Brain Dead Development and ZombiesRus5 proudly presents a new update. This is a full version download and the included Core IS compatible with factions in Sins of the Fallen (1.85.40.5) if previously downloaded. Please read more below...
Build 40.5 Full Version for Rebellion 1.85. Please read feature for How to Install Sins of the Fallen for instructions on the correct order of activation for the mod.
Note on Sins of the Fallen compatibility:
This version is compatible with Sins of the Fallen 1.85.40.5 if previously installed (Not compatible with earlier versions).
If you don't use Sins of the Fallen, this is a full version and can be either installed by itself or copied over your existing install of Fall of Kobol.
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
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!
* You will need to individually unzip the Addons, Militia, Pirates, Planets and Translations as desired. Overwrite any existing folders or files as prompted. This change was made to reduce the amount of folders placed by default into you Sins Mod directory by default.
Full Instructions
Change Log (Build 1.85.40.5)
Build 40.5
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Artifact
* Nimbus artifact now targets Titans
* Phase Shift artifact now grants illusion ship effect
* Artifact starbase weapon upgrade description changed
Moons
* Cylon ABTOS squad icons/descriptions fixed
Core
* GalaxyScenarioDef for custom maps now includes Colonial Starbase
* New Outlaw entities added for Overriding stock behavior
* Relic planet no longer requires DLC
Militia
* Outlaw entities created for each faction
* Colonial and Cylon militia no longer have strikecraft
* due to bug with Outlaw Sectors DLC- player owned outlaws AI does not know how to launch
Races
* All factions can research colonize Relic without any DLC
Colonial
* Reduced capital max hull and hull increase by 25%
* Reduced frigate max hull by 25%
* CIC Ordinance reduced from 15% per level to 2.5%
* Colonial culture revelations reduced from 15% per level to 2.5%
* FRAK me reduced from 5% to 1.5% per level and granted to both loyalists
* Turret reduced in size
Cylon
* Increased frigate hull by 45% (Capitals were done in last build)
* Moved Nano Robots particle effect location
* Added Resurrection Ship to resurrection ability
* Added Resurrection Frigate to resurrection ability
* Removed research pre-req on Pirate Relations
* Reduced capital max hull and hull increase by 25%
What ever happened to the Effects Module?
It's part of the main mod as standard now.
Anyway to get the old cannon effects back for the battlestars? their there for the alien battleships but not the battlestars.
A gigantic work, ZombiesRus5! A masterpiece actually!
This still is one of my top favourites of all mods, ever made, even after so many years!
May I ask a technical question?
Is it hypothetically possible to make ship class specific "OnGeneralOrderIssued"(example) feedback sounds? Perhaps to give the Mercury class specifically Pegasus radio messages and the same way the Columbia class with the BS Galactica radio/CIC messages?
I'm asking this, because atm I'm on it to make a translated version of this radio messages for personal use. If you are interested, tell me. You could add them with a little credit as an "optional language download" to replace the race's sound folder.
Thanks in advance,
Thur
While working with the files closely, I figured out the answer, strangely I cannot edit my own posting. ;P
So as there are specific sound files bound to according classes, I'd have a following question..
Is there a limitation in the number of sound effects random called by the scripts for 'attack' or 'on-select' actions?
Hi ZombieRus i love the mod and have been folowing Fall of Kobol and sins of the fallen for a long time now
but right now i have an problem, when in the begining of a game the flagship spawns that be the Pegasus or the Galactica it does not give me an actual texture but a large black bar,
do you maybe know why this happens and so how to fix it?
i hope to hear from you soon
Make sure Flagship is activated below the last race and directly above Core.
Hope that helps.
hello just installed this mod and seems to work with all races accept for 1 thing, none of the races ftl warps work, no visual effects when making jumps.
can anyone help with this please
also i wish to give the colonial race shields, any ideas on how to have this as a add on??
heresy....
why would you give colonials shields...
they dont need it.
no idea about the other thing though