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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 #626 Top

ZombiesRus5 look on this, perhaps you will like it  }:)

 

http://www.mediafire.com/?lbz7hdf5qevswu5

 

and how i need to compose this file to actually have it in game and no a big black nothing...

 

edit:

if you like it, i can make better, i have allready some ideas.

and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??

 

TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Planets SinsPlus R6"
enabledModName "SotF Addon Artifacts R6"
enabledModName "SotF Addon Bonus Density R6"
enabledModName "SotF Addon Effects R6"
enabledModName "SotF Addon Homeplanet R6"
enabledModName "SotF Addon Moons R6"
enabledModName "SotF Race Cylon R6"
enabledModName "SotF Race Colonial R6"
enabledModName "SotF Core Flagship R6"
enabledModName "SotF Core R6"
End of quote
 

+1 Loading…
Reply #627 Top

Quoting koobalt, reply 626
ZombiesRus5 look on this, perhaps you will like it 
End of koobalt's quote

I like it... It gets the hybrid in  :cylon:

Quoting koobalt, reply 626
and how i need to compose this file to actually have it in game and no a big black nothing...
End of koobalt's quote

I use gimp so don't know how to do that in photoshop if that's what you're using. I can deselect the alpha layer and ensuring I keep the current invisibile pieces in place.

 

Quoting koobalt, reply 626
edit:

if you like it, i can make better, i have allready some ideas.
End of koobalt's quote

Sure! you always surprise me :P

Quoting koobalt, reply 626
and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??
End of koobalt's quote

Are you using the latest R.2 and did you fully delete the previous versions before unzipping the newest?

Reply #628 Top

Quoting ZombiesRus5, reply 627

Quoting koobalt, reply 626ZombiesRus5 look on this, perhaps you will like it

I like it... It gets the hybrid in
End of ZombiesRus5's quote


glad you like it, well i compose your HUD with an image of rain, some red dots and hybrid (the last one is hard to find ;/)

Quoting ZombiesRus5, reply 627

Quoting koobalt, reply 626and how i need to compose this file to actually have it in game and no a big black nothing...

I use gimp so don't know how to do that in photoshop if that's what you're using. I can deselect the alpha layer and ensuring I keep the current invisibile pieces in place.
End of ZombiesRus5's quote

I use gimp to, just i don't know what layers need to be, ok so how you deselect the alpha layer??


Quoting ZombiesRus5, reply 627

Quoting koobalt, reply 626edit:

if you like it, i can make better, i have allready some ideas.

Sure! you always surprise me
End of ZombiesRus5's quote

Well i thinking about making the red dots moving in to rain, hope i will manage to achive what i want.
Quoting ZombiesRus5, reply 627


Quoting koobalt, reply 626and about the flagship -> I add colonial under the cylon in my mods list (i set it like you write), and still when playing cylon i do not receive capital ship, but when i try colonial i get it, can anyone else tell me if they get cap ship while playing cylon ??

Are you using the latest R.2 and did you fully delete the previous versions before unzipping the newest?
End of ZombiesRus5's quote

Well i just reinstall sins so the mod folder was empty, i past there only the folders that are listed, i thought that R6 is the current up to date?

 

edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi 

Reply #630 Top

Wow.... ok I really like your version Koobalt.... really cool

 

Reply #631 Top

 

 Just working on those sounds....  

Reply #632 Top

Quoting ZombiesRus5, reply 594
R6.2 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 
End of ZombiesRus5's quote

Z... The link for Blood and Chrome R6.2 doesn't seem to be working anymore... 

Reply #633 Top

Quoting Mord_Sith84, reply 630
Wow.... ok I really like your version Koobalt.... really cool
End of Mord_Sith84's quote

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others  :cylon:  

Quoting koobalt, reply 628
edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi 
End of koobalt's quote

Something happened with this version. The image is flipped and doesn't look quite as sharp, but the hybrid is more clear. I'll try flipping the image back and see how it looks.

Quoting Mord_Sith84, reply 632
Z... The link for Blood and Chrome R6.2 doesn't seem to be working anymore... 
End of Mord_Sith84's quote

Apparently some overnight maintenance. All should be good now.

Reply #634 Top

Quoting ZombiesRus5, reply 633

Quoting Mord_Sith84, reply 630Wow.... ok I really like your version Koobalt.... really cool

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others
End of ZombiesRus5's quote

... that's offense or sarcasm intended to me or others ?


Quoting ZombiesRus5, reply 633
Quoting koobalt, reply 628edit: i manage, check this and tell me what you like more, i will complete the rest of the HUD with that theme if you want.

http://www.mediafire.com/?k50938ig8ot5xbi

Something happened with this version. The image is flipped and doesn't look quite as sharp, but the hybrid is more clear. I'll try flipping the image back and see how it looks.
End of ZombiesRus5's quote

well i actually flipping the mask on rain layer and dodts layer to give them nice floe one in to another, and accidentally flip hybrid layer, but in the newest HUD i correct this, i still try to get it more clear, will post once i think is enough.

Reply #635 Top

Quoting koobalt, reply 634
Quoting ZombiesRus5, reply 633

Quoting Mord_Sith84, reply 630Wow.... ok I really like your version Koobalt.... really cool

It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others

... that's offense or sarcasm intended to me or others ?
End of koobalt's quote

Neither actually. Just pointing out to those that said just use the Tech hud that things happen when you try new stuff out. And to point out that you built off my original version making it even cooler. But things have to have a starting point which is sorta the point of modding.

It's hard sometimes to express feelings when writing sometimes...

Quoting koobalt, reply 634
well i actually flipping the mask on rain layer and dodts layer to give them nice floe one in to another, and accidentally flip hybrid layer, but in the newest HUD i correct this, i still try to get it more clear, will post once i think is enough.
End of koobalt's quote

Cool.

Reply #636 Top

so if you would like to take my HUD blind here the link just paste it in your mod folder and say yes to overwrite the folders/files. And a correction of speed buttons no longer on white background, now transparent.

(edit: it will work only if you have cylon and colonial R6.2 folders ) 

here the link: http://www.mediafire.com/?wp9brpiri4mzy2n

and here the .xls file of my HUD if you like to tweak it Zombies 

here the link: http://www.mediafire.com/?2ap7aer8kmh9582

 

one problem i get is that on image in red circle no idea how to correct this, perhaps it's me playing in to high resolution 1280x800

 

 

edit2: and still playing cylon i don't get the CAP ship    :'( .

 

Reply #637 Top

Hmm.... I do think that the Hybrid you can see in the background when you display a planet, ship etc does look a bit odd though! i.e. seeing a head pop up on a planet! In my opinion, this area should be black or with a streaming code pattern so that you can view ships and planets properly in this window. 

Reply #638 Top

I agree with Mord_Sith, the hybrid is rather distracting, but the streaming code just looks too cool.

Reply #639 Top

I agree too. The hybrid looks out of place. The purpose of that box is to view your planets and other assets and the hybrid takes away from that. Obviously Zombies decision though! 

Reply #640 Top

since i keep every part of this hud in separated layer, moving the hybrid will be no problem, it's just Zombies5Rus decision.

Reply #641 Top

So is there a full blown release for this yet thats playable or no?

Reply #642 Top

Quoting jason8648776, reply 641
So is there a full blown release for this yet thats playable or no?
End of jason8648776's quote

 

There is a playable relesea, i think 2 page ago where links to it, this mod is a part of Sins of the fallen and still WIP 

edit:the last version is R6.2 

Reply #643 Top

Quoting Mord_Sith84, reply 631
 

 Just working on those sounds....  
End of Mord_Sith84's quote

Cool. Have a few two I'll match up with what you find. Maybe fill in some more gaps  :cylon:

Reply #644 Top

Quoting koobalt, reply 642

Quoting jason8648776, reply 641So is there a full blown release for this yet thats playable or no?

 

There is a playable relesea, i think 2 page ago where links to it, this mod is a part of Sins of the fallen and still WIP 

edit:the last version is R6.2 
End of koobalt's quote

Here's what was a couple pages back... Up to you to decide if it's playable or not.


 

R6.2 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  :cylon:

Reply #645 Top

Thanks big help! not being sarcastic i swear

Reply #646 Top

I find the only ship i use is the pegasus

in sins of the 13th tribe each ships role is clear this one its really hard to tell

 

also the abilities mix for each ship with the exception of the planet bomber and pegasus is really bad it needs to be tweaked

 

the flack burst what in this does it do exactly? it dosnt seem to do anything

Reply #647 Top

Quoting jason8648776, reply 646

 

the flack burst what in this does it do exactly? it dosnt seem to do anything
End of jason8648776's quote

 

Are you talking about the active ability or the passive?

The Flak burst mitigates damage taken from other ships in fights.  Since in the BSG universe, there aren't any shields, this was put in place to make it more realistic, and it plays a large difference in how long ships survive,  try tweaking the files and set that to zero.  You die a lot faster.

The active flak ability on some of the ships that you can activate just causes damage to the fighters around your ship.

 

Reply #648 Top

Quoting jason8648776, reply 646
I find the only ship i use is the pegasus

in sins of the 13th tribe each ships role is clear this one its really hard to tell

 

also the abilities mix for each ship with the exception of the planet bomber and pegasus is really bad it needs to be tweaked

 

the flack burst what in this does it do exactly? it dosnt seem to do anything
End of jason8648776's quote

 

Thanks for the feedback. Would you be able to help ZombiesRus5 with these? i.e. can you help with the abilities mix? Your ideas are ambiguous - could you please provide some detailed suggestions? 

Please read through the requirements that ZombiesRus5 has listed at the start of the forum - "It would be ideal if you give an ability or research idea that you provide a name and description in addition to the effect you think it should do." 

Your suggestions need to be detailed to be useful for this forum/mod. 

Reply #649 Top

@jason8648776 - I think you may be suffering from a bit of Sot13t nostalgia. I'm just not sure how you rate the ship classifications as bad even in the current form. Bear in mind this mod is NOT a total conversion like Sot13t and in fact at this point is a complete reboot of BSG in sins and meant to balance with the stock races ultimately. 

Also note: I'm releasing this mod in various stages so people can give constructive feedback and help. Mord_Sith84 is correct in that simply posting it's bad without suggestions for specifically how to improve doesn't help and ends up just being ignored. 

Please do participate in the discussion, just follow some of the guidelines re-iterated by Mord_Sith84 which basically boils down to make specific suggestions in terms of how to improve the mod. It helps a lot when I document peoples ideas and look to integrate them down the road. 

The slate is clean so to speak with mostly filler abilities, rough balance and stock research trees between the two BSG factions. My primary goal with the previous release for Colonial and the next release for Cylon is to have the art assets in place. Lots of technical stuff being done right now before we can start on the feel of the races that ultimately present themselves in their balance, abilities and research.

@Mord_Sith84 and Daeican - Thanks for the responses. I really am relying on you guys that help here to get this mod completed. Don't get offended if I push back on some things I either feel are or aren't important. I'm like everyone else here with my own ideas on this but am easily influenced when specific mod suggestions are made. 

 

I'm ok if you want to complain about something too, just don't be offended if I respond back in my own way. :cylon:  I actually do like the banter if your willing to play along.

Reply #650 Top

Quoting ZombiesRus5, reply 649
I'm ok if you want to complain about something too, just don't be offended if I respond back in my own way.   I actually do like the banter if your willing to play along.
End of ZombiesRus5's quote

 

Great. Then all I have to say is your a jerk.  ;P

 

Your turn.