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

RSS Reviews  (0 - 10 of 47)

I give the mod a 5 out of 10. The reason being simple - the 5 gained are for the idea and general concept of the project, while the 5 lost are for all the downsides still active. Menu & some in-game music is vanilla, some unit responses are vanilla, mod does not work properly with DLC content, repetitive crashes despite how long the mod has been out for.

First of all: This mod feels incredibly good! It is with no doubt fun to play and feels like BSG the whole time.

It has not the absolutly best models, textures or effects compared to other, newer mods and personally I think, both the cylons and colonial forces could use some work on their units and designs, but the game still looks amazing and you can hope for some pretty epic fights. It is a bit sad, that the battles are very static, what doesn't always fit the ones seen in the actual show. Zoomed in at a viper having fast and intense dogfights with cylons, that doesn't matter, it looks just incredibly good.

The cylons also have some interesting gameplay mechanics, that are a bit hard to understand I think, because some of the instructions don't seem as clear as they could be. But once figured out, these little specials can really change the gameplay, wich is the most fun in multiplayer matches. I can't tell how good the AI understands to use them, but one thing is sure: If you play against some hard cylon AI, you will find another fall of the colonies eventually. The bombing effects are so good! But (and that's nothing a mod of bsg could do a lot about, so this critic is just from the pure gameplay point of view) having only 2 races aviable, the gameplay in bigger matches is often not as dynamic as it is in mods that throw in half a dozen races. For that matter, it really is recommended to try out sins of the fallen, wich offers comatible sub mods. to fight some plaque drones or transhumans will be even more fun with some good ol' battlestars!

All in all: A fun mod that is ready to be played and can entertain for hours and hours. Also, we've all waited way to long to see it here on moddb again, so THANKS for the new release and the absolutly amazing work done on this mod! I't fantastic!

10

Epic, tour de force. Captures the essence of BG. From the little details to the overall scope, a true total conversion. Only thing missing is Hero units. But maybe creator will return and add!

Has minor crashes due to update compatability otherwise quite playable.

I love this mod. Lots of detail. Also love how well the BSG ships work. At first I saw no shields and I'm thinking to myself, these ships might die. Yes I do know that they don't have shields in the show. However, these ships generally do feel like Battlestars from the show. Meaning that they can often fight off a good size fleet by themselves while still be able to retreat if they have to and survive. They can fight by themselves for a decent time too. I tend to go through most of the game only using Battlestars as I get warned when they are about to die and it means that I don't need to manage all that much for a while. If one Battlestar isn't enough then I can send one or two more in. I also like how this mod does something I haven't seen any other mod do; Split the fleet upkeep between capital ships and fleet supply. Meaning that either way you will still be paying. I also like how capital ship crew only cost capital slots. All of the ships for the colonial and Cylons feel like they matter and make you want to keep them. They are expensive but good, take up lots of fleet supply but can do a whole lot, such as carrying fighters, providing point defense, dishing out damage, carry out anti fighter roles, etc. They function very much like they do in the show. They are big, and are made with multiple focuses however they are still individually strong. They aren't OP. Cruiser class Battlestars still feel like Battlestars, just slightly less powerful which they should because they are different classes. I really love the fighter system which excellently portrays the major role of strike craft in the show. They are numerous, in that the Battlestars carry the amount you would expect and they are powerful enough to take down any ship if given the chance. This is exactly how they should be. Fighters in BSG were such a vital part of any battle and could really do a lot of damage as well as effectively defend other ships. One of my favorite features is the point defense system. That was always my favorite part of the show. All the flak firing. It served as both a fighter screen and a missile screen which it does admirably in this mod. Both the Colonial and the Cylons function differently. The Cylons have a great focus on missiles, disabling systems on a ship to represent hacking, and their lower quality but more numerous fighters. They function similarly to the Colonial in that their ships rely on lots of armor, repair abilities and such, however they are more offensively focused and missile based with the older ships also having guns. I really like how with the Cylons, you are more rebuilding your populations than growing. You also depend more on your capital ships seeing as much of the Cylon population was on capital ships in the form of clones and Centurions. They have a very strong late game economy. Their play style is also different form the Colonial in that the buildup is slower and they tend to be more aggressive with their abilities and focused on having ships that fill a certain role where as the colonials generally tough ships which carry an assortment of weaponry and have tones of PD. The Cylons focus on getting back up to the economic level that everybody else is at and then surpassing it. The colonials have more of a balanced economy, however they do get lots of bonuses from losing planets, or enemy ships being present in your systems. They are good at surviving and staying in the game. Very good factions all around. Very nice how they feel like the BSG factions feel from the shows. BTW, this mod is extremely stable. Sure it lags like hell on huge maps with ten factions at max fleet supply but that's sins, especially with all the detail with the fighter. But I have yet to crash even with the game chugging hard for an hour. This is the first mod I can say wins the most stable mod award. Very good work all around and thank you Zombie for this wonderful mod.

Okay so, mod is good. Great really but there is a problem with the main menu not showing. Is there any chance that a fix could be made?

Edit: AI opponent didn't do anything. This significantly reduced my enjoyment at the end.

10

I simply can not stop playing this mod... its so good.

This mod was great! I can't fault it! I didn't know what to expect of it... But I enjoyed it so much, I opened a new blog dedicated to mods and this was the first one I wrote a review on. Please check it out, if you have any doubts about downloading, otherwise... It's time you could spend plaything this mod xD!

Nikolaivastenovsitcorner.blogspot.com.au

Probably one of the best mods out there. The thought that goes into the mechanics for the Cylons and the Colonials is amazing to say the least. The ships look amazing and you can really tell a lot of work went into the detail. My absolute favourite mod on the DB for Sins

10

Dax72 says

May contain spoilers Agree Disagree

Very much fun!