ZombiesRus5 ZombiesRus5

[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 #451 Top

Wow... so much work has gone in to it.

Thank you so much Zombie, Koobalt and Aramil75. You've done such an amazing job!

Reply #452 Top

Quoting Cylon_Luvr, reply 447
Quoting koobalt, reply 415

Hey Koobalt - are you still working on the culture module for the Cylons? How about the civilian research station?
End of Cylon_Luvr's quote


 

Well my proposition of culture module i already give ZombiesRus5, it's up to Him if he like it or will he stick to the model he have, about the civilian research ZombiesRus5 wrote that he has an idea how to use the existing model.

 

Reply #453 Top

To all I would like to say happy thanksgiving. Hope everyone has a safe and good holiday. To Zombie, Thanks for making an Awesome mod.

 

Stalcore commander

BSG 73 Warchild

+1 Loading…
Reply #454 Top

ZombiesRus5, I've noticed that all the flak batteries on Colonial battlestars use the CAPITALSHIP damage type, which deals 75% damage to LIGHT armor and 25% damage to VERYLIGHT armor.  In addition to that, there's is also an accuracy modifer for CAPITALSHIP weapons against strikecraft so they only hit 10% of the time.  Also, due to how autotargeting works based on damage percents, the flak batteries prefer to target anything but strikecraft since they deal more damage to all other armor types.  The easiest solution to Colonial flak not acting as flak is to change them from CAPITALSHIP damage type to either ANTIVERYLIGHT or ANTILIGHT.  Since changing the damage type to ANTILIGHT might make them too effective against LRM frigates, ANTIVERYLIGHT damage is the best choice as that provides maximum damage against strikecraft and minimal damage to all other targets.

Reply #455 Top

Well,my parents got me a new laptop. I tried to install SoaSE, but it wouldn't work. Each time I tried to load it, it brought up this annoying log in thing. I had to put in the information, from my old stardock account, which I don't remeber it. So I won't be playing this for a long time, mabye sometime into the summer. While I was diggin through my old drawer, I found my old Star Wars Empire At War Gold Pack, so I'm playing that now. I just dropped by here to tell you, that you have made a damn fine mod sir. And to keep on going. The only plus I get with EAW is that, I got my my Starship Troopers mod back. I'll still check in form time to time.

Reply #456 Top

well you can always request to send you the new password to your e-mail account.

Reply #457 Top

I remember the email address, but I don't rember the password for both the email and account. :'(

Reply #459 Top

I tried, that reset the account that was connected to my email. Which is not on the one that I registered the game on.  :'(

Reply #460 Top

Question:

 

Anyone else having an issue with Advent cap ships running a permanent 300% mitigation bonus? Not sure if its mod related or something with one of the recent Sins patches, but it makes them impossible to kill (16 Cap ships, hundreds of squadrons and an assorted number of flak/frigates cant make a dent even with the whole lot firing at one ship).

If its useful at all the addons running are:

 

Artifacts

Bonus Density

Colonial

TEC

Vasari

Advent

Core

 

As I write this Im wondering if it is having the bonus Artifacts and/or Density parts active, but I actually dont know if a mitigation artifact exists or not.

 

Thanks.

Reply #463 Top

Quoting Wolf-186, reply 459
I tried, that reset the account that was connected to my email. Which is not on the one that I registered the game on.  :'(
End of Wolf-186's quote

Open a ticket with Stardock... If you recall the email address but no longer have access to it you may be able to get them to fix that for you. I seem to recall them stating similar situations in other threads that came to a positive resolution.

 

Reply #464 Top

Quoting Wolf-186, reply 455

Well,my parents got me a new laptop. I tried to install SoaSE, but it wouldn't work. Each time I tried to load it, it brought up this annoying log in thing. I had to put in the information, from my old stardock account, which I don't remeber it. So I won't be playing this for a long time, mabye sometime into the summer. While I was diggin through my old drawer, I found my old Star Wars Empire At War Gold Pack, so I'm playing that now. I just dropped by here to tell you, that you have made a damn fine mod sir. And to keep on going. The only plus I get with EAW is that, I got my my Starship Troopers mod back. I'll still check in form time to time.

End of Wolf-186's quote

I might've gotten my problem fixed. Potentially.

Reply #465 Top

Quoting gladiatormaster87, reply 464

Quoting Wolf-186, reply 455
Well,my parents got me a new laptop. I tried to install SoaSE, but it wouldn't work. Each time I tried to load it, it brought up this annoying log in thing. I had to put in the information, from my old stardock account, which I don't remeber it. So I won't be playing this for a long time, mabye sometime into the summer. While I was diggin through my old drawer, I found my old Star Wars Empire At War Gold Pack, so I'm playing that now. I just dropped by here to tell you, that you have made a damn fine mod sir. And to keep on going. The only plus I get with EAW is that, I got my my Starship Troopers mod back. I'll still check in form time to time.



I might've gotten my problem fixed. Potentially.
End of gladiatormaster87's quote

 

I got it to work!  :')

Reply #466 Top

Quoting gladiatormaster87, reply 465
I got it to work!  :')
End of gladiatormaster87's quote

New forum account too?

Reply #468 Top

Also, while its on my mind, is it possible to convert models from a mod for SW: EAW FoC into SoaSE>

Reply #469 Top

Quoting gladiatormaster87, reply 467
This was the first one I made.
End of gladiatormaster87's quote

I see... You quoted Wolf which is why I asked.

 

Reply #470 Top

Quoting gladiatormaster87, reply 468
Also, while its on my mind, is it possible to convert models from a mod for SW: EAW FoC into SoaSE>
End of gladiatormaster87's quote

Do you mean models already in a mod or taking the original Model in obj or 3ds format and converting to Sins mesh?

Reply #471 Top

Taking models that are in a mod and convert them to Sins. TO be more specific, taking the ships from SST 1st Insterstellar War, and putting them in Sins. TO use for my own purposes, unless if I'm told I can release it.

Reply #472 Top

Quoting gladiatormaster87, reply 471
Taking models that are in a mod and convert them to Sins. TO be more specific, taking the ships from SST 1st Insterstellar War, and putting them in Sins. TO use for my own purposes, unless if I'm told I can release it.
End of gladiatormaster87's quote

Well, odd mod to ask this question in... but lucky for you I've already had some experience with this working with Rebelmoon in this very regard.

The short answer is maybe. You'll need a way to convert the ALO files into something you can import into Softimage XSI. 

Once converted you'll have to fix the models as they aren't really compatible with Sins of a Solar Empire. This is one reason I backed off making a starship troopers mod for Soase because more work was involved than I wanted to take on.

So, give it a try if your capable. The results might end up pretty cool.

 

Reply #474 Top

Any new developments for the mod?

Reply #475 Top

Quoting Mord_Sith84, reply 474
Any new developments for the mod?
End of Mord_Sith84's quote

Not really... Besides work and family I'm helping another sins mod past some of their mini-dump issues. With Christmas coming I wouldn't expect a lot of mod improvements until sometime next year. Ideas are still welcome though.