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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 #601 Top

Quoting koobalt, reply 600
1. you switch the icon for Guardian Mk1 and Mk2 or models (depend what you want to have as mk1/mk2) 
End of koobalt's quote

I'll look. I thought I had them setup right.

Quoting koobalt, reply 600
2. how can i build Boomer class or Colony i didn't find any ship to do that??
End of koobalt's quote

Load the SotF Core Flagship above SotF Core. You can't build them cuz their to strong but you can get one for free this way.

Quoting koobalt, reply 600
3 The Cylon starbase WOW it looks better than i remember 
End of koobalt's quote

:cylon:

Quoting koobalt, reply 600
4. yes the sound of hybrid... especially the "jump"... well i don't know what to say 
End of koobalt's quote

Ya, the jump sounds are pretty sick.

Quoting koobalt, reply 600
5. Is there a chance, or some tutorial how to do the race icon (you now the icon that float above your ship and planet) i wonder  can i make or you make   icons as number: 1, 2, 3, 4, 5, 6, 8 ??
End of koobalt's quote

You could. Open the main view texture sheet and look where the cylon ships are. They are 28x28 and can be anything you want. 

Quoting koobalt, reply 600
If any of this question was reply sorry but i'm to lazy to read all post since i was last here    
End of koobalt's quote

No worries, glad you decided to poke back in.

Reply #602 Top

Quoting Mord_Sith84, reply 597

Quoting ZombiesRus5, reply 594R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
 
SotF R6.2


Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded. 
DefaultHomePlanetSetup groups for ALL races standardized in build scripts
Cylon hybrid sounds added (courtesy of Mord_Sith84)
Cylon eye sounds added for strikecraft
Cylon exhaust sounds added for frigates/strikecraft
Cylon icons, main view, infocard and buttons added for most ships and modules
Cylon Resurrection ship orientation fixed for some weapon hard points
Cylon envoy ship added
Cylon utility frigates switched meshes to match properly
Cylon resurrection hub mesh moved to superweapon (needs retextured)
Cylon non combat lab texture changed to resurrection ship style
Cylon refinery added
Cylon repair platform using old culture center broadcast mesh (needs retextured)
Cylon bounding radius fixed on boomer
Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
Cylon string names changed
Cylon constructor texture fixed to not be missing parts


 
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
 
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).
When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these 

 

Wow! So what is left now? The research trees? and the sounds that you need from me? (and the retexturing that is needed) 
End of Mord_Sith84's quote

Seems simple, huh ;) Actually, need to add abilities, research button images, research tree design. I still need to decide what I'm going to do about cylon economy. Unfortunately what is left is still a shit ton of work to do. I find their's more motivation though to complete if the model and texture work is in place.

Quoting Mord_Sith84, reply 598

Quoting ZombiesRus5, reply 590
Quoting Mord_Sith84, reply 586Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it? 

Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working? 

Sure. load it up to a file sharing service and PM the link or post it here.



Thanks so much Z, much appreciated. 

I know that the .bmp needs to be converted to .dds, but I tried to convert it and it still didn't work, so I thought I'd give you the original files that my mate gave to me. 

Have uploaded it to http://www.gamefront.com/files/21336954/crashedmesh.zip

 
End of Mord_Sith84's quote

Ok, for starters the mesh was really, really small. Asteroids have a radius around 2500 and this model was ~0.1. 

The other thing I see is the basestar isn't uv-mapped right to the texture. There was also some weird ghosting around the middle of the basestar when rotating the mesh in game. Not sure what's up with the ghosting, maybe overlapping polies?

Reply #603 Top

Quoting ZombiesRus5, reply 602

Quoting Mord_Sith84, reply 598
Quoting ZombiesRus5, reply 590
Quoting Mord_Sith84, reply 586Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it? 

Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working? 

Sure. load it up to a file sharing service and PM the link or post it here.



Thanks so much Z, much appreciated. 

I know that the .bmp needs to be converted to .dds, but I tried to convert it and it still didn't work, so I thought I'd give you the original files that my mate gave to me. 

Have uploaded it to http://www.gamefront.com/files/21336954/crashedmesh.zip

 

Ok, for starters the mesh was really, really small. Asteroids have a radius around 2500 and this model was ~0.1. 

The other thing I see is the basestar isn't uv-mapped right to the texture. There was also some weird ghosting around the middle of the basestar when rotating the mesh in game. Not sure what's up with the ghosting, maybe overlapping polies?

Reduced 55%Original 1024 x 768
End of ZombiesRus5's quote

Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? 

Reply #604 Top

Quoting ZombiesRus5, reply 602


Wow! So what is left now? The research trees? and the sounds that you need from me? (and the retexturing that is needed) 

Seems simple, huh Actually, need to add abilities, research button images, research tree design. I still need to decide what I'm going to do about cylon economy. Unfortunately what is left is still a shit ton of work to do. I find their's more motivation though to complete if the model and texture work is in place.
End of ZombiesRus5's quote

I thought that the Cylon economy was going to be based on metal and crystal - with obvious massive income enhancements than other races (and Tylium refineries). Planets would be simply "occupied" with zero population growth/income (or destroyed, as per a new ability that will come out with Rebellion)? 

Quoting ZombiesRus5, reply 601


Quoting koobalt, reply 6002. how can i build Boomer class or Colony i didn't find any ship to do that??

Load the SotF Core Flagship above SotF Core. You can't build them cuz their to strong but you can get one for free this way.
End of ZombiesRus5's quote

So you cant have both the colony and Boomer in-game at the same time? Not even one of each? Shame that you have to choose.... 

Through GalaxyForge, would there be a way to give the player either a boomer or colony at game start, without it impacting on the flagship limitation? i.e. so you could have one of each in game? (a little unfair, but would be cool)

Reply #605 Top

Quoting Mord_Sith84, reply 604
I thought that the Cylon economy was going to be based on metal and crystal - with obvious massive income enhancements than other races (and Tylium refineries). Planets would be simply "occupied" with zero population growth/income (or destroyed, as per a new ability that will come out with Rebellion)? 
End of Mord_Sith84's quote

I need to build it and balance it and then decide if it's fun or not. 

Quoting Mord_Sith84, reply 604
So you cant have both the colony and Boomer in-game at the same time? Not even one of each? Shame that you have to choose.... 

Through GalaxyForge, would there be a way to give the player either a boomer or colony at game start, without it impacting on the flagship limitation? i.e. so you could have one of each in game? (a little unfair, but would be cool)
End of Mord_Sith84's quote

You may mod this however you like. You could modify the flagship mod to spawn both at game start (pretty simple).

 

Reply #606 Top

Quoting Mord_Sith84, reply 603


Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? 
End of Mord_Sith84's quote

 

A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.

+1 Loading…
Reply #607 Top

Quoting koobalt, reply 606

Quoting Mord_Sith84, reply 603

Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? 

 

A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.
End of koobalt's quote

I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merge it with a Sins Asteroid with multiple materials. Get me some more cylon dialogue maybe of the human models and I'll consider doing it  :cylon:

Reply #608 Top

So is this mod playable or just in the beginning stages of development? 

Reply #609 Top

Quoting jartigerx, reply 608
So is this mod playable or just in the beginning stages of development? 
End of jartigerx's quote

I'm managing this mod much like if you were involved with a private beta for a game during it's development stages. 

The mod is playable, but does not contain all of the assets and features and is still a work in progress. It probably won't make your eye's bleed, but don't expect fully fleshed out research trees and abilities.

I figure Colonials and Cylons have another 8-10 months to get everything fleshed out where it doesn't feel like a Tech or Vasari clone.

 

Reply #610 Top

Quoting ZombiesRus5, reply 607

Quoting koobalt, reply 606
Quoting Mord_Sith84, reply 603

Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? 

 

A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.

I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merge it with a Sins Asteroid with multiple materials. Get me some more cylon dialogue maybe of the human models and I'll consider doing it 
End of ZombiesRus5's quote

lol i just think about doing it, but sadly i don't have old basestar model x_x  

Reply #611 Top

Z. I have been looking a various planet texture and have found some too use for the colonial planets. I was wondering if you can change the size of the planets in relation to how they appear in game? Thank you for your hard work. O:)

Reply #612 Top

Quoting koobalt, reply 610

Quoting ZombiesRus5, reply 607
Quoting koobalt, reply 606
Quoting Mord_Sith84, reply 603

Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? 

 

A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.

I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merge it with a Sins Asteroid with multiple materials. Get me some more cylon dialogue maybe of the human models and I'll consider doing it 

lol i just think about doing it, but sadly i don't have old basestar model   
End of koobalt's quote

 

Oh wow, if one of you guys could do it, that would be AWESOME! Trust me, the group of scenario's that I'm doing will be great and it will be worth it! 

Z - will definitely pull together the Cylon sounds for you... some more hybrid and human model sounds. What are you currently using for the "event" trigger sounds i.e. when an artifact is found etc? How many new sound files do you need? 

Koobalt... The old basestar model is here http://www.gamefront.com/files/21340047/CapitalShip_PsiColony.mesh

Reply #613 Top

This model is a .mesh file and i don't have any software to convert this, for me to work on that i need a file in .obj format

Reply #615 Top

Testing part 2:

1. the Core flagship don't work for me (it doesn't spawn any ship):

TXT
Version 0
enabledModNameCount 9
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Bonus Density R6"
enabledModName "SotF Addon Effects R6"
enabledModName "SotF Planets SinsPlus R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Race Cylon R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"
End of quote
 

 

2. the communication array for the cylon it's seams icon is from model i made but model itself is the old one 

So i think it's all about the cylon faction, when i have more time i will make some test cylon vs colonial 

Reply #616 Top

Quoting koobalt, reply 613
This model is a .mesh file and i don't have any software to convert this, for me to work on that i need a file in .obj format
End of koobalt's quote

Sorry  man... this model was created by a guy called Larkis a few years back... and I don't have the .obj file... 

Reply #617 Top

Quoting koobalt, reply 615
1. the Core flagship don't work for me (it doesn't spawn any ship):
End of koobalt's quote

Yep, I still need to drop that in the mod. I did the icon/buttons in one big batch and am trying to get all the new models in game still. 

Quoting koobalt, reply 615
1. the Core flagship don't work for me (it doesn't spawn any ship):
End of koobalt's quote

Works fine on my end with exactly the same enabled mods. Did you delete your previous installation prior to unzipping R6.2? 

Also, while your order of activate worked it may not in the future: Planets->Addons->Militia->Races->Flagship->Core should be the order of activation.

Quoting koobalt, reply 615
So i think it's all about the cylon faction, when i have more time i will make some test cylon vs colonial 
End of koobalt's quote

Cool, need to start thinking about balance too... so much work still.

Here's a spreadsheet on the current balance.

http://dl.dropbox.com/u/5790092/sotf/ship_stats.xlsx

 

Reply #618 Top

Reply #619 Top

Need to setup the culture center now... Had it sitting on the back burner for so long... :cylon:

Reply #620 Top

Reply #621 Top

Really like that new HUD for the Cylons. It's not overpowering to the eyes and fits them rather well.

Reply #622 Top

Quoting NHD-151, reply 621
Really like that new HUD for the Cylons. It's not overpowering to the eyes and fits them rather well.
End of NHD-151's quote

 

I disagree... it looks strange to me. Should be more "chrome-like" or metallic. I don't see how the current HUD fits with Cylons? It just looks chunky, and when I first saw it I thought it was an error. Sorry, just my opinion. Also the white boxes surround "+" and "-" looks out of place. Should look more like: 

 

 

Reply #623 Top

Yeah I kinda agree with the HUD comment. It does look a bit out of place. I'm not sure what the red dot patterns are? Is it the red cylon programming code? 

Reply #624 Top

Actually when i see the new HUD my first thought was The Cylon Basestar corridor, don't know why but for me it fits cylon, but i need to say that the + and - buttons are a little out of place with the white background. 

Reply #625 Top

It is meant to be the cylon datastream. 

If you like the TEC hud by all means mod it back in.

My role as a modder is to experiment by trying new things. I like the simpleness of this hud and the fact that it's obviously different from the other factions. Can it be improved? sure! Is someone else going to improve it? probably not! though it would be awesome if there were more hud makers for this game. 

I'm not picking on you two either here so don't feel like I'm upset or anything. It's just more a discussion on what goes into making a mod and I appreciate the feedback ( most the time ;) ). What I really want you to understand is that while you play this unfinished version I'll may try lots of new shit and then either expand on it down the road or pull it out because it just doesn't gel the way I thought it would.

My ideal hud would be something that encompasses the hybrid tank and water look on the right side with the datastream look incorporated in the middle and/or upper parts of the mod. I have very little graphics experience and no training/experience with graphics design so I'm doing the best I can with what little knowledge I've gleamed over the years. 

Quoting koobalt, reply 624
but i need to say that the + and - buttons are a little out of place with the white background. 
End of koobalt's quote

The white part will be made transparent, it's just low man on the totem pole so it's easily forgotten while I'm working on other cool things like your models.