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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 #476 Top

Quoting ZombiesRus5, reply 475



Quoting Mord_Sith84,
reply 474
Any new developments for the mod?


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.
End of ZombiesRus5's quote

Just so I'm clear... when you say sometime next year, you don't mean like 6 months down the track?

Reply #477 Top

Quoting Mord_Sith84, reply 476
Just so I'm clear... when you say sometime next year, you don't mean like 6 months down the track?
End of Mord_Sith84's quote

I'm not sure what you expect to accomplish with a question like this. All that you need be concerned with is I plan to continue this mod and ultimately port it into Rebellion. 

Reply #478 Top

Awesome work Z. One Idea for both the colonial's and the cylon's, Increasing the number of strike craft on the capital ships. Still great work. Hope you have a great holiday.

 

Reply #479 Top

Quoting Stalcore, reply 478
Awesome work Z. One Idea for both the colonial's and the cylon's, Increasing the number of strike craft on the capital ships. Still great work. Hope you have a great holiday.

 
End of Stalcore's quote

You can do that by editing the entity files. 

Reply #480 Top

Quoting ZombiesRus5, reply 477



Quoting Mord_Sith84,
reply 476
Just so I'm clear... when you say sometime next year, you don't mean like 6 months down the track?


I'm not sure what you expect to accomplish with a question like this. All that you need be concerned with is I plan to continue this mod and ultimately port it into Rebellion. 
End of ZombiesRus5's quote

Ok that's great. I'm just really excited about one day playing as a polished Cylon race. Question was a force of habit I guess.... Kyogre12 started off as really enthusiastic, released a good mod (but not polished) then his motivation dropped off... and he left the project where it was.

Reply #481 Top

I cant seem to get this to play, i unpack it to my diplomacy 1.34 mod file, and when i apply changes once i enable sotf R5.4 and sotf blood and chrome R5.4, my game freezes for a while and when it comes back arround my mod checksum is zero, any advice on how to get this running?

Thankyou in advance :)

  • As for the resurrection ship, its ability could be that a small amount of ships are stored in/around it, for when manned ships are destroyed and when they resurrect, they instantly board a new ship, with full xp ready to fight

Reply #482 Top

Cylon ability:

Human farms:

Research facilities are established on the planets surface to explore human-cylon reproductive capability. This results in a small population cap on each of your planets.

Population could be 10 on each planet? This would allow for a small planet income...

I'm thinking that this could be under "develop planet", and replace "Civilian infrastructure", or, could be in one of the research trees....

Also, i'm thinking that Tylium asteroids need to feature somewhere. Could Tylium replace Crystal?

Reply #483 Top

how do i use the modding? im kinda new with the modding thing and would like some with how to use it.ive installed mods but how do they work?

 

Reply #484 Top

can any tell me how to use mods? i installed the sins of the 13th tride but it dosent work any reasons why? and how dose partical forge work?

 

Reply #485 Top

download it, and unzip it to Appdata, Local, IronClad Games, Sins of a Solar Empire, Mods-Entrenchment (for So13T for Windows Vista). When you open the game, go to Options (in the main menu), then Mods. The Mod will be listed in the available mods menu for activation.

Reply #486 Top

Zombie - was thinking, for the sounds, we could repurpose a number of the Unity clips... i.e. the woman sounds like the Cylon Hybrid i.e. the ones that do not quote "Unity" or any other overly unity-like words.

The "Event" sounds are mostly fine, except for one that quotes "Scryers". I could have a look through and pull out the ones that would be suitable for us to use?

What do you think?

 

Reply #487 Top

test

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test

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if you're trying to post from page 20 it appears to be hanging...

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how many posts per page.

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testing again

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