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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 #551 Top

Quoting ZombiesRus5, reply 549



Quoting Mord_Sith84,
reply 548
Question.... I want to make a really simple change to an "asteroid" planet type (mesh?). I'm creating a custom map/scenario in GalaxyForge and I want to make it appear as though a Cylon Basestar has landed (or crashed in to) the asteroid...  Any ideas?



Hmm... If you want the Asteroid to have a crashed Basestar actually on the mesh you'll need to do some modding in addition to custom map.

Making a new Asteroid mesh with the crashed basestar would be one option. Another option might be to use Particle Effects which wouldn't require any XSI knowledge. Create a new flair with the basestar as the mesh and then position the flair on the asteroid mesh as a new mesh point.
End of ZombiesRus5's quote

Thanks Z.... I'll give this a go!

Reply #552 Top

Quoting ZombiesRus5, reply 546
Back tracking through some previous comments...


Quoting Cylon_Luvr,
reply 541
Regarding the Cylon Colony.... Would it not be better if it was a second Starbase? (in addition to the WarStar). Obviously the function of the Colony in the series is the Cylon "homeworld"... rather than a large scale capital ship. Would it not make sense if it had starbase-like abilities and defensive, rather than offensive, capability?

Although... The Colony is FTL capable... which would probably fit better as a Titan...


Hence my dilemma... I want the Colony to be FTL capable as well as limited to only one. For now this will mean the Colony is a capital class in Diplomacy. 

Depending on Rebellion this may change a lot. We just don't know yet what will be available to modders with new research modifiers and Titans. I won't be scared to change it's class even to a star base if the right modifiers come into play. The semi-obvious choices are Flagship, Titan or a Star base you start with but can't build new. The Star base would start as a star base constructor that you can deploy as a star base (i.e. same mesh for each entity) allowing a pseudo phase jumping capability.

 
End of ZombiesRus5's quote

Yeah... if starbases are able to jump.... hehe.. but yeah, should definitely only be able to build one Colony only for the game and must be FTL capable. Definitely fits with Titan for now

Reply #553 Top

Quoting Cylon_Luvr, reply 552
but yeah, should definitely only be able to build one Colony only for the game and must be FTL capable. Definitely fits with Titan for now
End of Cylon_Luvr's quote

Yep... I'm probably going to start releasing stuff for R6 on a semi-regular basis (which is by no means complete). I don't see any value in me sitting on changes that are fairly minor while I work on "new" stuff too.

With my current version you need to enable flagships to get either the Colony or Boomer right now as a easily workable compromise.

 

Reply #554 Top

Cool... how do you enable flagships?

I've pulled together some Cylon sounds that I can send through to you soon. How would you like me to get them to you?

I've also messaged Koobalt to see what he is up to (and if he will continue to help out with the mod), but he seems to have fallen off the face of the earth!

Reply #555 Top

Quoting koobalt, reply 452



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?


 

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.

 
End of koobalt's quote

Hey Z, regarding Koobalt's post above, is this all good? Do we have an updated list of what ships and planetary modules are still needed for the Cylons?

Reply #556 Top

[edit]

Just wanted to say I've enjoyed playing against (and as) the cylons and trying each of the SotF races and I'm impressed all around at the quality and attention to detail.

That said... I think it would be an interesting idea for a scenario with more civilians. 

It looks like there'd be potential for using the SotF framework using a neutral militia mod, a race with a series of capturable civilian support ships from BSG... just one way of allowing the creation and gathering of a big civilian fleet (perhaps one that gave a reward on destruction to encourage cylon attack). If they gave large bonuses or small but stackable bonuses it would encourage grouping them with the combat fleet. (e.g. +0.1 antimatter/s, repair abilities, +2 armour) I doubt it'd work as intended in the game unless the neutrals had a ship selection that was a mix of active defenders and those (perhaps inactive?) civilian vessels. Either way, goodluck with the mod and any plans that go with it

(also Zomb, I can't wait to play as the Archilect race and any other interesting creations in future)

Reply #557 Top

Quoting Mord_Sith84, reply 555
Hey Z, regarding Koobalt's post above, is this all good? Do we have an updated list of what ships and planetary modules are still needed for the Cylons?
End of Mord_Sith84's quote

I do have the culture model from him as well as the alternate warstar model I'm thinking about using for a hangar.

I'll probably retexture the existing models to finish out the remaining stuff so I don't think any new models are needed right now for the Cylons.

Quoting Dr, reply 556
Just wanted to say I've enjoyed playing against (and as) the cylons and trying each of the SotF races and I'm impressed all around at the quality and attention to detail.
End of Dr's quote

Thanks, I think the cylons are going to turn out pretty well and already have a nice look to them.

Quoting Dr, reply 556
It looks like there'd be potential for using the SotF framework using a neutral militia mod, a race with a series of capturable civilian support ships from BSG... just one way of allowing the creation and gathering of a big civilian fleet (perhaps one that gave a reward on destruction to encourage cylon attack). If they gave large bonuses or small but stackable bonuses it would encourage grouping them with the combat fleet. (e.g. +0.1 antimatter/s, repair abilities, +2 armour) I doubt it'd work as intended in the game unless the neutrals had a ship selection that was a mix of active defenders and those (perhaps inactive?) civilian vessels. Either way, goodluck with the mod and any plans that go with it
End of Dr's quote

This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me. 

Reply #558 Top

Quoting ZombiesRus5, reply 557



Quoting Mord_Sith84,
reply 555
Hey Z, regarding Koobalt's post above, is this all good? Do we have an updated list of what ships and planetary modules are still needed for the Cylons?


I do have the culture model from him as well as the alternate warstar model I'm thinking about using for a hangar.

I'll probably retexture the existing models to finish out the remaining stuff so I don't think any new models are needed right now for the Cylons.


End of ZombiesRus5's quote

Cool. I know that I've said this before.... but I'm a really big fan of allowing players to build the old school basestars, just for fun. A pretty good model of it already exists in Larkis' mod I think.

Reply #559 Top

Yeah, this would be pretty interesting. Would link in well with the Blood and Chrome series which should be out soon. Would allow us to also build scenarios/maps for Galactica/Columbia vs. old school basestars from the first Cylon war. And this mod is called Blood and chrome after all!

Reply #560 Top

I've recorded heaps of Cylon hybrid sounds for you Z... how should I send them to you?

Reply #561 Top

Quoting Mord_Sith84, reply 560
I've recorded heaps of Cylon hybrid sounds for you Z... how should I send them to you?
End of Mord_Sith84's quote

I PM'd you an email address. Just zip them up and send them my way.

Reply #562 Top

Quoting ZombiesRus5, reply 561



Quoting Mord_Sith84,
reply 560
I've recorded heaps of Cylon hybrid sounds for you Z... how should I send them to you?


I PM'd you an email address. Just zip them up and send them my way.
End of ZombiesRus5's quote

Hey Z, sent them.

There are recordings from both types of Cylon hybrids - the stock standard hybrids and the one from "Razor" aboard the Guardian basestar. Also a few old school cylon voices in there too.

The hybrid sounds could be used for the capital ships, and the old school centurion voices for the smaller frigates. Up to you though obviously!

Reply #563 Top

Quoting Mord_Sith84, reply 562
Hey Z, sent them.

There are recordings from both types of Cylon hybrids - the stock standard hybrids and the one from "Razor" aboard the Guardian basestar. Also a few old school cylon voices in there too.

The hybrid sounds could be used for the capital ships, and the old school centurion voices for the smaller frigates. Up to you though obviously!
End of Mord_Sith84's quote

Good stuff. I'll work on getting those integrated :P

Reply #564 Top

Let me know if you need other sounds, and i'll get them for you... i.e Raider engine sound, old school sounds etc

Reply #565 Top

This forum has gone really quiet! 

Reply #566 Top

Quoting Cylon_Luvr, reply 565
This forum has gone really quiet! 
End of Cylon_Luvr's quote

Indeed... seems only about a couple dozen people are posting on this site right now. Might just be everyone's checked out to do other things until rebellion hits beta.

Reply #567 Top

I agree... wonder when that will happen. 

Also assuming that for your Blood & Chrome forum, you have advised that you have everything you need now? i.e. models, ability ideas, Cylon sounds etc. 

Reply #568 Top

Do you need more sounds? do you have the raider sound, stuff like that? 

Or do you have enough sounds? 

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Reply #569 Top

So... for rebellion... the 2,6 and 8's will be the splinter faction and the 1, 4 and 5 models the "main" Cylon faction?

or could the rebel faction be the old school cylons vs. the new models?  

+1 Loading…
Reply #570 Top

Quoting Mord_Sith84, reply 567
Also assuming that for your Blood & Chrome forum, you have advised that you have everything you need now? i.e. models, ability ideas, Cylon sounds etc.
End of Mord_Sith84's quote

Hmm... not quite what I stated (see original post). But let me state it a bit differently. I don't want any more ideas for ships or modules as I have enought to complete the factions. Additionally modeling and texturing new ships is extremely time consuming and as you can see the amount of available modellers is extremely thin. I'll likely re-texture any remainging cylon models that were never completed in Sot13t. My primary goal for R6.1 is to have all the cylon models in game with a decent texture including main view, info card, and hud icons.

I won't be doing any abilities or research with R6.1 but ideas are still welcome. Though as you can see most people like to only play and not help out much so the few that have contributed are greatly appreciated.. I suspect it will take much of this year to replace out all the abilities and research trees even with help.

Quoting Mord_Sith84, reply 568
Do you need more sounds? do you have the raider sound, stuff like that?

Or do you have enough sounds?
End of Mord_Sith84's quote

I've hit the barrier on what I can add sound wise (game limitation). I'm hoping rebellion will increase the max from 2000 sounds up quite a bit (already requested this change). Do you have a utility that plays ogg? You can see what sounds I have (minus the ones you've done). I've also collected a few more sounds too, but we might as well hold off adding more until Rebellion comes out to see if they soften up the max sound files.

Quoting Cylon_Luvr, reply 569
So... for rebellion... the 2,6 and 8's will be the splinter faction and the 1, 4 and 5 models the "main" Cylon faction?

or could the rebel faction be the old school cylons vs. the new models?
End of Cylon_Luvr's quote

There are not enough old school cylon models available to make an entire faction. We might be able to string together enough to make a old school militia with some of the old Sot13t models.

In regards to rebellion I'm in a wait and see mode on how they actually setup rebellion. Do you declare a faction in game? Do you declare your faction at game start? Do mods have to make use of rebel/loyalists? The features have been re-written some since the initial statement so it's not real clear what will be the end product.

What we know for sure is we will have Titans. Depending on the answers to the previous questions will decide what is possible or forced on mods. I won't be afraid to change up or keep simple my modding approach for Rebellion so the project remains feasible.

Reply #571 Top

A question about Colonials. Are you done working on them or do you still need Ideas as far as research and abilities?

You have made one of the best mods for Sin's in my opinion. :grin:

Reply #572 Top

Quoting Stalcore, reply 571
A question about Colonials. Are you done working on them or do you still need Ideas as far as research and abilities?

You have made one of the best mods for Sin's in my opinion.
End of Stalcore's quote

Nope, colonials aren't even close to finished. They still need their stand in research tree and abilities redesigned.

And thanks  :beer:

Reply #573 Top

There is a guy called Aramil75 who was helping me out with a model... he may have some free time to help? I could ask him for you... 

Reply #574 Top

What is the Cylon diplomatic ship?

Reply #575 Top

Quoting Cylon_Luvr, reply 574
What is the Cylon diplomatic ship?
End of Cylon_Luvr's quote

would the cylon's even have a diplomatic ship? it would have to be a captured ship design. if it was a regular cylon design the colonials would probably blow it out of the sky before asking questions.