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Resurrection Tutorial

News

Fall of Kobol: Resurrection Tutorial


Resurrection Tutorial


Welcome to the Cylon resurrection tutorial. In this tutorial we'll learn the mechanics of Resurrection and discuss some of the changes that will be happening in the next release to make resurrection even better.

What is Resurrection?

Resurrection is the capability of the Cylon's to download their conscience shortly after death and then resurrected in a new body. Resurrection of the semi-sentient personalities of Raiders also can be retrieved. This allows the Raiders to return to fight with greater tactical awareness.

In order for Resurrection to work a Cylon must die within range of a Resurrection Hub or Resurrection Ship.

How is Resurrection represented in Fall of Kobol?

Resurrection in Fall of Kobol allows resurrection capable ships to download their conscience in the form of antimatter to a Resurrection Hub shortly after death. The Resurrection Hub can then use that stored conscience to resurrect new Capital Ships or Frigates. In order for resurrection to work the ship must die within range of a Resurrection Hub or Resurrection Ship.

What is the Resurrection Hub?

The Resurrection Hub is a Super-weapon class tactical structure built via the Tactical Structures menu option after researching the appropriate Technology. As it is classed as a Superweapon, normal rules apply such as needing 4 planets before the first Resurrection Hub can be built.

Loyalist's Research: Apotheosis: Virtual Immortality
Rebel's Research: Apotheosis: Resurrection

The Resurrection Hub is able to convert the stored conscience (i.e. anti-matter) into newly resurrected ships by activating it's Resurrection abilities: Resurrect Capital Ship, Resurrect Combat Fleet, Resurrect Support Fleet. When enough anti-matter is gained to resurrect ships, a resurrection beacon will be created until such time as free fleet or capital supply is available. Once fleet or capital supply requirements are met the newly resurrected ships will appear in the same gravity well as the Resurrection Hub.

Warning: Let resurrection run on it's own. Due to restrictions with Sins modding clicking Resurrect while there is already a pending beacon will only use up the anti-matter without generating a new Beacon.

(Note: 1.82.36 version will resurrect more units that fleet supply allows. This feature will be replaced with resurrection beacons in the next patch or build)

Resurrection Tutorial


The Resurrection Hub broadcasts it's signal via it's first ability "Resurrection Broadcast". Hovering over this ability shows a "Sins special" of a painfully long infocard for a complicated ability. What this basically says is how much anti-matter will upload to the Hub and how much organic matter (credits) will be refunded to the player. Resurrection Broadcast also allows Resurrection Capable ships to "Link" to the Hub. Any "Linked" ship will download the indicated anti-matter and credits.

The range of "Resurrection Broadcast" includes the Gravity Well the Hub is in and any nearby Gravity Wells.

Resurrection Broadcast Resurrection Range


What ships are currently Resurrection capable?
Capital Class Basestar
Worldstar
Boardingstar
Carrier
Heavy Basestar
Light Basestar
Siegestar

How can I tell if a ship is Resurrection capable in game?

Ships that are resurrection capable will have a "Resurrection Link" ability in their 5th slot.

Resurrection Link Resurrection Link


How can I tell if a ship is "Linked" to the Hub and will be resurrected?

Any ship that is "Linked" to the Hub will show red and green text of "resurrection linked".

(Note: 1.82.36 has a bug where ships still show as linked if the Hub or last Resurrection Ship dies until they FTL to a different gravity well. This will be fixed in the next patch or build).

Resurrection Linked


How do I use Resurrection Ships to extend the Range of Resurrection?

While the Resurrection Hub is restricted to within one jump from the Hub, Resurrection Ships can extend a Hub's range to an entire star system.

Resurrection Tutorial Resurrection Tutorial


Both the Capital Class and Light Resurrection Ships support extending resurrection via the "Extend Resurrection" ability. This ability to "Extend Resurrection" requires the Resurrection Ship to be in the same Gravity Well when the resurrection capable ship dies.

(Note: 1.82.36 has a bug where capital class resurrection ships aren't attaching to the Hub, This will be fixed in the next patch or build)

Extend Resurrection



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Fall of Kobol is a total-conversion modification for Sins of a Solar Empire: Rebellion featuring Battlestar Galactica: Colonial and Cylons.

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Comments  (0 - 10 of 245)
Schuchart
Schuchart

So, what I always wanted to ask you guys (and especially you, Sir ZombiesRus5):

Which settings would you suggest as a setup for a match concerning ship speed, build times, fleet size etc to get as close to the BSG-feeling as possible?

Btw, haven't played in a long time and donwloaded the new version today. Gotta say: I am blown away! I love this mod and its atmosphere and detail!

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Aussiewarpig
Aussiewarpig

Hi guys i have a problem with my ship textures. The ships are really shiny and i can sometimes see through them. Has anyone had the same problem and know how to fix it?

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ZombiesRus5 Creator
ZombiesRus5

First thing I would suggest is apply LAA if you're running Win64 and have 8GB or RAM. If not, I'd suggest setting your effects quality lower High Texture, Medium effects, and Low Bump

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Aussiewarpig
Aussiewarpig

Didn't work i also tried redownloading the mod but that didnt change anything.

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ZeroPointGhost
ZeroPointGhost

Is there a Galaxy Forge available for FoK or just SotF in general?

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ZombiesRus5 Creator
ZombiesRus5

I do have Galaxy Forge's for the Mod in the planet folders. If you just wanted to make one for the main mod, all that is required for any MOD is to copy the Galaxy Forge folder from the Sins directory. And then overlay the GalaxyScenarioDef.galaxyScenarioDef file from the Core GameInfo directory into the Galaxy Forge directory just made.

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Guest
Guest

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Hopson
Hopson

Hey loving the mod so far :D Cylons for the win. But just wanted to bring to your intention just in case it hasn't and if it has my bad. On the cylon civ tech tree for Reproduction Farms it gives a negative effect on the population when the description says it should be increasing the pop limit. Just wanted to make sure you are aware just in case.

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Eagle00799
Eagle00799

That is actually intended it doesn't go into the negatives but rather starts at negative 100%, half the original pop cap per planet. All you do with the research is lessening the penalty. The Cylons after all never had that much population anyway.

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ZeroPointGhost
ZeroPointGhost

Hey Rus, another question, do you mind people fiddling with your mod in Eclipse? I wanna make it more to my liking but I promise not to distribute it, I just cant seem to get Eclipse to read the files in the mod correctly, IE: Not showing the usual list that default SIns files show.

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ZombiesRus5 Creator
ZombiesRus5

Assuming you've converted all the files to TXT, the next step would be to associate the sub-mods with the main core mod by clicking project properties and associate project.

Conversely, for core right click on the project and click project properties then associate ALL of the sub mods.

After that everything should validate correctly.

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