Fall of Kobol is a total-conversion modification for Sins of a Solar Empire: Rebellion featuring Battlestar Galactica: Colonial and Cylons.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.87 (compatible with 1.85). This is a full version download including all Sins of the Fallen and Fall of Kobol content. Please read more below for a detailed list of changes...
Build 41
General
* Added new Feature Flagships-> 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.
* Added 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.
* Added new Research Items for Capital Ship and Titan designs for all factions-> Titan access is now dependent on unlocking certain capital ships.
* Added new Feature Flagship Victory-> Creates a Flagship class Capital Ship who's continued existence is required to win the game. Unlike the vanilla flagship victory, the AI will use their flagship.
* Added new Feature Embassy-> 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 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.
* Higher quality icons-> With Sins being LAA by default with 1.87, I have added back in the original uncompressed tga assets for the UI (dds compression of UI added artifacts to the images)
* New scenario options-> The Rebellion is over, gain access to all your loyalist and rebel research and units. Wage war to the full capacity of your faction.
* Removed Disable Superweapons and Titans
* Due to the current implementation, this can lead to AI non-responsiveness due to how it priorities it's Queues and won't adjust if the option is not available
Artifact
* Artifacts will now move towards targetted capital ship to apply effect (Improves visuals)
Graphics
* No changes
Flagship
* Now spawns titan class flagships
Moons
* Removed unused texture files
* Moved Moon meshes to Core
Core
* Fixed Civil War map referencing invalid template HeavyStart
* Removed invalid map's for Random Encounters
* Added support for Scenario's Rebellion is Over
* Added AI support for continuous scouting
* Added support for new feature Embassy
* Fixed Fallen default Pirate Corvette mesh error (Loyalist and Rebel)
* Added Outlaw Carrier (1.86 fixed outlaw carrier support)
* Asteroid planet types now have 3 new moon based meshes and textures.
* Added vanilla dwarf planet textures to Asteroid planet type
* Dwarf planet types now have 5 new dwarf based meshes and textures
* All planet types and research are now accessible regardless of DLC
* Increased spawn times for Random Events slightly
* Replaced missing skybox 10 with skybox 7
* Removed unused skybox meshes
* Fixed Vanilla mesh missing Weapon-0 for:
* Frigate_PhaseCombatNaniteSwarm.mesh
* Frigate_PhaseGreaterNaniteSwarm.mesh
* Frigate_PhaseSupportNaniteSwarm.mesh
* Fixed Relic Planet inner core particle effect
* Fixed steam menu to hide DLC advertisement
Militia
* Added FrigateOutlawCarrier support for each faction
Planets
* All planet types and research are now accessible regardless of DLC
* Reduced number of brushes files to 1
* Updated to support all new features
Races
* All planet types and research are now accessible regardless of DLC
* Added Embassy support to all factions
* Added Flagship support to all factions
* Added continuous AI scout frigate support to all factions (AI will not stop scouting)
* Colony frigates now have auto-attack on
* Scouts now have auto-attack on
* Capital Ships now have research pre-requisites to build
* Titans designs may now be built in capital ship factories with less upgrade capabilities
* Random Event Partisans updated to reflect new supply/maintenance costs
* Research subjects reorganized slightly to support new Scenarios
* Cargo ship counts reduced slightly (performance)
* Unused meshes/entities removed.
* Removed research pre-requisite from titan factory creation
Advent
* Added new flagships: Battle Psionic, Battleship, Carrier, Planet Psionic
* Fixed TITAN_PSILOYALIST has weapon:3 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
* Fixed TITAN_PSILOYALIST has weapon:3 damage in BACK bank but no weapon points for its current mesh. Is this intended?
* Fixed CorvettePsiLoyalist has weapon:1 damage in BACK bank but no weapon points for its current mesh. Is this intended?
* Fixed CorvettePsiLoyalist has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
* Fixed CorvettePsiLoyalist has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
Colonial
* Added new flagships: Pegasus, Galactica
* Titan ability Blaze of Glory is now a passive ability that will activate on about to die.
* Previous ability was an invalid 5th upgrade not supported by the engine resulting in performance issues
* Titan Fleet CIC is now a passive ability due to the same issue as Blaze of Glory
* Heavy Frigate: Removed back damage from Weapon:0 (no weapon points in mesh)
* Utility 0: Removed front damage from Weapon:0 (no weapon points in mesh)
* Fixed some weapon points pointed in wrong direction on: Achilles, Asgard, Mercury, Tarturus, Escortstar, ...
* Fixed missing particle effects on Loyalist Titan
* Removed unused mesh, sounds and textures
Cylon
* Added new flagships: Basestar, Worldstar, Resurrection
* Heavy Basestar: Added missing damage to Weapon:0 back/left/right and Weapon:1/2 back
* Added anti-matter to siege
* Fixed incorrectly pointed weapont points on various meshes
* Fixed Scout mesh errors: A point(228) was found more than once in triangle ...
Hypercorp
* Added new flagships: Battleship, Carrier, Colony, Siege
* Fixed 2nd level Adaptive Shield
* Fixed stacking on Hyperspace Heal
* Fixed 2nd level Nano-clone
* Fixed 2nd level nano frenzy
* Fixed 2nd level Shield Projection
* Removed invalid abilities from defense turret
* Fixed some weapon ponts pointed in wrong direction on various meshes
* Standardized weapon particles for hypercorp
* Fixed hole in rebel titan hangar mesh
* Fixed Hyp nano frenzy particle effect point
Nephilim
* Added new flagships: Battleship, Carrier, Colony, Siege
* Fixed 2nd level to Final Heaven
* Adjusted Immortality to reflect new maintenance costs
* Fixed 2nd level Locust Swarm
* Fixed particle points on defense turret
* Added new missile effect for spirit hit/muzzle/travel
* Standardized weapon sounds
* Retextured colony capital ship
* Re-did team color and fixed several data maps on older textures
Plague
* Added new flagships: Battleship, Carrier, Colony, Siege
* Fixed 2nd level on colony ultimate
* Fixed 2nd level on Retaliation ability
* Small improvements to light/medium bile effect
Rogue
* Added new flagships: Battleship, Colony, Siege
* Fixed Rogue not apply population decrease on home planet at game start.
* Fixed 2nd level on Harpoon
* Fixed 2nd level last man standing
* Fixed 2nd level Mighty shot
* Standardized Rogue weapon particle effects
* Fixed some weapon ponts pointed in wrong direction on various meshes
Tech
* Added new flagships: Battleship, Carrier, Colony, Siege
Vasari
* Added new flagships: Battleship, Carrier, Colony, Siege
* Adjusted dark fleet for capital ships
* Fixed FrigatePhaseCombatNaniteSwarm has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended? (And Support/Greater too)
* Fixed TITAN_PHASEREBEL has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
* Fixed TITAN_PHASEREBEL has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
* Fixed TITAN_PHASEREBEL has weapon:3 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
* Fixed TITAN_PHASEREBEL has weapon:3 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
* Fixed TITaN_PHASEREBEL has weapon:4 damage in BACK bank but no weapon points for its current mesh. Is this intended?
oooh its still christmas!
Will there be a baked version of both of your excellent mods?
YYYYAAAAASSSSSS!!!
Where are these "Scenario Options" they sound cool.
It's not in this beta version download. I need to finalize it up a bit so it makes sense to people wanting to use them. Personally I'm not a huge fan of loyalists vs rebels and like them collapsed back to just TEC, Advent and Vasari, ...
I'm also working on some more support templates for maps and hope to focus on scenarios and maps next year.
I suggest you finally make missile and fighter trails less visible. Maybe shorter and definitely less bright. Pale colors should be ok.
And, if I remember correctly, one of baked versions had default Sins soundtrack for factions, combined with several themes from the series. I suggest to replace them by Admiral and Commander, All Along the Watchtower, Prelude to War and Kara Remembers tracks.
Colonial separatist pegasus flagship cant use its abilities, they just dont appear at all, the passive abilities work but active abilities dont show up and the ship wont cast them automatically.
Thanks! I'll get that fixed for the next release.
Here's a small patch for the Cylon titan issue. There are two files: PlayerCylonLoyalist.entity and PlayerCylonRebel.entity in the 7zip. Place them in the Fallen Race Cylon Reb\GameInfo directory and overlay the existing files.
Dl.dropboxusercontent.com
Cylon Rebels are broken now. Gaurdian model research requires Hades Mark 1A Model research which is unavailable for Cylon Rebels, locking out all capital ship research including the titan.
Hey Zombie, getting a MiniDump after about an hour and thirty minutes into a game. It could be that I'm using a laptop with outdated hardware, but I wanted to let you know in case there's a bug or something in the mod.
Thanks for the feedback, I found a few more issues with this beta version.
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