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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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Comments  (0 - 10 of 211)
triniton82
triniton82

I've got few questions about this mod.

I've been trying to install this mod with instructions (Gul on youtube) and keep
getting minidump crashes. Is the latest version supposed to work on version
1.82.5006? Or should I update to opt-in patch 1.83?

Do I need any of the DLCs to run this mod?

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ZombiesRus5 Creator
ZombiesRus5

Also, have you tried the Baked version? It packages together the main FallOfKobol elements into a single mod folder.

Reply Good karma+1 vote
ZombiesRus5 Creator
ZombiesRus5

The current version is only for 1.82. What is the EnabledMods.txt you are trying to activate?

Reply Good karma+1 vote
triniton82
triniton82

Haven't tried the baked yet, might try that bit later. My current modtxt is

TXT
Version 0
enabledModNameCount 10
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(3) Militia(0..1) Rogue Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Light Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"

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ZombiesRus5 Creator
ZombiesRus5

Ok cool. Rogue Militia and Pirate requires the Rogue race assets. You can add them after Core if you don't want the Race playable :)

enabledModName "SotF(4) Race(1..m) Rogue Reb"

Reply Good karma+1 vote
triniton82
triniton82

oh ok then. Those folders don't seem to be with the SotF.FoK.Reb.1.82.37.1.2.rar files though

edit: tried without pirates and militia and it works now. but as I said, race folder for rogue isn't included in the latest full release. For me atleast.

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ZombiesRus5 Creator
ZombiesRus5

Sorry, I said the races pack had the Rogue, etc... It only has Colonial/Cylon. The Rogue, etc... would need to be downloaded from the Sins of the Fallen download. I'll think on this to see if there is a way to streamline the approach more.

Reply Good karma+1 vote
Mmorine001
Mmorine001

hello, i have noticed something rather odd, for the Cylon research " Pirate Relations " you need the Research " Pirate Relations "...... is this intentional?

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ZombiesRus5 Creator
ZombiesRus5

Thanks. It's a mix-up that wasn't brought up. It will be fixed in the next release.

Reply Good karma+1 vote
JoshuaTedder
JoshuaTedder

I think that I might have found a couple of bugs, but maybe they are an intentional part of the game, I have no idea. The Cylon Siegestar has an ability that disables structures and an ability that plants a remote sensor on a planet, but both don't work because they require antimatter and the Siegestar doesn't have an antimatter pool.

Here is what I mean:

Postimg.org

Postimg.org

Postimg.org

Another one is with the Boomer Basestar. This is probably due to my ignorance, but after level 2, upgrading it's Missile Barrage ability doesn't seem to do anything. I don't know if it simply isn't shown in the infocard, or if it's just a place to put excess command points, or what.

Here are some screenshots:

Postimg.org

Postimg.org

Postimg.org

I don't know if this is the place to post about bug hunts, sorry if it is the wrong place. Thanks for looking into it!

P.S. Is it actually necessary to bring the Capital Resurrection Ship by the Resurrection Hub before it can work as a resurrection ship? It says something about that in the infocard.

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ZombiesRus5 Creator
ZombiesRus5

Yep, here is good for issues :)

1. Yes, this is a bug. I'll check the latest build to see if it needs fixed. Thanks!
2. Upgrading missile barrage both decreases cost and cooldown and increases damage.
Cost:
useCostType "AntiMatter"
antiMatterCost
Level:0 150.000000
Level:1 140.000000
Level:2 130.000000
Level:3 120.000000
cooldownTime
Level:0 240.000000
Level:1 220.000000
Level:2 200.000000
Level:3 180.000000

Damage:
buffInstantActionType "DoDamage"
Level:0 120.000000
Level:1 150.000000
Level:2 180.000000
Level:3 210.000000
3. It's necessary to initially link a resurrection ship with the hub which can be up to one planet away. Once the resurrection ship is linked (you'll see this on the infocard) with the hub it can travel as far away as needed. I'm working on ways to make this not quite so tedious, it's just difficult in Sins to apply buffs across planets.

Reply Good karma+1 vote
JoshuaTedder
JoshuaTedder

I understand now, the ship just has to be brought to a planet that is one jump away or less from a Resurrection Hub. Thanks for clearing that up! What would be really awesome as far as resurrection goes is if the Resurrection Hub actually preserved capital ship experience points (and if more ships could be linked to resurrect), that would be downright dangerous hehe. :)

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