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[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

[SotF] Fall of Kobol (The only Battlestar Galactica Mod)

 

 

 Fall of Kobol

Current Version:

 Fall of Kobol Downloads

 

No longer enhanced but available:  

 SotF: Fall of Kobol Diplomacy/Trinity 1.043 

 
Instructions:

 How To Install Sins of the Fallen

Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.

 How to Activate Sins of the Fallen


Sins of the Fallen: Fall of Kobol

A Battlestar Galactica mod for Sins of the Solar Empire

Release Date: TBD

 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, 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!

 

* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).

Quick synopsis

This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach. 

 

Colonial Fleet

Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.

 

Colonial Fleet


Colonial Sound Dialogue Script (link)

 

 

  

Cylon Armada

 

 

If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.

Contributions can be emailed to: zombiesrus5 at gmail dot com

Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.

Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice

Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.

Please email me for development SVN access which is different from the playtest SVN noted above.

Members: ZombiesRus5

War-era Centurian: Status is given to those that actively contribute to the mod.

Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy

U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod. 

Members: Stalcore, JonJay

Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.

Members: Unikraken, SpardaSon21, holybeast

Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.

Unknown Members: 2500+ souls or machines

Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost

:cylon:

Modding Contributions Needed

Particle Effects
  • Anyone that wants to contribute effects is more than welcome as I'm not planning on making any myself.
 
! if you see anything you think could use a change shoot me a query and I'll let you know if it's worth pursuing !
 
* remember if you add a new file locally when modding it needs to be added to the entity.manifest!

 

 

8,578,270 views 3,050 replies +1 Loading…
Reply #2801 Top

Reply #2802 Top

Reply #2803 Top

Nice! They look really good in-game. 

Reply #2804 Top

Quoting ZombiesRus5, reply 2800

Thanks, I got them.

Here's an update Ragnar texture I'm putting together:

Reduced 29%
Original 1928 x 1048


End of ZombiesRus5's quote

Looking good

Reply #2805 Top

Reply #2807 Top

PM sent for build 38.1. Managed to get a lot of stuff into it.

Reply #2808 Top

Reply #2809 Top

Ok I've had a good look through the latest version. Overall, I'm happy with it! So many new changes that we've made, and the models are looking fantastic. So much more immersive with the new textures and unique abilities. Thank you so much for all of the hard work that you have put in to this Z. I really do appreciate it! 

Love the addition of the different type of AB Raider by the way! Very cool.

Changes/comments: 

- Need to review the artifacts and the Cylon asteroid base (need moons addon). Could you send this through to me? 
- A few issues with diplomacy/The Plan abilities.

        * "Number Six" ability for the envoy shouldn't be on automatic autocast. Otherwise the AI will use this all the time on the human player.

        * The "Number Six" ability (Rebel) and "Sharon Boomer Valerii" ability (Loyalist) hasn't been set up right. In the initial ability files that I sent through to you, I also allowed for credits to be stolen periodically. The whole purpose of the ability is to target allied player planets (reflecting the traitorous/infiltrator nature of the Cylons). At the moment it has been set to target enemy planets. Please see my original ability files. 

        * "Number Five" icon/ability description shouldn't be used. He wasn't part of the Rebel Faction (was with Cavil). See below: 

   

 * "Number Eight" ability descriptions are missing. They are missing when you go to the ability for the actual Envoy as well: 

 

 

- Did I send you a new mesh for the Hades? Can't remember. Doesn't look like its in-game. The Hades icon in the menu looks a bit weird too: 

 



- Both Rebel and Loyalist factions should be able to access all capital ships. The Rebels don't have access to the Hades, and the Loyalists don't have access to the Guardian. The order for both factions should be:
1. Hades
2. Djerba Baseship
3. Guardian
4. Resurrection ship
5. Baseship
6. Worldstar
7. Nanostar

- Djerba Baseship shouldn't have "Resurrection Link", also the "Fortress" ability shouldn't have autocast on by default. Also, the Djerba Basestar should not have access to modern Raiders (both normal and bomber). Should only be able to access AB raiders.

- Nanostar abilities need to be changed.

         * The Enhanced Nanorobots ability doesn't work properly... it seems to become a permanent ability once the cap ship is upgraded, rather than being an autocast type ability which lasts for different amounts of time. It just seems to be on all the time.

         *Third ability needs to be "Heavy Fallout" as it was before, and ultimate ability needs to be "Hybrid Upgrades" which I sent through before. Do you have it (plus the icon)? If not, I can resend.

         * Nanostar "Enhanced Nanorobots" ability icon has turned to green. Did you mean to do this? 

Reply #2810 Top

Quoting Mord_Sith84, reply 2809

- Need to review the artifacts and the Cylon asteroid base (need moons addon). Could you send this through to me? 
End of Mord_Sith84's quote

I can make a separate download that will work with the baked version.

Quoting Mord_Sith84, reply 2809

        * "Number Six" ability for the envoy shouldn't be on automatic autocast. Otherwise the AI will use this all the time on the human player.

        * The "Number Six" ability (Rebel) and "Sharon Boomer Valerii" ability (Loyalist) hasn't been set up right. In the initial ability files that I sent through to you, I also allowed for credits to be stolen periodically. The whole purpose of the ability is to target allied player planets (reflecting the traitorous/infiltrator nature of the Cylons). At the moment it has been set to target enemy planets. Please see my original ability files. 
End of Mord_Sith84's quote

I'm still debating what to do with this one. As you know I'm not a fan of making abilities that are unusable by the AI and maybe less known I'm not a fan of exploitable abilities. Having it target Allied planets and steel almost 1/2 their planet income is rather extreme. Further the AI will have no knowledge you are performing this activity. 

The reason I set it to enemy planets and auto-cast is because if/when you double cross an AI they will be able to target your planets as well as you being able to infiltrate enemy planets with no defenses and do the same under the guise of an envoy.

The other problem I have is the exploit. This essentially allows a player to post envoy's on all his allied planets and systematically steel their planetary income. 

We can talk some more on this ability but in it's current form it seems way to powerful and with no way to counter it.

Quoting Mord_Sith84, reply 2809

        * "Number Five" icon/ability description shouldn't be used. He wasn't part of the Rebel Faction (was with Cavil). See below: 
End of Mord_Sith84's quote

Lets change to another cylon image then.

Quoting Mord_Sith84, reply 2809

 * "Number Eight" ability descriptions are missing. They are missing when you go to the ability for the actual Envoy as well: 
End of Mord_Sith84's quote

Fixed.

Quoting Mord_Sith84, reply 2809

- Did I send you a new mesh for the Hades? Can't remember. Doesn't look like its in-game. The Hades icon in the menu looks a bit weird too: 
End of Mord_Sith84's quote

There was no new mesh for the Hades.

Quoting Mord_Sith84, reply 2809


- Both Rebel and Loyalist factions should be able to access all capital ships. The Rebels don't have access to the Hades, and the Loyalists don't have access to the Guardian. The order for both factions should be:
1. Hades
2. Djerba Baseship
3. Guardian
4. Resurrection ship
5. Baseship
6. Worldstar
7. Nanostar
End of Mord_Sith84's quote

The original design was only Rebels had the Guardian (i.e. The Guardian hybrid would not side with the Loyalists). We gave the Hades to the Loyalists as the compareable class.

I'm willing to discuss this.

Quoting Mord_Sith84, reply 2809

- Djerba Baseship shouldn't have "Resurrection Link", also the "Fortress" ability shouldn't have autocast on by default. Also, the Djerba Basestar should not have access to modern Raiders (both normal and bomber). Should only be able to access AB raiders.
End of Mord_Sith84's quote

Was just thinking extending resurrection to an older hybrid class might be good. We can remove it.

Quoting Mord_Sith84, reply 2809

         * The Enhanced Nanorobots ability doesn't work properly... it seems to become a permanent ability once the cap ship is upgraded, rather than being an autocast type ability which lasts for different amounts of time. It just seems to be on all the time.
End of Mord_Sith84's quote

I'll look at that. We may want it to be a more powerful ability if it will be cast. It's not very powerful for the AM cost right now.

Hybrid Upgrades wasn't much of an ultimate ability. I set it intentially as a non-ultimate with more levels.

Quoting Mord_Sith84, reply 2809

         *Third ability needs to be "Heavy Fallout" as it was before, and ultimate ability needs to be "Hybrid Upgrades" which I sent through before. Do you have it (plus the icon)? If not, I can resend.
End of Mord_Sith84's quote

I feel FTL Virus is a more appropriate Ultimate Ability and heavy fallout was rather meh compared to it's current ability set in the build you have. I'm willing to discuss but I think this is a good setup.

Quoting Mord_Sith84, reply 2809

 * Nanostar "Enhanced Nanorobots" ability icon has turned to green. Did you mean to do this? 
End of Mord_Sith84's quote

Yes, I'm open to a different color like purple or whatever. All gray scale icons are being colorized slightly so it's obvious when they are available/disabled. That was the first one I did so it's color is a little wonky.

 

Reply #2811 Top

Hi Z. sorry been awhile but thing's are looking really good. Awesome. thanks for all of the hard work you all have put into the mod. :beer:

Reply #2812 Top

Quoting ZombiesRus5, reply 2810


Quoting Mord_Sith84,

- Need to review the artifacts and the Cylon asteroid base (need moons addon). Could you send this through to me? 



I can make a separate download that will work with the baked version.

End of ZombiesRus5's quote

Cool thanks. 

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,

        * "Number Six" ability for the envoy shouldn't be on automatic autocast. Otherwise the AI will use this all the time on the human player.

        * The "Number Six" ability (Rebel) and "Sharon Boomer Valerii" ability (Loyalist) hasn't been set up right. In the initial ability files that I sent through to you, I also allowed for credits to be stolen periodically. The whole purpose of the ability is to target allied player planets (reflecting the traitorous/infiltrator nature of the Cylons). At the moment it has been set to target enemy planets. Please see my original ability files. 



I'm still debating what to do with this one. As you know I'm not a fan of making abilities that are unusable by the AI and maybe less known I'm not a fan of exploitable abilities. Having it target Allied planets and steel almost 1/2 their planet income is rather extreme. Further the AI will have no knowledge you are performing this activity. 

The reason I set it to enemy planets and auto-cast is because if/when you double cross an AI they will be able to target your planets as well as you being able to infiltrate enemy planets with no defenses and do the same under the guise of an envoy.

The other problem I have is the exploit. This essentially allows a player to post envoy's on all his allied planets and systematically steel their planetary income. 

We can talk some more on this ability but in it's current form it seems way to powerful and with no way to counter it.

End of ZombiesRus5's quote

Yeah we do have very different views on this. I think the stock game has quite a few abilities that are not set to automatically autocast.... I just view it as a reflection of the nature of the Cylon, and adds to the player experience. I don't think it would matter if the AI could use it or not. 

Why don't we remove the steal production credits component, and reduce the Ship Build Time and Structure Build Time to -10%. Would that work? The player can activate it only if they are trying to slightly weaken a player if they soon intent to turn on them. Could change the description to: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBERSIXMODEL_DESCRIPTION"
Value "In times of peace, prepare for war. Number Six models infiltrate allied planets and sabotage construction facilities."

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,

        * "Number Five" icon/ability description shouldn't be used. He wasn't part of the Rebel Faction (was with Cavil). See below: 



Lets change to another cylon image then.

End of ZombiesRus5's quote

Ok. I've created a new icon and description for this ability (have emailed you the new icon):

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NATALIEFAUST_NAME"
Value "Natalie Faust"
StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NATALIEFAUST_DESCRIPTION"
Value "Highly skilled in negotiation, Natalie brokers a metal trade deal to improve relations."



Quoting ZombiesRus5, reply 2810

Quoting Mord_Sith84,

- Did I send you a new mesh for the Hades? Can't remember. Doesn't look like its in-game. The Hades icon in the menu looks a bit weird too: 



There was no new mesh for the Hades.

End of ZombiesRus5's quote

Ok, there should be. I'll follow up with the artist. 

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,


- Both Rebel and Loyalist factions should be able to access all capital ships. The Rebels don't have access to the Hades, and the Loyalists don't have access to the Guardian. The order for both factions should be:
1. Hades
2. Djerba Baseship
3. Guardian
4. Resurrection ship
5. Baseship
6. Worldstar
7. Nanostar



The original design was only Rebels had the Guardian (i.e. The Guardian hybrid would not side with the Loyalists). We gave the Hades to the Loyalists as the compareable class.

I'm willing to discuss this.

End of ZombiesRus5's quote

Yes, this was my original idea. I'm happy to go with your approach on this then. It does add more flavour to the individual factions. 

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,

- Djerba Baseship shouldn't have "Resurrection Link", also the "Fortress" ability shouldn't have autocast on by default. Also, the Djerba Basestar should not have access to modern Raiders (both normal and bomber). Should only be able to access AB raiders.



Was just thinking extending resurrection to an older hybrid class might be good. We can remove it.

End of ZombiesRus5's quote

As far as we know, the only basestar to have had an experimental Hybrid was the Guardian (the first Hybrid as far as I know, and was considered to be a "superweapon"). There is no evidence to suggest that the Djerba Baseship had a Hybrid. 

I would prefer resurrection to be removed from the Djerba. 

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,

         * The Enhanced Nanorobots ability doesn't work properly... it seems to become a permanent ability once the cap ship is upgraded, rather than being an autocast type ability which lasts for different amounts of time. It just seems to be on all the time.



I'll look at that. We may want it to be a more powerful ability if it will be cast. It's not very powerful for the AM cost right now.

Hybrid Upgrades wasn't much of an ultimate ability. I set it intentially as a non-ultimate with more levels.

End of ZombiesRus5's quote

I agree that it should be more powerful. As far as I can see, "Hybrid Upgrades" has been removed entirely as an ability for the Nanostar? Could it become the 3rd ability and replace the "Nano core" which currently appears? I have no idea where Nano Core came from. 

Quoting ZombiesRus5, reply 2810
Quoting Mord_Sith84,

         *Third ability needs to be "Heavy Fallout" as it was before, and ultimate ability needs to be "Hybrid Upgrades" which I sent through before. Do you have it (plus the icon)? If not, I can resend.



I feel FTL Virus is a more appropriate Ultimate Ability and heavy fallout was rather meh compared to it's current ability set in the build you have. I'm willing to discuss but I think this is a good setup.

End of ZombiesRus5's quote

Happy with FTL Virus as the ultimate ability then. Just need to change the 3rd ability to "Hybrid Upgrades" as mentioned above. Do you have the icon I sent? 

Quoting ZombiesRus5, reply 2810


Quoting Mord_Sith84,

 * Nanostar "Enhanced Nanorobots" ability icon has turned to green. Did you mean to do this? 



Yes, I'm open to a different color like purple or whatever. All gray scale icons are being colorized slightly so it's obvious when they are available/disabled. That was the first one I did so it's color is a little wonky.

 

End of ZombiesRus5's quote

Ok. Considering that the effect is blue, could you have a blue tinge instead of green? Thanks

Reply #2813 Top

Here are my changes: 

  • Some of the icons seem to have changed to a purple colour? I've listed them below:

 

Hand of God tree --> Model subsystems --> CP Missiles, Heavy Missile Turrets, Heavy CP Missiles (all seem to have a purple tinge?)
Hand of God tree --> Model Projections --> Regeneration
Hand of God Tree --> Model Projections --> Expanded Raider Slots
Hand of God tree --> Model Subsytems --> Antimatter Nuke 
"Resurrection Link" ability icon on all cap ships, frigates etc. 
Apotheosis tree --> Industrial Networks --> Activate Hybrid Grid 
Apotheosis tree --> Faith --> Resurrection
Apotheosis tree --> Faith --> Hybrid Hacking Programs

to fix them up, have a look at previous versions of the mod. However, looking at your post to Mord_Sith84. it looks as though you may have done this intentionally? Some of them look a bit too purple. Could you tone them down a bit (if this was indeed intentional).

  • There are two icons on the Worldstar that look a bit weird.. I'm not sure what they are meant to be? 
  • New textures are great... But I actually don't like the texture of the Worldstar. When you zoom in, the middle section texture looks odd. See below: 

  • Descriptions for the Number Eight model ability are missing on both the Chimaea envoy ship and 'String not Found' in the research tree.
  • For the Loyalist, if the "Sharon Boomer Valerii" ability is the same as "Number Six Model", the description in The Plan research tree should be the same. Should be:

"In times of peace, prepare for war. Boomer is sent down to this allied planet to sabotage construction and drain production credits."

Reply #2814 Top

Quoting Cylon_Luvr, reply 2813

Here are my changes: 

 

    • Some of the icons seem to have changed to a purple colour? I've listed them below:

Hand of God tree --> Model subsystems --> CP Missiles, Heavy Missile Turrets, Heavy CP Missiles (all seem to have a purple tinge?)
Hand of God tree --> Model Projections --> Regeneration
Hand of God Tree --> Model Projections --> Expanded Raider Slots
Hand of God tree --> Model Subsytems --> Antimatter Nuke 
"Resurrection Link" ability icon on all cap ships, frigates etc. 
Apotheosis tree --> Industrial Networks --> Activate Hybrid Grid 
Apotheosis tree --> Faith --> Resurrection
Apotheosis tree --> Faith --> Hybrid Hacking Programs

to fix them up, have a look at previous versions of the mod. However, looking at your post to Mord_Sith84. it looks as though you may have done this intentionally? Some of them look a bit too purple. Could you tone them down a bit (if this was indeed intentional).

End of Cylon_Luvr's quote

I've had a look at these icons now that you've mentioned them, and yes they do look a bit too purple... what do you think Z? 

Quoting Cylon_Luvr, reply 2813
    • There are two icons on the Worldstar that look a bit weird.. I'm not sure what they are meant to be? 
End of Cylon_Luvr's quote

Which ones do you mean? Cylon Boarding Party and Infiltration icons do look a bit dark/distorted. Cylon Boarding Party is meant to be a Heavy Raider.. and to be honest, I can't even see what the Infiltration icon is myself! Z, I'll resent you the icons.  

Quoting Cylon_Luvr, reply 2813
    • New textures are great... But I actually don't like the texture of the Worldstar. When you zoom in, the middle section texture looks odd. See below:
End of Cylon_Luvr's quote

I agree. I'll get the artist to fix this up. 

Quoting Cylon_Luvr, reply 2813

 

    • Descriptions for the Number Eight model ability are missing on both the Chimaea envoy ship and 'String not Found' in the research tree.
End of Cylon_Luvr's quote

Z has already fixed this. 

Quoting Cylon_Luvr, reply 2813
    • For the Loyalist, if the "Sharon Boomer Valerii" ability is the same as "Number Six Model", the description in The Plan research tree should be the same. Should be:

"In times of peace, prepare for war. Boomer is sent down to this allied planet to sabotage construction and drain production credits."

End of Cylon_Luvr's quote

Good pick up. However it will need to be changed to the following as the ability will no longer drain production credits: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_NAME"
Value "Sharon 'Boomer' Valerii"
StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION"
Value "In times of peace, prepare for war. Boomer infiltrates allied planets to sabotage construction facilities."

 
Reply #2815 Top

Quoting Mord_Sith84, reply 2812

Why don't we remove the steal production credits component, and reduce the Ship Build Time and Structure Build Time to -10%. Would that work? The player can activate it only if they are trying to slightly weaken a player if they soon intent to turn on them. Could change the description to: 


End of Mord_Sith84's quote

I'm good with this approach. 

Quoting Mord_Sith84, reply 2812

I would prefer resurrection to be removed from the Djerba. 
End of Mord_Sith84's quote

Easy enough.

Quoting Mord_Sith84, reply 2812

IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NATALIEFAUST_NAME
End of Mord_Sith84's quote

Sounds good.

Quoting Mord_Sith84, reply 2812

Yes, this was my original idea. I'm happy to go with your approach on this then. It does add more flavour to the individual factions. 
End of Mord_Sith84's quote

Ok, I think it fits the factions approach.

Quoting Mord_Sith84, reply 2812

I agree that it should be more powerful. As far as I can see, "Hybrid Upgrades" has been removed entirely as an ability for the Nanostar? Could it become the 3rd ability and replace the "Nano core" which currently appears? I have no idea where Nano Core came from. 
End of Mord_Sith84's quote

It's your ability I just forgot to change the name string and icon you originally had in the files provided to me. It's fixed now.

Quoting Mord_Sith84, reply 2812

Happy with FTL Virus as the ultimate ability then. Just need to change the 3rd ability to "Hybrid Upgrades" as mentioned above. Do you have the icon I sent? 
End of Mord_Sith84's quote

I'll beef up Hybrid Upgrades and make it castable.

Quoting Mord_Sith84, reply 2812

Ok. Considering that the effect is blue, could you have a blue tinge instead of green? Thanks
End of Mord_Sith84's quote

In regards to all icons I'll soften up the colorization. This was only the first attempt. However, I do not want any gray scale images in the main color icon file. It makes it hard to determine what is disabled/allowed.

 

Reply #2816 Top

Either try the new resurrection hub?

Reply #2817 Top

Quoting ZombiesRus5, reply 2816

Either try the new resurrection hub?
End of ZombiesRus5's quote

It's very, very cool! Fantastic that you were able to get it to move/jump. 

When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built? 

Also, the icon looks a bit odd...

 

Reply #2818 Top

Quoting Mord_Sith84, reply 2817

It's very, very cool! Fantastic that you were able to get it to move/jump. 

When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built? 

Also, the icon looks a bit odd...


End of Mord_Sith84's quote

Apparently that icon has been off for a while. Just more noticeable with the jumping I guess.

 

On the constructing the Hub. I've played around with 3 options. Each has their own pros/cons. That said each option essentially performs the same way: Construct an actual Super Weapon module for the Hub, Hide the "real" super weapon then create a Frigate for the game version of the Resurrection Hub. When the game version dies the "real" super weapon is destroyed freeing up the Super Weapon slot.

Constructing a Hub:

Option 1: Use the exact same mesh for both Construction and Game play. 
Pro: The Hub will construct like normal and will appear to transparently hide with the frigate appear in the exact same place as the constructed hub.
Con: There is a really big dead space on the map where the hidden super weapon is as the meshes boundaries still take up that area of space. 

Option 2 (Current): Use a much smaller mesh for Construction and normal Mesh for the frigate.
Pro: The "satellite" sized mesh will hide much better and will not take up any playable area of the map. The player icons tend to also not be shown (similar to the resurrection beacons created).
Con: While the Hub is constructing there is no visible building taking place.

Option 3: Use the exact same mesh for Construction, then when construction completes destroy that entity and create a satellite sized Super Weapon which creates the game version of the Resurrection Hub.
Pro: The Hub construction process is visible and the satellite version of the Hub does not take up any playable area of the map.
Con: The Hub will self destruct with and the newly created "satellite" and game version of the Resurrection Hub will randomly generate in the planetary gravity well.

 

Option 1 is the best looking if you don't mind the large area of the gravity well being clickable or Ships seemingly flying around a dead space area.

Option 3 works pretty well except for the brilliant explosion of the original Super Weapon.

Option 2 would be ideal if it weren't for the random placement of the secondary satellite hub and destruction of the primary hub.

Reply #2819 Top

Quoting ZombiesRus5, reply 2818


Quoting Mord_Sith84,

It's very, very cool! Fantastic that you were able to get it to move/jump. 

When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built? 

Also, the icon looks a bit odd...




Apparently that icon has been off for a while. Just more noticeable with the jumping I guess.

 

On the constructing the Hub. I've played around with 3 options. Each has their own pros/cons. That said each option essentially performs the same way: Construct an actual Super Weapon module for the Hub, Hide the "real" super weapon then create a Frigate for the game version of the Resurrection Hub. When the game version dies the "real" super weapon is destroyed freeing up the Super Weapon slot.

Constructing a Hub:

Option 1: Use the exact same mesh for both Construction and Game play. 
Pro: The Hub will construct like normal and will appear to transparently hide with the frigate appear in the exact same place as the constructed hub.
Con: There is a really big dead space on the map where the hidden super weapon is as the meshes boundaries still take up that area of space. 

Option 2 (Current): Use a much smaller mesh for Construction and normal Mesh for the frigate.
Pro: The "satellite" sized mesh will hide much better and will not take up any playable area of the map. The player icons tend to also not be shown (similar to the resurrection beacons created).
Con: While the Hub is constructing there is no visible building taking place.

Option 3: Use the exact same mesh for Construction, then when construction completes destroy that entity and create a satellite sized Super Weapon which creates the game version of the Resurrection Hub.
Pro: The Hub construction process is visible and the satellite version of the Hub does not take up any playable area of the map.
Con: The Hub will self destruct with and the newly created "satellite" and game version of the Resurrection Hub will randomly generate in the planetary gravity well.

 

Option 1 is the best looking if you don't mind the large area of the gravity well being clickable or Ships seemingly flying around a dead space area.

Option 3 works pretty well except for the brilliant explosion of the original Super Weapon.

Option 2 would be ideal if it weren't for the random placement of the secondary satellite hub and destruction of the primary hub.

End of ZombiesRus5's quote

Could you not just remove the explosion effect altogether? 

Reply #2820 Top

Quoting Mord_Sith84, reply 2819

Could you not just remove the explosion effect altogether? 
End of Mord_Sith84's quote

We could... If someone destroys the hub while it's building it won't have any visible destruction.

 

 

On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect.

 

Reply #2821 Top

Quoting ZombiesRus5, reply 2820

On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect.

 
End of ZombiesRus5's quote

So something went wrong at some point and the Cylon/Colonial Missile hit effects were incorrectly setup. I'll be increasing their size by nearly 20x.

Reply #2822 Top

Quoting ZombiesRus5, reply 2821


Quoting ZombiesRus5,

On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect.

 



So something went wrong at some point and the Cylon/Colonial Missile hit effects were incorrectly setup. I'll be increasing their size by nearly 20x.

End of ZombiesRus5's quote

Should have another build by this weekend for you all to verify if i missed any requested changes. I've also been updating some icons based an the new standards. I think we can get the mod looking pretty good (not that it was bad by any means just more towards great).

I'm also going through effects so if you have any suggestions let me know.

Reply #2823 Top
Quoting ZombiesRus5, reply 2822

I'm also going through effects so if you have any suggestions let me know.

End of ZombiesRus5's quote

There seems to be a "virus signal" sound that plays for almost every Cylon virus ability. Could we add another sound in there so that it doesn't sound so repetitive?

 

Reply #2824 Top

Quoting Cylon_Luvr, reply 2823


Quoting ZombiesRus5,


I'm also going through effects so if you have any suggestions let me know.



There seems to be a "virus signal" sound that plays for almost every Cylon virus ability. Could we add another sound in there so that it doesn't sound so repetitive?

 

End of Cylon_Luvr's quote

Yeah, I'll change those up some. I also added a new Datastream particle effect on the Basestar Lockdown virus. Updated a few icons too to different images.

Updated weapon effects.

Updated explosion effects.

Effects enhancements will now be standard and not an optional addon.

 

I seem to minidump with artifacts enabled. Are you guys having that issue?

Reply #2825 Top
Quoting ZombiesRus5, reply 2824

Yeah, I'll change those up some. I also added a new Datastream particle effect on the Basestar Lockdown virus. Updated a few icons too to different images.

Updated weapon effects.

Updated explosion effects.

Effects enhancements will now be standard and not an optional addon.


I seem to minidump with artifacts enabled. Are you guys having that issue?

End of ZombiesRus5's quote

Nice work!! 

On the final stretch now with the new models. The artist is fixing up the Worldstar, Hades, Resurrection Ship, Resurrection Hub and the Starbase. 

Nope, artifacts dont seem to crash for me, but i'm not using your version... im using the older version.