convert to XSI :(

Are you getting similar on your side?

Reply #403 Top

A yes i have them to, and i have no idea whats wrong  :annoyed:

i check the model in wings and in meshlab, no holes, no isolated verticals, all is teselated...

i'm checking each part of the model, we will see what part of the model is making the problem   

edit:

ok so the problem is in biggest part of the model, the one i leave with original teselation and segmentation ...

i will try to do it once again will post once i have something to report... 

Reply #404 Top

I really think that we should give players the option of building a basestar from TOS. They are pretty awesome and I'd love to have the option to build them.

 

Reply #405 Top

Quoting koobalt, reply 401
And here we have a cylon combat research station:

http://www.mediafire.com/?6qm4bem8i9k6kfg

and here image: ...



Reduced 68%

Original 827 x 579 
End of koobalt's quote

I really hope this model works out for you Koobalt.... it looks sooo good! This is so exciting - cant wait to play it!

FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?

Reply #406 Top

Quoting Cylon_Luvr, reply 405
Quoting koobalt, reply 401

FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?
End of Cylon_Luvr's quote


Sadly it will be copyright issue, to use this voices you would need to buy a soundtrack with terms of use like TobiWahnKenobi for B5 mod... 

 

About the model, i manage to reduce the error to 1 by making the triangulation manual, but still that lives one more... I thinking about remaking this part and once more making seg/uv and texture...

Reply #407 Top

Quoting Cylon_Luvr, reply 405

FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?
End of Cylon_Luvr's quote

You can try to send a mail to the CR owner, stating that it is for a "none-profit" mod.

Not everyone is a }:)

Reply #408 Top

Quoting Quiet_Man, reply 407
Quoting Cylon_Luvr, reply 405
FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?

You can try to send a mail to the CR owner, stating that it is for a "none-profit" mod.

Not everyone is a
End of Quiet_Man's quote

Well if you decide to send a email just don't mention what mod, making by who, and where you can see it...

 

edit:

I repair the model, it use the same texture as previous (only .obj and .mtl in package)

http://www.mediafire.com/?jwe29wp9jq1hk12 

 

edit2:

the non combat station is a pain... i'm thinking about completely making a new model something similar, well will post once i have something...

Reply #409 Top

Hey ZombieRus5... What do you think about my idea to use the Resurrection Hub as the Cylon superweapon?

Reply #410 Top

Quoting Cylon_Luvr, reply 409
Hey ZombieRus5... What do you think about my idea to use the Resurrection Hub as the Cylon superweapon?
End of Cylon_Luvr's quote

It's on the table at this point. 

What would you envision it's ability as?

 

Reply #411 Top

One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada.  The ability could cost credits to fire and have a hefty cooldown, preventing spamming.  Could be called "Deploy Ambush" or something similar.

Reply #412 Top

Well about resurrection hub as super weapon the non combat ability could be giving exp to friendly cap ship in targeted system, and offensive something like advent super weapon bombarding planet with cultural bomb...

 

the non combat station and culture beacon is a pain, when i see this model i lose all will to do anything... 

Reply #414 Top

Quoting koobalt, reply 412
the non combat station and culture beacon is a pain, when i see this model i lose all will to do anything... 
End of koobalt's quote

No worries. I have an idea how to texture these guys that will work.

I'm getting close to a rough playable version basically unbalanced with all the models in. Hard to give dates, but as soon as they are playable without things like strikecraft appearing millions of light years away I'll release what I have. 

Personally I'd like to get something out for you all before the holidays here.

 

Reply #415 Top

No problem, i wait some much time i can wait some more, i made another model for cylon culture beacon, will post image once i will make texture, about non combat facility i need really think... 

The bad news i barely cure one flu and i already catch another one  >:(

edit:

 to tired to do anything so i will post the image

 

Reply #416 Top

Quoting SpardaSon21, reply 411
One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada.  The ability could cost credits to fire and have a hefty cooldown, preventing spamming.  Could be called "Deploy Ambush" or something similar.
End of SpardaSon21's quote

Hmm... yeah I'm thinking it should be like Returning Armada. Planets under Cylon control will spawn ships i.e. "resurrected" cylons...

Reply #417 Top

Quoting Cylon_Luvr, reply 416



Quoting SpardaSon21,
reply 411
One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada.  The ability could cost credits to fire and have a hefty cooldown, preventing spamming.  Could be called "Deploy Ambush" or something similar.



Hmm... yeah I'm thinking it should be like Returning Armada. Planets under Cylon control will spawn ships i.e. "resurrected" cylons...
End of Cylon_Luvr's quote

Yeah, but it needs to be true to "resurrection" - when a ship is brought back it should have the same experience. The resurrection hub could have the "Returning Armada" ability, but also an additional ability where the last destroyed Capital Ship can be returned at the same experience level it had when it was destroyed. The cooldown for this ability would have to be huge though, because this is a powerful ability!

Reply #419 Top

Quoting Mord_Sith84, reply 417



Quoting Cylon_Luvr,
reply 416



Quoting SpardaSon21,
reply 411
One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada.  The ability could cost credits to fire and have a hefty cooldown, preventing spamming.  Could be called "Deploy Ambush" or something similar.



Hmm... yeah I'm thinking it should be like Returning Armada. Planets under Cylon control will spawn ships i.e. "resurrected" cylons...



Yeah, but it needs to be true to "resurrection" - when a ship is brought back it should have the same experience. The resurrection hub could have the "Returning Armada" ability, but also an additional ability where the last destroyed Capital Ship can be returned at the same experience level it had when it was destroyed. The cooldown for this ability would have to be huge though, because this is a powerful ability!
End of Mord_Sith84's quote

Sounds good!

I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect...

I'm still thinking about sounds for Cylon and Colonial... Not sure how we can get these without infringing copyright, or drawing attention to our mod (if we asked for permission). Any ideas ZombieRus?

Reply #420 Top

Actually if we manage to get some audio software editor, we can record our voices and redone it to be mechanical sounding. 

Reply #421 Top

Quoting koobalt, reply 420
Actually if we manage to get some audio software editor, we can record our voices and redone it to be mechanical sounding. 
End of koobalt's quote

 

Audacity can do that (well I have seen it done)

Reply #422 Top

Quoting koobalt, reply 418
here is my com station for cylon with texture:
End of koobalt's quote

Hopefully I'll get a chance to check it out this week. My weekend was a bust as usual. As it is I typically only make progress during the week and never much on the weekend.

Quoting Cylon_Luvr, reply 419
I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect...
End of Cylon_Luvr's quote

There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the ability to resurrect after the hub is lost though.

Quoting Cylon_Luvr, reply 419
I'm still thinking about sounds for Cylon and Colonial... Not sure how we can get these without infringing copyright, or drawing attention to our mod (if we asked for permission). Any ideas ZombieRus?
End of Cylon_Luvr's quote

I don't know what the proper response is for this really. The current sounds for the Colonials are from Sot13t and are from TRS. Creating custom dialogue for Sins would be ideal as it would fit the game much better. I'm not really sure where to go if no one wants to step up to create the necessary dialogue. It can be done but would require a bit of work to make a script and get the voices recorded.

Reply #423 Top

Quoting ZombiesRus5, reply 422


I don't know what the proper response is for this really. The current sounds for the Colonials are from Sot13t and are from TRS. Creating custom dialogue for Sins would be ideal as it would fit the game much better. I'm not really sure where to go if no one wants to step up to create the necessary dialogue. I can be done but would require a bit of work to make a script and get the voices recorded.
End of ZombiesRus5's quote

 

Well On Hardlightforums (freespace open(mainly))

We Compile a script for every action / message ( I am unsure how many we would need (I Assume a lot))

Then post the script and let people submit unedited recording versions, as we fill the list we strike them from the list.

Ideally the same person should try to do the full script for a ship. (editing and Cylonization can happen afterwards)

you must have a good stereo mic with no background noise. Has the PRO of getting different accents adding to the feel. The Con is the list as we need to define what each ship/class/race has to have said and after that type it out..... not impossible though.

You would have to ok/define the list before work started (and I know time is money!)

Reply #424 Top

Quoting ZombiesRus5, reply 422
Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect...
There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the ability to resurrect after the hub is lost though.

End of ZombiesRus5's quote

Well as far as i understand the hub will be a super weapon, so i agree that spawning in is a bad idea, but i don't quit know how this resurrection will work?? The super weapons mostly shoot something into another planet!

Quoting ZombiesRus5, reply 422
Quoting Cylon_Luvr, reply 419I'm still thinking about sounds for Cylon and Colonial... Not sure how we can get these without infringing copyright, or drawing attention to our mod (if we asked for permission). Any ideas ZombieRus?

I don't know what the proper response is for this really. The current sounds for the Colonials are from Sot13t and are from TRS. Creating custom dialogue for Sins would be ideal as it would fit the game much better. I'm not really sure where to go if no one wants to step up to create the necessary dialogue. It can be done but would require a bit of work to make a script and get the voices recorded.
End of ZombiesRus5's quote

 

Well i like the sounds from Sot13t, and i'm terrible with the sound so for me it can stay... 

Reply #425 Top

Quoting koobalt, reply 424



Quoting ZombiesRus5,
reply 422
Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect...
There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the ability to resurrect after the hub is lost though.






Well as far as i understand the hub will be a super weapon, so i agree that spawning in is a bad idea, but i don't quit know how this resurrection will work?? The super weapons mostly shoot something into another planet!
End of koobalt's quote

Hmmm... I disagree. I dont see any issue with the resurrection hub spawning from the start. There shouldn't be muliple resurrection hubs. You're thinking along the lines of what has been done before with superweapons - why can't we break the mold on this? I'm also not sure what you mean by "don't quite know how resurrection will work" - the ability already exists in Kyogre12's mod, and also as "returning armada".

Other option is that the resurrection hub isn't a superweapon at all... just a structure that is there from the beginning of the game that has a resurrection ability and once destroyed, cannot be rebuilt.