Fall of Kobol is a total-conversion modification for Sins of a Solar Empire: Rebellion featuring Battlestar Galactica: Colonial and Cylons.
Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.91.50 (compatible with 1.9). 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...
Updated 7/20/2017
Build 50
* Flagship Addon reverted back to spawning Capitalships
* Flagship Victory replaced with Titan Victory
* Titans now only buildable from Titan menu
* Other various minor fixes
Build 49
* Cylon Resurrection modified to improve stability. Removed ApplyTargetToAdjacentOrbitBodies to remove mini-dumps associated with this action. You will need to bring a resurrection ship to the same gravity well as the hub to extend resurrection.
Build 44-48
* Added research overlays for all new factions
* Artifacts no longer persist after death of their attached CapitalShip. This was required due to stability issues with respawning artifacts on death.
* Artifacts are now treated as space mines due to stability issues of game engine. Previously were frigates which caused mini-dumps when respawned as temporary frigates due to game design outside of my control.
* Alien Carrier no longer bombards planets
* Fixed incorrect weapon points on Alien Battleship
* Added new asteroid meshes and textures
* Added new dwarf meshes and textures
* Titans buildable as capital ships generally renamed to dreadnought
* Colonial: Fixed incendiary rounds and penetrating warheads to only show on ships when research is completed.
* Colonial: Increased corvette base armor from .75 to 1.75
* Colonial: Increased bomber damage from 55.5 to 111, max hull from 40 to 120, armor from 2.5 to 5 and experience from 8.125 to 20.3125
* Colonial: Increased fighter damage from 26 to 52 reduced cooldown from 12 to 10, max hull from 40 to 120, armor from 0.667 to 5 and experience from 2.5 to 7.
* Colonial: Increased fighter (mkII) damage from 13.5 to 26 reduced cooldown from 12 to 10 (for autocannon and missile), max hull from 40 to 120, armor from 0.667 to 5 and experience from 3.5 to 7.
* Colonial: Increased stealthbomber damage from 56 to 84.375, max hull from 85 to 312.5, armor from 2 to 5 and experience from 5.5 to 20.3125
* Colonial: Colonial frigate increased armor from 0 to 2.
* Colonial: Constructor frigate increased armor from 0 to 1.
* Cylon: Resurrect strikecraft now only targets capitalships
* Cylon: Fixed ActivateSleeperAgents to no longer stack (perf)
* Cylon: Fixed bug with LobotomizeRaiders not working right
* Cylon: Resurrection can now target titans
* Cylon: Increased bomber damage from 80 to 120, max hull from 140 to 262, armor from 5 to 3.5 and experience from 8.125 to 20.3125
* Cylon: Increased fighter damage cooldown from 12 to 10, max hull from 57to 72, armor from 2 to 1.8 and experience from 4 to 4.5.
* Cylon: Increased fighter (abtos) damage from 77 to 115 cooldown from 12 to 13.5, max hull from 145 to 262, armor from 6 to 3.15 and experience from 12 to 20.475.
* Cylon: Increased fighter damage cooldown from 12 to 10, max hull from 85 to 64, armor from 3 to 1.62 and experience from 5 to 4.05.
* Cylon: has base defense of 15%
* Cylon: CapitalShip Basestar (Battleship) now accessible at tier 2
* Cylon: CapitalShip Carrier now accessible at tier 3
Build 42-43
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?
Thanks TEAM love me some toaster action!
Cool, Use the Sins Mod Manager to make it a breeze to activate the mod.
Also, I got tired of rebellion, so the unification scenario marries the factions back together. The rebellion scenario keeps the loyalists/rebels. It's up to you.
your right it easyer now who ever made it is a god
so where the rest of the ships from the battle star universe? is there gonna be a update on this mod?
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I also redid the Nephilim soundtrack and am eager to hear thoughts on it, your opinion on if it fits them or not, and see if people can guess where the tracks are from :D
I can't place them, but I just listened to the oggs and they do sound really familiar. Great choices though, love me some orchestra space fights. A couple of the oggs are reminiscent of Advent One Wing Angel.
hi how do i start your mod?
nevermind i found it.
very nice mod, but what would make it even better is if you low the supply for ships, especially for cylon and colonials, so that larger battles could be done, to have 12-20suppliy for one medium sized ship is to much, make it 3-5 if possible, so that we can have much bigger battles and more fun,
except of that mod is very very good,
Are you using large fleet supply? You could also change the scalar on the Gameplay constants to fit your own play style.
change it how, is it possible change unit requirements, for example battlestars from 24 supply to less, i mean cylons and other races have superiority in numbers but it would be nice colonials to have more ships, increasing the supply to have large battles,by the way i really love this mod, any plans to add additional ships to colonial side?
I like the changes you made. I only found 2 small issues. The first is the occasional mini dump and the second is why you made the Cygnus escort star a capital ship. It is a colonial heavy cruiser not a capital ship.
I can kind of see that. Maybe replace that with the atlas since its an actual battlestar.
Unfortunately Sins only allows ships that have upgradeable abilities to be built from the "capital ship" factory. The ship is also high poly which makes me want to limit how often it is built.
Also, Sins of the Fallen for most of the factions have some non-standard ships that can built from the Capital Ship Factory.
I like the idea of Hero's some mods have, but I'm not as fond of the implementation required to make it work due to the engine limitations.
In regards to mini-dumps - yeah those suck. There is absolutely no useful information when a mini-dump occurs. I've done a lot of work trying to make sure things are valid and the code is clean, but some things just aren't known.
The tangent on the Battlestar Orion is not correct (got corrupted on the last changes). I'm working on a fix for that. Right now you'll see what looks like weird lighting on the hull.
Sorry I'm a little confused, will this work with sins 1.86? Need to use 1.86 for my other mods as well
1.85 - 1.87 is mod compatible. This release is targeting 1.87 because of the memory management improvements that added including LAA support by default. Consequently I added some more base resources around planets that pushes my mod above the 2GB limit more easily whereas the previous version did a better job staying under.
If you enable this version in 1.86 it just needs LAA applied or you'll see white out textures.
Also, this version is still a beta as I'm working out some kinks with new features and modifications I'm making.
Bug with Masivna 'lod' ship. Once I build one simply looking at it, touching it, upgrading it, all of these have caused dumps to occur. Otherwise, this release is fantastic. LOVE the combining of rebel/alliance fleets into one race each again. Many year fan here, thanks for continuing this awesome mod.
That is interesting. The mesh loads and displays fine on my computer. I'll look at it and see if there are any errors reported when generating the mesh.
hello i have a issue i cant dowloand the file complete i have errors when i unzip it need help please
im having issues withthe FTL as ships jump between areas, no visual effects before during or after jump??
is this compatible with rebellion 1.9? or will there be a new version for that?
All the 1.85+ mods should be compatible with the exception of some missing strings. I am working on a final 1.9 build though with some more fixes.
Can't wait to get this for 1.9!!
Thank god! <3 I love this mod!!!
What file is compatible with 1.9v?
Can you guys fix the weapon on the commandstars that disables other ships? When I play the Colonials and I have Non Integrated Systems on the Columbia class it still doesn't do any good, it still disables all my ships and they just float around until they're all blown up.
wiht the new version of the game laa is no longer needed right? will it also make a difference to use extreme settings? or you hvnt implemented it? ik some mods where it doesnt make a diff so im just asking
Yo! Does it work with 1.90
My friends and I have been playing and loving this mod, however, we are getting minidump crashes when reaching 3-4k fighters, I am asking how can I go into the files and mod them to give more firepower per fighter, and few fighters per squadron/ship?
I have been modding a few days, but when opening the ENTITY folder in the FOK they read BIN instead of the TXT of others, how can I convert or edit these?
Thanks.
Falcon07
Interesting observation. It's possible there's a hard limit being exceeded somewhere. The game is not good with giving any details on mini-dumps (i.e. not good = absolutely no information). It's a guessing game for modders.
In regards to BIN versus TXT. You will need to run the ConvertData_Rebellion.exe that comes with Rebellion in it's install folder. BIN is chosen for releases because it decreases load time quite a bit.
Every game I have played the ai has minus four or more frigates what is going on?
what do you mean minus four or more frigates?
Exactly as I said, it says they have minus four frigates when I get to the victory screen
Thank you based Zombie
Helloy, artifacts AlienWeapon and ArtifactShrine not set on capships and titans in mod SotF(2) Addon(0..m) Artifacts Reb, so conceived or bug?
Due to an inability to modify the engine, the only way to apply these artifacts is to convert them to your faction. This can be done with colonizers ability to capture neutral artifacts.
The Caprica Burning map always starts me as TEC when playing CDF. Any solution to that?
downloaded, its come up as just a blank 7Z file type of high memory but nothing else. any help would be great
How do you install this because the explanation you have is for a different mod.
It's the same instructions regardless.
Game crashes or I have a mini dump each time the mod starts anyone have a txt file that is known to work or should i try deleting every file and reinstall them. (Mod files for Fall of Kobol)
I'm extracting the file to my Mods-Rebellion v1.85 .. but after 98% its asking for a password... I don't know it lol
Thank you so much for the update.... Although I'm a little slow to find it. I enjoy to versatility of this mod.
One question, if i choose not to load some of the factions, will that make a difference on memory consumption??
hey i need some help. before i was able to build multiple titans(the weaker versions) but now i cant. they dont show up anymore did you remove that?
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is dead
Delete this file, then you can play.
SotF(5) Core(1..1) Reb\Window\MainMenuScreen.window
nope doesn't help, my main menu is still broken :(
If you use races Colonial and Cylon, delete these files too.
SotF(4) Race(1..m) Colonial Reb\Window\MainMenuScreen.window
SotF(4) Race(1..m) Cylon Reb\Window\MainMenuScreen.window