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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!

 

 

8,578,055 views 3,050 replies +1 Loading…
Reply #2926 Top

Quoting ZombiesRus5, reply 2925

I'm packaging up a new build.

In addition to the changes from Mord_Sith,

Colonial Hull decreased by 25% (Capitals and Frigates)

Colonial Separatists CIC Ordinance friendly planet damage reduced from 15% per level to 2.5%.

Colonial Culture Revelations culture weapon damage decreased from 15% per level to 2.5%

Colonial FRAK You! reduced culture weapon damage decreased from 5% to 1.5%

Add FRAK You! to Colonial Loyalists

Cylon Frigate hull increased by 45%, capitals were already done in the previous release.

 
End of ZombiesRus5's quote

Hey Z, I'm just testing a few other things and making a few changes to some files. Could you hold off on this build for a couple of days? 

Reply #2927 Top

Sounds good. I'm looking at some changes to support outlaws better with FoK since player owned militia with strikecraft is BUGGED.

 

Reply #2928 Top

Quoting ZombiesRus5, reply 2927

Sounds good. I'm looking at some changes to support outlaws better with FoK since player owned militia with strikecraft is BUGGED.

 
End of ZombiesRus5's quote

Colonial and Cylon Outlaw's will have command points set to zero (i.e. no strike craft). This will balance out as the player owned outlaws do not know how to launch their own strike craft due to AI limitations in the coding. 

 

Reply #2929 Top

Hey Z - I've emailed you the patch for my fixes, listed below: 

- Fixed an error in BuffLostArtifact where captured artifacts still had all of the numEntityBoolModifier restrictions ie. "CannotBeDamaged", "DisableAngularEngines" etc. 

- Modified "AbilityFallenDeployStarBaseArtifact" so that the AI tries to "activate" them
- Added an effect for the Phase Shift Artifact.
- Description fixed for 2nd level of "Weapons Systems" for the alien starbase in "StarBaseArtifactUpgradeWeapons"
- The Nanofield artifact wasn't attaching to Titans. Fixed.

 

Reply #2930 Top

Just sent you another file as well Z. The particle effect for the Nanostar ability "Enhanced Nanorobots" seems to be  playing up a bit. I'm sending you the original file again to see if it fixed it. Please replace the file that you have with the one that I'm about to email you. 

Reply #2931 Top

Quoting Mord_Sith84, reply 2929

- Fixed an error in BuffLostArtifact where captured artifacts still had all of the numEntityBoolModifier restrictions ie. "CannotBeDamaged", "DisableAngularEngines" etc. 
End of Mord_Sith84's quote

This is intentional. Artifacts can't be destroyed or act as frigates with movement regardless of who owns them.

Quoting Mord_Sith84, reply 2929

- Modified "AbilityFallenDeployStarBaseArtifact" so that the AI tries to "activate" them
End of Mord_Sith84's quote

This isn't required because the artifact starbase has a role of StarBaseConstructor. The engine has hard coded logic to determine when/where the AI will deploy a star base.

Quoting Mord_Sith84, reply 2930

Just sent you another file as well Z. The particle effect for the Nanostar ability "Enhanced Nanorobots" seems to be  playing up a bit. I'm sending you the original file again to see if it fixed it. Please replace the file that you have with the one that I'm about to email you. 
End of Mord_Sith84's quote

The file is exactly the same as the one I had. I'm not seeing anything weird in game.

+1 Loading…
Reply #2932 Top
Quoting ZombiesRus5, reply 2931

This is intentional. Artifacts can't be destroyed or act as frigates with movement regardless of who owns them.

End of ZombiesRus5's quote

Ok. I'll have my own version that allows movement etc.

 

About an hour in, the effect starts to look like this. I have no idea why. The effect seems to extend out beyond the arms of the nanostar: 

Reply #2933 Top

That is likely a bug in the particle effect system? Does it happen on a newly created ship or only a long lived ship?

Reply #2934 Top

Quoting ZombiesRus5, reply 2933

That is likely a bug in the particle effect system? Does it happen on a newly created ship or only a long lived ship?
End of ZombiesRus5's quote

A long lived ship. 

Also, I think the System Override ability for the Cylon starbase isn't working. 

Reply #2935 Top

How's the new version coming along Z? 

Reply #2936 Top

Nice job on this Zombies.  There are some really nice model assets in this mod.

 

-dolynick

Reply #2937 Top

Quoting Mord_Sith84, reply 2935

How's the new version coming along Z? 
End of Mord_Sith84's quote

uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week.

Reply #2938 Top

Quoting ZombiesRus5, reply 2937


Quoting Mord_Sith84,

How's the new version coming along Z? 



uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week.

End of ZombiesRus5's quote

Awesome, thanks heaps Z

Reply #2939 Top

Quoting ZombiesRus5, reply 2937


Quoting Mord_Sith84,

How's the new version coming along Z? 



uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week.

End of ZombiesRus5's quote

It's so good... love it

Reply #2940 Top

Quoting ZombiesRus5, reply 2937


Quoting Mord_Sith84,

How's the new version coming along Z? 



uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week.

End of ZombiesRus5's quote

Z, in the new version you've missed a couple of my changes: 

- Siegestar still doesn't have antimatter. I fixed this in the patch that I sent through to you. 
- Still haven't applied the correct effect for the alien starbase phase gate ability. I sent this through to you a while back. Let me know if you need me to resend it.

Thanks 

Reply #2941 Top

Found them. I'll put them in the 1.86 release that will add back in strikecraft to Outlaws.

Reply #2942 Top

Quoting ZombiesRus5, reply 2941

Found them. I'll put them in the 1.86 release that will add back in strikecraft to Outlaws.
End of ZombiesRus5's quote

 

Thanks heaps Z. 

Reply #2943 Top

Quoting Mord_Sith84, reply 2917


Quoting ZombiesRus5,

Yeah, RL hasn't left much room for playing around lately. Email what you have and I'll work on getting a new build ready. 

 



Ok sure. I've emailed you the patch. 

Change log: 

- The research item to allow capital ships to be research labs wasn't working (Apotheosis -->Spaceborne Empire and Apotheosis-->Spaceborne Labs). Fixed these.

.....


End of Mord_Sith84's quote

Z, see above. It looks as though this isn't working either? The files should have been in the patch that I sent you. Do you have them? 

Reply #2944 Top

I don't see any difference in the file you gave and what's been in the mod since 2013?

Reply #2945 Top

Quoting ZombiesRus5, reply 2944

I don't see any difference in the file you gave and what's been in the mod since 2013?
End of ZombiesRus5's quote

Are you able to do a test at your end for this research to see if its working for you (in you latest version)? 

Reply #2946 Top

Yeah, I'm doing some play through testing here lately and will specifically look for that.

Reply #2948 Top

I have a rather massive bug fix coming along with some new options I'd like you guys to try out.

 

New Embassy Feature-> Once you establish Ally relationship with a faction and they have an envoy at your homeworld, they will grant you an Embassy constructor. Currently an embassy is a scaled down version of the other factions starbase along with the capability of hiring capital ships and support fleet from that faction.

New research tree items for Capital Ships and Titans. Titan access is no dependent on unlocking certain capital ships.

New Flagship build choices from Titan menu. Not wanting to wait for your shiny new Titan you can transfer your Admiral to a Flagship based off design from your Capital Ships. Flagship crews are the elite of the elite capable of targeting more than one ship per bank. They will also gain more durability due to advanced crew upgrades.

New ability to build a Titan from your Capital menu. Making Titan designs available at lower costs and with less experienced crew will result in a less powerful Titan, but still with devastating abilities.

New maintenance requirements. Capital Ships and Titans no longer cost fleet supply (only capital supply). Unit Maintenance has been split between Capital Ship research and Fleet research. Fleet supply per level has been reduced to reflect the Capital supply. My hope is to get the AI to build more capital ships.

New Capital Experience research modifier for each faction. Now increase your capital crew targets per bank when researching Capital Crew Experience upgrades.

New flagship victory mode. You'll start the game with a Flagship taking up your titan slot. If you lose it you lose the game. Note: The AI will actually use his Flagship unlike the vanilla game.

New scenario option. The Rebellion is over, gain access to all your loyalist and rebel research and units. Wage war to the full capacity of your faction.

 

The bug list is rather big, I'll also need to go through the change log which will also be rather big before I can post anything on it.

 

Reply #2949 Top

Quoting Mord_Sith84, reply 2945


Quoting ZombiesRus5,

I don't see any difference in the file you gave and what's been in the mod since 2013?



Are you able to do a test at your end for this research to see if its working for you (in you latest version)? 

End of Mord_Sith84's quote

 

worked fine in my plathrough