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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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FoK Baked Reb 1 95 62

FoK Baked Reb 1 95 62

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Brain Dead Development present the Rebellion build 1.95.62 "Baked" version. This is a baked version of Fall of Kobol into ONE mod folder containing the...

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Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.94.61 (compatible with 1.94). This is a full version download...

Fall of Kobol: Reb 1.94.51 (Baked Version)

Fall of Kobol: Reb 1.94.51 (Baked Version)

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Brain Dead Development and ZombiesRus5 present the Rebellion build 1.94.51 "Baked" version. This is a baked version of Fall of Kobol into ONE mod folder...

Fall of Kobol: Reb 1.91.50 (Baked Version)

Fall of Kobol: Reb 1.91.50 (Baked Version)

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Brain Dead Development and ZombiesRus5 present the Rebellion build 1.91.50 "Baked" version. This is a baked version of Fall of Kobol into ONE mod folder...

Sins of The Fallen: Reb 1.91.50

Sins of The Fallen: Reb 1.91.50

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Comments  (0 - 10 of 331)
Guest
Guest

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!

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notshure85
notshure85

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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hasenZZG
hasenZZG

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

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ravagewolf
ravagewolf

Still a much loved mod. Hopefully we will see the Sobek-class battlestar Thesus in a later release.

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jiazhuangbuzai
jiazhuangbuzai

Can you use the ship model and space station model in this mod to make a stellaris mod? That will be very interesting, because the models you make are so beautiful.

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Admiral_Alucard
Admiral_Alucard

While playing as the Colonial Separatist, there is a line from Helena Cain where she says "This is Pegasus Actual" that seems to be incorrectly volume balanced to the rest of the lines and it rather loud in comparson for the Pegasus Flagstar. "CAPITALSHIP_COLONIAL_PEGASUS_ONSELECTED_4" is the one in question.

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Mord_Sith84
Mord_Sith84

Hey Z
Could I also suggest the following for stripping planets in the mod?

- A planet become a dead asteroid when stripped. If stripped again, it becomes an asteroid field
- If an asteroid is stripped, it becomes an asteroid field

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Mord_Sith84
Mord_Sith84

Hey Z, it seems as though the Cylon envoy ships don't seem to build enough diplomatic points? When I send them out to planets they never build much diplomatic goodwill? I think it might be a bug...

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KidInTheHall
KidInTheHall

Thank you for finally updating this! One of my favorite mods!

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