ZombiesRus5 ZombiesRus5

[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!

 

 

8,575,174 views 3,050 replies
Reply #2152 Top

Quoting Cylon_Luvr, reply 2136
- Seems to be a mix up with the new "Overload Hybrid" icon that i sent to you in my last lot of changes. The icon appears as "Hybrid revelations" (Apotheosis --> Faith) instead of appearing as the icon for the capital basestars "Overload Hybrid" icon (which is what is should be). Need to put back the original icon for Hybrid Revelations, and use the new icon for "Overload Hybrid". 

The original image I apparently had for Hybrid revelations matched what you sent for Overload Hybrid (Just white versus the redish color). I don't want the same icon with different colors being used for both researches. I'll need something different for hybrid revelations if thats what you want. I'll leave it as is until then.

Quoting Cylon_Luvr, reply 2136
- Hybrid Hacking Programs research - needs to change because capital ships already generate credits... currently says 2.0 to 4.0, when it is already 3.5 for each? Should say 3.5 to 4.0 

This isn't controlled by the mod. This is an issue with the core game when you increase income speeds the income goes up.

 

Reply #2153 Top

Quoting Cylon_Luvr, reply 2149


Quoting Stalcore, reply 2148
Cylon_Luvr got a question for you. What name would you like for the Cylon homeworld and what kind of planet should be used?

Already thought of this one a while back.... Planet should be called  "Centurion" and have already developed a homeworld/base... its an asteroid with a large Hades Class basestar that has landed on it, which I have already sent through to Z. Each to their own though, the reason why I developed this one is to suit a scanario/map that I developed. 

I think it needs to be modified to suit the last Sins update though.. doesn't work with the latest version. 

cool I am working on a large map for the mod and plan on releasing it when I am done.

Reply #2154 Top

Quoting Crazyfrywad, reply 2151

What happened to the person who wrote the Cylon lines?

That would be me... 

Reply #2155 Top

Quoting ZombiesRus5, reply 2150

Need some phrases...

hasWonMilitaryPhraseStringId "IDSGameOverDialogHasWonPhraseCylonMilitary"
hasLostMilitaryPhraseStringId "IDSGameOverDialogHasLostPhraseCylonMilitary"
hasWonFlagshipPhraseStringId "IDSGameOverDialogHasWonPhraseCylonFlagship"
hasLostFlagshipPhraseStringId "IDSGameOverDialogHasLostPhraseCylonFlagship"
hasWonHomeworldPhraseStringId "IDSGameOverDialogHasWonPhraseCylonHomeworld"
hasLostHomeworldPhraseStringId "IDSGameOverDialogHasLostPhraseCylonHomeworld"
hasWonDiplomaticPhraseStringId "IDSGameOverDialogHasWonPhraseCylonDiplomatic"
hasLostDiplomaticPhraseStringId "IDSGameOverDialogHasLostPhraseCylonDiplomatic"
hasWonResearchPhraseStringId "IDSGameOverDialogHasWonPhraseCylonResearch"
hasLostResearchPhraseStringId "IDSGameOverDialogHasLostPhraseCylonResearch"
hasWonOccupationPhraseStringId "IDSGameOverDialogHasWonPhraseCylonOccupation"
hasLostOccupationPhraseStringId "IDSGameOverDialogHasLostPhraseCylonOccupation"

I'm happy to do this... but I'm not entirely sure what you are asking me to do Z? Are you looking for additional voice phrases? 

Reply #2156 Top

Quoting Cylon_Luvr, reply 2155
hasLostResearchPhraseStringId "IDSGameOverDialogHasLostPhraseCylonResearch"
hasWonOccupationPhraseStringId "IDSGameOverDialogHasWonPhraseCylonOccupation"
hasLostOccupationPhraseStringId "IDSGameOverDialogHasLostPhraseCylonOccupation"
I'm happy to do this... but I'm not entirely sure what you are asking me to do Z? Are you looking for additional voice phrases? 

like this...

StringInfo
ID "IDSGameOverDialogHasWonPhraseTechMilitary"
Value "We have defeated our enemies! Victory at last!"
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechMilitary"
Value "Our once prosperous empire now lies in ruin."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechFlagship"
Value "With the destruction of the enemies' Flagships, we can look forward to peace."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechFlagship"
Value "With the loss of our Flagship, our empire is lost."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechHomeworld"
Value "Our enemies' capitals have been annihilated, victory is ours at last!"
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechHomeworld"
Value "Our leaders are dead, our capital world destroyed. It is over."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechDiplomatic"
Value "Our dream of peace has finally been realized."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechDiplomatic"
Value "Our empire's place in the galaxy is now a fleeting memory."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechResearch"
Value "Our empire's ingenuity has shown us the way."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechResearch"
Value "Our failure to adapt has doomed us."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechOccupation"
Value "Our empire now holds the key to the galaxy."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechOccupation"
Value "Failing to capture the Artifact world has lead to this."

Reply #2157 Top

Quoting ZombiesRus5, reply 2156


Quoting Cylon_Luvr, reply 2155hasLostResearchPhraseStringId "IDSGameOverDialogHasLostPhraseCylonResearch"
hasWonOccupationPhraseStringId "IDSGameOverDialogHasWonPhraseCylonOccupation"
hasLostOccupationPhraseStringId "IDSGameOverDialogHasLostPhraseCylonOccupation"
I'm happy to do this... but I'm not entirely sure what you are asking me to do Z? Are you looking for additional voice phrases? 

like this...

StringInfo
ID "IDSGameOverDialogHasWonPhraseTechMilitary"
Value "We have defeated our enemies! Victory at last!"
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechMilitary"
Value "Our once prosperous empire now lies in ruin."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechFlagship"
Value "With the destruction of the enemies' Flagships, we can look forward to peace."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechFlagship"
Value "With the loss of our Flagship, our empire is lost."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechHomeworld"
Value "Our enemies' capitals have been annihilated, victory is ours at last!"
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechHomeworld"
Value "Our leaders are dead, our capital world destroyed. It is over."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechDiplomatic"
Value "Our dream of peace has finally been realized."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechDiplomatic"
Value "Our empire's place in the galaxy is now a fleeting memory."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechResearch"
Value "Our empire's ingenuity has shown us the way."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechResearch"
Value "Our failure to adapt has doomed us."
StringInfo
ID "IDSGameOverDialogHasWonPhraseTechOccupation"
Value "Our empire now holds the key to the galaxy."
StringInfo
ID "IDSGameOverDialogHasLostPhraseTechOccupation"
Value "Failing to capture the Artifact world has lead to this."

Ok cool, will work on it. 

Reply #2158 Top

Quoting Cylon_Luvr, reply 2157
Ok cool, will work on it. 

Cool, TEC is actually fairly generic. The Advent ones didn't fit at all for Cylons- plus I think you all can come up with some neater sayings for them.

Reply #2159 Top

Quoting ZombiesRus5, reply 2158


Quoting Cylon_Luvr, reply 2157Ok cool, will work on it. 

Cool, TEC is actually fairly generic. The Advent ones didn't fit at all for Cylons- plus I think you all can come up with some neater sayings for them.

 

I found a couple more people to help out with the Colonial lines and they have sent me demos. I believe I will be able to get you some capital ship stuff later on this week hopefully.

Reply #2160 Top

Quoting Crazyfrywad, reply 2159


Quoting ZombiesRus5, reply 2158

Quoting Cylon_Luvr, reply 2157Ok cool, will work on it. 

Cool, TEC is actually fairly generic. The Advent ones didn't fit at all for Cylons- plus I think you all can come up with some neater sayings for them.

 

I found a couple more people to help out with the Colonial lines and they have sent me demos. I believe I will be able to get you some capital ship stuff later on this week hopefully.

Cool. I'm still trying to get my microphone fixed up :(

 

Reply #2161 Top

Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here.

 

Reply #2162 Top

Quoting ZombiesRus5, reply 2161

Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here.

 

If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation. On the down side I'm getting some character that lops the file off part way through when SoaSE processes it. 

A little frustrating to say the least as I don't quite know what's causing it yet.

Reply #2163 Top

Quoting ZombiesRus5, reply 2162


Quoting ZombiesRus5, reply 2161
Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here.

 

If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation. On the down side I'm getting some character that lops the file off part way through when SoaSE processes it. 

A little frustrating to say the least as I don't quite know what's causing it yet.

Sounds really annoying!!

Reply #2164 Top

Here you go Z. Let me know what you think (and/or anyone else!):

StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonMilitary"
Value "The enemy colonies lay trampled at our feet."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonMilitary"
Value "Tears drip along the nascent echo. End of line."
StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonFlagship"
Value "Enemy Flagships eradicated. End of line."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonFlagship"
Value "Our Flagship fails, and we are no more."
StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonHomeworld"
Value "Our enemies' capitals burn, and dominance is nigh."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonHomeworld"
Value "The homeworld systems fail and our endtime is nigh."
StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonDiplomatic"
Value "We join as one, and victory has been won. End of line."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonDiplomatic"
Value "Our enemies join as one, and our Empire is undone."
StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonResearch"
Value "God's secrets are revealed, and Cylons ascend."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonResearch"
Value "God's secrets are revealed to the enemy, and Cylons fall into darkness."
StringInfo
ID "IDSGameOverDialogHasWonPhraseCylonOccupation"
Value "Gods plan is revealed, and Cylon are the chosen."
StringInfo
ID "IDSGameOverDialogHasLostPhraseCylonOccupation"
Value "God's plan is revealed to the enemy, and Cylons fall forevermore."

Reply #2165 Top

Quoting Mord_Sith84, reply 2163


Quoting ZombiesRus5, reply 2162

Quoting ZombiesRus5, reply 2161
Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here.

 

If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation. On the down side I'm getting some character that lops the file off part way through when SoaSE processes it. 

A little frustrating to say the least as I don't quite know what's causing it yet.

Sounds really annoying!!

I think I have it finally figured out as an encoding issue between different files being merged. Yeah for me! Now I have to regenerate every language file which may take all day.

Reply #2167 Top

Quoting ZombiesRus5, reply 2166

Fall of Kobol: Build 26

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.52.26 (Full Version)




 
You're awesome Z.... legend

Reply #2168 Top

So what does the new update include?

Reply #2169 Top

Quoting Mord_Sith84, reply 2168

So what does the new update include?

Various bugs identified by the community here and other things I identified I fixed in previous posts.

I didn't get any of the new effects or sounds in.

The cylon planet with the crashed basestar is the starting moon for Cylons when the Moons Addon is activated. I plan to add this to the Kobol package as a placeable planet.

Language translations that are correctly encoded.

Added back in the effects and bonus density addon.

 

Reply #2170 Top

Quoting ZombiesRus5, reply 2169


The cylon planet with the crashed basestar is the starting moon for Cylons when the Moons Addon is activated. I plan to add this to the Kobol package as a placeable planet.

Awesome!!! Thanks Z. So it will become a placeable planet? That's great!

Reply #2171 Top

Quoting ZombiesRus5, reply 2166

Fall of Kobol: Build 26

Addons and Planets can be downloaded from moddb: 
Sins of the Fallen: Reb 1.52.26 (Full Version)

Just did some testing... looks like we're getting close now!! 

- Need to fix up the abilities for Cylon moon bases.... Could you copy the current abilities for the Cylon starbase across to the moon base?   
- Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems 
as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. 
- Moons don't seem to "attack" properly? I think it does attack(because ships are taking damage), but you can't actually see any missiles being fired?
- Chimaea envoy - Once you have completed research for Number 2 model, click on the envoy ship 
and move your mouse over its abilities, it says "Number Two?s prophetic.." instead of "Number 
Two's prophetic.." 
- For some reason, you can't research Number Six Model in "The Plan"? 
- Should be "Node V0" instead of "Node v0"... in the list of names for Cylon capital ships ie. the "V" should be upper case, not lower. 
- When the Lockdown Virus is used (Guardian Mk1) and the enemy ship is disabled, my ships seem to stop attacking it? 
- Awesome that you've changed the end screens for when you win, loose etc, but the pictures are too small or something? The pictures dont fit the size of the screen. 
- In "The Plan", I can't research all the items in the bottom half of the screen? i.e. Pricing Advancements, Resource Advancements...

+1 Loading…
Reply #2172 Top

I don't know if you're accepting any submissions for non-FoK parts, ZombiesRus5, but here are a few strings for the Hypercorp:

StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_ICE_NAME"
    Value "Alpiner Morphs"

StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_ICE_DESCRIPTION"
    Value "Alpiner morphs are an initial morph design created for survival in ultra-cold climates.  Shortcomings include a highly accelerated metabolism to maintain internal temperature in freezing temperatures, difficulty breathing the thin air unaided, and a slowly degrading genetic structure necessitating Genetic Service Pack therapy. (GSP Therapy not covered by broker warranty.)"

StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_POPULATIONCAPICE0_NAME"
    Value "Ruster Morphs"

StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_POPULATIONCAPICE0_DESCRIPTION"
    Value "Ruster morphs are a later, more developed ice world morph featuring enhanced insulation and temperature regulation over the Alpiner allowing a more normal metabolic rate and a superior respiratory system capable of breathing the thinner air compared to more temperate climates with ease. These enhancements allow a greater population cap on ice worlds under your control. (GSP Therapy still not covered by broker warranty.)"

+1 Loading…
Reply #2173 Top

Quoting Cylon_Luvr, reply 2171
- Need to fix up the abilities for Cylon moon bases.... Could you copy the current abilities for the Cylon starbase across to the moon base?   
- Moons don't seem to "attack" properly? I think it does attack(because ships are taking damage), but you can't actually see any missiles being fired?

1. Maybe. I need to make it's scripted to move the right files from the cylon folder to the moon folder to handle the case where the source starbase files are modified.

2. It's low on my list todo but I need to make sure all the meshes have weapon points for moons and increase the missile effect being used. It should be more like large nukes being fired out.

Quoting Cylon_Luvr, reply 2171
- Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems 
as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. 

Do you mean the icon picture? I've tested this several times now and see the new text for abilities/weapons/durability and made sure all upgrades are possible and in the right ability slots.

Also, like vanilla sins there are restrictions for leveling and upgrades.

Ability A: Atmospheric Expulsion

Level 1: available at Titan level 1 or higher
Level 2: available at Titan Level 3 or higher
Level 3: available at Titan Level 5 or higher
Level 4: available at Titan Level 7 or higher 

* You can't get level 2 of an ability if the Titan's current level is less than 3

Quoting Cylon_Luvr, reply 2171
- Chimaea envoy - Once you have completed research for Number 2 model, click on the envoy ship 
and move your mouse over its abilities, it says "Number Two?s prophetic.." instead of "Number 
Two's prophetic.." 

Fixed- appears to be an encoding issue from the source I copied in from.

Quoting Cylon_Luvr, reply 2171
- For some reason, you can't research Number Six Model in "The Plan"? 

Fixed- Incorrect pre-req.

Quoting Cylon_Luvr, reply 2171
- Should be "Node V0" instead of "Node v0"... in the list of names for Cylon capital ships ie. the "V" should be upper case, not lower. 

Fixed.

Quoting Cylon_Luvr, reply 2171
- When the Lockdown Virus is used (Guardian Mk1) and the enemy ship is disabled, my ships seem to stop attacking it? 

Correct- It's based on the advent capital ship's blackout ability. Shooting at it wakes it up after it takes a certain amount of damage. I'm open to a redesign of the ability.

Quoting Cylon_Luvr, reply 2171
- Awesome that you've changed the end screens for when you win, loose etc, but the pictures are too small or something? The pictures dont fit the size of the screen. 

I didn't want to stretch the pictures I had. The image needs to be 1024x768. If you find some that size or larger I can add them in (Send me a link to the image). To compensate I added a black bar on the bottom to get the coding in place- swapping pictures is easy. 

Quoting Cylon_Luvr, reply 2171
- In "The Plan", I can't research all the items in the bottom half of the screen? i.e. Pricing Advancements, Resource Advancements...

Those are extra researches available after you make a research pact with another faction ;)

 

Good stuff- thanks.

Reply #2174 Top

Quoting SpardaSon21, reply 2172
I don't know if you're accepting any submissions for non-FoK parts, ZombiesRus5, but here are a few strings for the Hypercorp:

k1  Sure- these look really good.

 

Reply #2175 Top

Thanks.  I'll be sure to post some more, then.  Also, how did those music files work out for you?

EDIT:

One quick one for you.

StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_OCEANIC_NAME"
    Value "Aquanaut Morphs"
StringInfo
    ID "IDS_RESEARCHSUBJECT_HYP_PLANETACCESS_OCEANIC_DESCRIPTION"
    Value "Aquanauts are morphs fully-adapted for life on oceanic worlds with advanced features such as webbed feet and hands, gills, and swim bladders and the ability to perform deep dives without any of the usual side effects.  Upgrades such as enhanced eyes and sonar allow them to navigate even the darkest oceans with ease."