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, Posthuman Studios 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!
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.
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.
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)
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.
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.
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).
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.
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)
Installation Tutorial... Failure to follow these installation instructions will most likely result in a mini-dump.
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It will be nice to see more of these mods in the future. Different, yet surprisingly trilling.
Would really hope for an update :) ! Love your mod been following it for years ! Thanks for your work until now.
Compared to the other one, with which it combines semi-well, it is great. But I would not hope for an update in your place. It has been almost 2 years sinse the last one. Most of the moders nowadays concentrate on the bigger Sins mods or have left Sins.
Great mod. Medium maps work best for zero crashes and lag for 1 vs 5+ AIs. Any hope for Hero ships being added?
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What's the Cylon anti-strikecraft frigate, if I may ask? So far, I have been unable to target strikecraft with any of them. Is there any ship that has abilities against strikecraft on the Cylon's end, like i.e. disabling engins/jamming weapons/inflicting damage/reducing evasion/supressing launch? Other than the instant strikecraft rebuild granted by the Resurrection capital ship. Cylons are just feeding levels to Colonial capships/titan.
Edit: Looking at the militia (=Cylon), I came to the realization that the Cylon light carrier is supposed to fill the role of their antifighter frigate (Edit: Actually, the militia carrier/antifighter are both == Cylon light carrier). Unfortunately, although I changed the missile damage type to antiverylight (as fighters have very light armor type) and enabled "can target fighters", the game did not read my minimod and the Cylon light carrier kept shooting at other frigates instead. (Occasionally, I was allowed attack orders on fighters as those were passing by the side banks, but the missiles themselves apparently did not target strikecraft.) Not sure yet, if, for this to work, additional changes are required, i.e. to the missile entity itself.
On an unrelated note, I've noticed a weird behaviour of unarmed(!; i.e. TEC light carrier) hostile carriers, which would stay close to my carrier, following it all way through the gravity well.
Edit: The "tactics management" overwrites the cruiser factory on the Cylon/Colonial starbase, which therefore is unusuable.
the mod is so unbalanced ... Colonial no dmg, can't stand anything, no flak against airmen .... Cylon come over 200 missiles dmg over 10 airmen in a capital ship where the bombers destroy everything ... that doesn't even have one Colonial Titan at level 5 .... what will bring me more income if the ships can't stand anything, don't do dmg and are shaved by aviators ridiculous mod!
A question for you - are colonials balanced vs cylons in the TV series and lore? I don't think so.
For me the mod is fine, but there could be some improovement in areas such as:
- fleet size -> even on LARGE it feels small and looks small, except for the strike craft swarm that forms;
- upkeep vs cap supply -> why the value is the same as for regular supply, if it is not used?
- can't work with the fallen mod = game crash (no shields and point defences I suspect);
- It would be great if one of the cap ships of a faction is special to that faction (like the heroes in other mods). Something with a flare...
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The game midway crashes, each time is attacks to appear on the small faction planet jumps out, is how to return a responsibility? ASK FOR HELP