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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!

 

 

8,578,362 views 3,050 replies +1 Loading…
Reply #2851 Top
Quoting ZombiesRus5, reply 2850

Yes I know..., the artists however for those models never provided normal maps. I put in what I have, though I generated them using NVidia's Normalmap plugin off the -cl map. I'm guessing he already knows how to do this.

 

End of ZombiesRus5's quote

Thanks, i'll let him know. 

Reply #2852 Top

Z i just emailed you the new textures for the Hades and Basestar. 

The artist is working on a new texture for the starbase, which will be the last new model. 

 

Reply #2853 Top

Quoting Mord_Sith84, reply 2852

Z i just emailed you the new textures for the Hades and Basestar. 

The artist is working on a new texture for the starbase, which will be the last new model. 

 
End of Mord_Sith84's quote

Thanks! I know I can be a little "Sheldon" at times, but I wanted to let you know I appreciate you and Cylon_Luvr taking ownership in this mod too. Having community involvement with the direction of this mod from the beginning with the original blood and chrome name is why this mod is IMO one of the best mods for Sins even though it seems to get overshadowed by the trekkie and SW themed mods. We've had contributions ranging from ideas, designs, voice dialogue, models, etc from many people over the years too!

There's also a lot of history in this mod dating back through the Sins of Althea to Sins of the Thirteenth Tribe. While we completely rebuilt this mod from the ground up there wouldn't be a mod without their prior work and contributions.

After we get the next bit of changes in we can do another QA test and hopefully move towards a release.

 

Reply #2854 Top

Quoting ZombiesRus5, reply 2853


Quoting Mord_Sith84,

Z i just emailed you the new textures for the Hades and Basestar. 

The artist is working on a new texture for the starbase, which will be the last new model. 

 



Thanks! I know I can be a little "Sheldon" at times, but I wanted to let you know I appreciate you and Cylon_Luvr taking ownership in this mod too. Having community involvement with the direction of this mod from the beginning with the original blood and chrome name is why this mod is IMO one of the best mods for Sins even though it seems to get overshadowed by the trekkie and SW themed mods. We've had contributions ranging from ideas, designs, voice dialogue, models, etc from many people over the years too!

There's also a lot of history in this mod dating back through the Sins of Althea to Sins of the Thirteenth Tribe. While we completely rebuilt this mod from the ground up there wouldn't be a mod without their prior work and contributions.

After we get the next bit of changes in we can do another QA test and hopefully move towards a release.

 

End of ZombiesRus5's quote

Thanks Z. I've been involved in this mod since the beginning, when Kyogre12 was first developing Sins of Alethia. Back then I would never have guessed that the mod would turn out so well, and that is because of all the time and hard work you've put in to it, not for any other reason than to allow yourself and gamers like me to enjoy playing it. Thank you for all the hard work you've put in and for putting up with my long lists of rambling changes!! As you've been able to see, i'm fairly passionate about this mod and BSG, and I can be a bit of a perfectionist at times! 

Looking forward to testing out the next QA test version. 

Reply #2856 Top

I've been working on a Fall of Kobol map that I want to test out with another person. It starts with 2 Colonial Players at Sol. The system is divided equally at the start. It essentially takes place ~25-40 years after the end of the series. The main goal is to return back to the original 12 colonies and clear out the reactivated Cylons before they become an organized entity that finds Earth. 

About 30-45 minutes into the game, players will be under invasion. The map of the 12 colonies is laid out for easy AI decision making. The goal is to see if the players can survive a 2 front war, and if not, if they can survive at all.

Sol system has all the planets and nearly all the moons, as well as the new far away Planet 9; and a bonus for the other player as well (video game logic). If the Cylon's manage to reach Sol, then the game will take a dire turn. Sol system has a realistic circular layout, making it possible to survive by retreating to a fortified world, or running for as long as you can (like the TV show but with a far lower chance of survival).

The map is still a WIP, and is a tad rough around the edges. I was able to test the map with an AI teammate, but having a real player would let me actually test the map. Because Sins of the Fallen (and Fall of Kobol) have no Galaxy Forge that I could find, I've been forced to be quite creative making the map feel like it was made for Fall of Kobol.

The map has 2 versions right now. Normal mode is essentially a 2v2, and Hard becomes a 2v3. I designed the map so the AI teammate is normal or hard AI (defender type). The 2 enemy Cylon factions are made to be Unfair/Cruel/Vicious(any type)! Fall of Kobol's low income rate makes a Vicious AI rather balanced for this map. The hard version is recommended to have 2 unfair/cruel and 1 cruel/vicious on the opposing team.

Please PM me if you're looking to test the map in Coop, as I do not want to upload this map publicly until I fine tune the 12 colonies system. I would love to test the map with someone who is experienced at surviving against a challenging foe, and is a big BSG fan. The 2v2 Normal version is quite easy with a dumb AI, so I would like to choose the Hard version to test first. Chances are, the game will be over within 2-4 hours if the Cylons find Sol. If we survive (holding the line) long enough, then I will happily end the match and try to improve the map.

The final version (if it is good) will be sent to ZombiesRus5 if he is interested in it; as he could make it Galaxy Forge compliant with Fall of Kobol. Currently, planetary models are random, making each world not match with its type. For example, Earth is just a Terran planet, and Caprica could be a Virgon type planet in one run, and a Picon type planet in the next.

 

 

Reply #2857 Top

Quoting Mord_Sith84, reply 2855

Z, link for the updated Worldstar model: 

https://www.dropbox.com/home/SinsBSGMod?preview=LastDelivery.rar
End of Mord_Sith84's quote

Replied in email. The link appears to not be a shared link  :cylon:

Quoting xTRICKYxx, reply 2856

I've been working on a Fall of Kobol map that I want to test out with another person. It starts with 2 Colonial Players at Sol. The system is divided equally at the start. It essentially takes place ~25-40 years after the end of the series. The main goal is to return back to the original 12 colonies and clear out the reactivated Cylons before they become an organized entity that finds Earth. 

About 30-45 minutes into the game, players will be under invasion. The map of the 12 colonies is laid out for easy AI decision making. The goal is to see if the players can survive a 2 front war, and if not, if they can survive at all.

Sol system has all the planets and nearly all the moons, as well as the new far away Planet 9; and a bonus for the other player as well (video game logic). If the Cylon's manage to reach Sol, then the game will take a dire turn. Sol system has a realistic circular layout, making it possible to survive by retreating to a fortified world, or running for as long as you can (like the TV show but with a far lower chance of survival).

The map is still a WIP, and is a tad rough around the edges. I was able to test the map with an AI teammate, but having a real player would let me actually test the map. Because Sins of the Fallen (and Fall of Kobol) have no Galaxy Forge that I could find, I've been forced to be quite creative making the map feel like it was made for Fall of Kobol.

The map has 2 versions right now. Normal mode is essentially a 2v2, and Hard becomes a 2v3. I designed the map so the AI teammate is normal or hard AI (defender type). The 2 enemy Cylon factions are made to be Unfair/Cruel/Vicious(any type)! Fall of Kobol's low income rate makes a Vicious AI rather balanced for this map. The hard version is recommended to have 2 unfair/cruel and 1 cruel/vicious on the opposing team.

Please PM me if you're looking to test the map in Coop, as I do not want to upload this map publicly until I fine tune the 12 colonies system. I would love to test the map with someone who is experienced at surviving against a challenging foe, and is a big BSG fan. The 2v2 Normal version is quite easy with a dumb AI, so I would like to choose the Hard version to test first. Chances are, the game will be over within 2-4 hours if the Cylons find Sol. If we survive (holding the line) long enough, then I will happily end the match and try to improve the map.

The final version (if it is good) will be sent to ZombiesRus5 if he is interested in it; as he could make it Galaxy Forge compliant with Fall of Kobol. Currently, planetary models are random, making each world not match with its type. For example, Earth is just a Terran planet, and Caprica could be a Virgon type planet in one run, and a Picon type planet in the next.

 

 
End of xTRICKYxx's quote

This sounds really awesome. I'll add you to the Beta test for the latest FoK. Check your PM for the download location.

Reply #2858 Top

Check you PM... I had to update the docshare URL to download the mod.

I've uploaded FoK.Baked.Reb.1.82.38.3.7z for testing.

 

+1 Loading…
Reply #2859 Top

Quoting ZombiesRus5, reply 2857


Quoting Mord_Sith84,

Z, link for the updated Worldstar model: 

https://www.dropbox.com/home/SinsBSGMod?preview=LastDelivery.rar



Replied in email. The link appears to not be a shared link  :cylon:

End of ZombiesRus5's quote

Just sent you a new link Z. 

Reply #2860 Top

Loving the latest work that has gone into this mod especially the new skins for the ships etc. I have been working on some new audio files all in OGG format for (SoundDialogue, SoundEffects and SoundMusic ). I have found adding these new files helps enhance an already amazing mod. I will give some examples; hero Capital Ships such as the Galactica and Pegasus both come with rallying speeches for the fleet given by Adama and Cain on creation. Additional dialogue has been added for general/attack orders for both ships etc. When a Colonial Envoy is created you will hear Laura Roslin taking her oath into office to protect the colonies. When your capital ship is heavily damaged you will hear damaged control teams being dispatched, when its is destroyed you know hear evacuation orders. When an allied capital ship is destroyed you will hear a Battlestar breaking up with crew screaming! I have been working on other event driven sounds too. I have had them all working in game. If your wanting a copy of the files Z just let me know.

   

 

 

 

Reply #2861 Top

Hey quick question

 

I'm getting a minidump every time I try to enable the mod. Is this compatible with 1.84 yet? I've tried

 

Kobol

Artifacts

Moons

Cylon Mil

Cylon Heavy Pirates

Colonial

Cylons

Core

 

and

 

Colonial

Cylons

Core

 

CTD every time. Can you please help me?

Reply #2862 Top

Hey guys, the 1.84 release caught me completely off guard. Thank the Gods FoK still works with 1.84 LOL. I am releasing my Sol Map Pack. The pack includes 6 maps including a readme of important information regarding each map.

I consider only 1 map "finished" which is "Battle of Sol". The biggest issue with these maps is that I do not have a way of matching planet types with the mod, Fall of Kobol. This means that the planets will most likely not match up.

The Sol System contains all of the planets with nearly all the moons. It is made to feel authentic while still remaining fun for a video game.

DOWNLOAD: https://www.mediafire.com/?5rnicefdulo8ov8

6 maps (readme.txt contains far more info):

"Battle of Sol Coop" - A map designed for the AI not to frack up too much. It includes the 12 colonies all merged into a Black Hole system (a nod to "FoK Caprica is Burning"). The map is primarily for a 2 front war to be fought. If the 2 front war is lost, chances are the war will be fought in the Sol system instead.

"Eye of Jupiter"  - Similar to Battle of Sol, but with the 12 Colonies laid out like the BSG Universe. This is the most incomplete map included. I have not been able to test this thoroughly as I need another person. AI teammate is not recommended. 

"The 12 Colonies of Kobol" - A singleplayer map. Player is in control of the 4 main Helios systems. The Cylon invasion is about to begin. The goal is to survive and end up in Sol. It is NOT recommended to rush for Sol until your fleet is ready. The Cylons WILL follow you.

"The 12 Colonies of Kobol HARD" - A singleplayer map. Player is in control of the Helios Alpha System. The other 3 Helios systems went silent. The invasion begins sooner than the normal version.

"The 12 Colonies of Kobol MP" - A coop variant of the normal 12 Colonies map. Not recommended for AI teammate unless you are a sadist.

"The 12 Colonies of Kobol MP HARD" - A coop variant of the 12 Colonies on Hard. AI teammate may be better behaved. Best to assume your AI teammate is gonna die with their planets.

I am 100% the maps are not bug free. They are still in the early phases of optimization. Please post any feedback or feel free to edit them yourselves. I used E4X Galaxy Forge because it was compatible with FoK content.

*The 12 Colonies maps include the Sol system. Anyone can FTL jump to Sol, but entering past the star requires the Eye of Jupiter. To enter the Sol system, a player (or AI) must find another system containing the Eye. Each variant of the 12 Colonies maps have a different system name for the Eye, making it difficult to find right away. The only similarity is that the star containing the Algae Planet is always near the system containing the Eye. 

It is not recommended to rush for Sol as the Cylons only care about destroying your fleet. If they discover your small fleet near the Eye, the Cylons will eliminate you. It is recommended to fortify the Helios Alpha system and then continue colonizing elsewhere to throw the Cylons off your trail.

P.S. Any bugs or issues, look at the known issues section in the readme. It contains some of the problems with the maps.

It is also recommended that players not build trade/refinery facilities to improve end-game performance, but it isn't necessary.

The maps are also compatible with Vanilla Sins. I was able to test the FoK mod without major problems with 1.84; so no need to downgrade versions to play!

@ ZombiesRus5, if you like the maps, feel free to use them. I just ask for credit somewhere. The only issue is that they need to be properly edited in a FoK Galaxy Forge.

edit: I regret to say that DLC is required. I can try to remove all the DLC, but I feel like the BSG universe really needs it.

Reply #2863 Top

Quoting Jimi1987, reply 2861

I'm getting a minidump every time I try to enable the mod. Is this compatible with 1.84 yet? I've tried
End of Jimi1987's quote

The mod is build for 1.82. I can't guarantee it's compatible with 1.84. I have already started updating the mod with all the new features for 1.84.

Quoting Ravage-Wolf, reply 2860

Loving the latest work that has gone into this mod especially the new skins for the ships etc. I have been working on some new audio files all in OGG format for (SoundDialogue, SoundEffects and SoundMusic ). I have found adding these new files helps enhance an already amazing mod. I will give some examples; hero Capital Ships such as the Galactica and Pegasus both come with rallying speeches for the fleet given by Adama and Cain on creation. Additional dialogue has been added for general/attack orders for both ships etc. When a Colonial Envoy is created you will hear Laura Roslin taking her oath into office to protect the colonies. When your capital ship is heavily damaged you will hear damaged control teams being dispatched, when its is destroyed you know hear evacuation orders. When an allied capital ship is destroyed you will hear a Battlestar breaking up with crew screaming! I have been working on other event driven sounds too. I have had them all working in game. If your wanting a copy of the files Z just let me know.


End of Ravage-Wolf's quote

Yeah, I want BSG to be a community effort for improvements. Feel free to send them my way. 

Quoting xTRICKYxx, reply 2862

DOWNLOAD: https://www.mediafire.com/?5rnicefdulo8ov8
End of xTRICKYxx's quote

Nice! I'll check these out and get them included if they test out ok  :cylon:

Reply #2864 Top

1.84 gives us a new buff of GiveExperience. I was thinking about having the Resurrection Hub be able to give this to newly created CapitalShips that utilize Resurrection. Thoughts?

 

Reply #2865 Top

Z, 

The latest version still has Natalie Faust for Loyalists instead of the Number 5 model in the Plan tree. 

Also, could you send me the updated artifacts mod and the moons mod (so I can test the Cylon asteroid base)? Would like to take another look at it. 

Have you put in the new meshes for the Hades and the Basestar in version 38.3? They look the same as the old ones. 

Thanks

Reply #2866 Top

Quoting ZombiesRus5, reply 2864

1.84 gives us a new buff of GiveExperience. I was thinking about having the Resurrection Hub be able to give this to newly created CapitalShips that utilize Resurrection. Thoughts?

 
End of ZombiesRus5's quote

Maybe put it in there and we can test it... what are you trying to simulate with this ability? To restore experience to destroyed capital ships? 

Reply #2867 Top

Z,

That should be the OGG files on their merry way to you. If they do not arrive let me know.

Reply #2868 Top

Quoting Mord_Sith84, reply 2865

Z, 

The latest version still has Natalie Faust for Loyalists instead of the Number 5 model in the Plan tree. 

Also, could you send me the updated artifacts mod and the moons mod (so I can test the Cylon asteroid base)? Would like to take another look at it. 

Have you put in the new meshes for the Hades and the Basestar in version 38.3? They look the same as the old ones. 

Thanks
End of Mord_Sith84's quote

I have the 5/Faust thing fixed in my 1.84 build.

The texture updates he did for the Basestar and Hades only show as subtle improvements in game.

I've uploaded the artifact and moon to dropbox.

Quoting Mord_Sith84, reply 2866

Maybe put it in there and we can test it... what are you trying to simulate with this ability? To restore experience to destroyed capital ships? 
End of Mord_Sith84's quote

Yes, someone asked about resurrection hub doing something similar to this in the past. This new buff type is a much more reliable way of doing this. For example all capital ships resurrected from the Hub could start at Level 2.

Quoting Ravage-Wolf, reply 2867

Z,

That should be the OGG files on their merry way to you. If they do not arrive let me know.
End of Ravage-Wolf's quote

Thanks I will check them out.

 

Reply #2869 Top

Quoting Mord_Sith84, reply 2831


Quoting Mord_Sith84,




Quoting Mord_Sith84,



Hey Z. 

I've modded the Cylon starbase (not the main one, the one that is in the "Moon" addons mod). 

I've emailed it to you for inclusion in the game. I've added a few unique abilities to it... 

All files should be added to the "Moon" addon. 



Sorry Z, forgot to give you the Strings for the Cylon moon base: 

StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_NAME"
Value "Evacuation Protocol"
StringInfo
ID "IDS_RESEARCHSUBJECT_CYLON_EVACUATION_DESCRIPTION"
Value "Explosive charges are placed in the underground caverns of the asteroid, which may be detonated to release the Hades MkIB Command Basestar."
StringInfo
ID "IDS_ABILITY_CYLON_DETONATE_NAME"
Value "Detonate Charges"
StringInfo
ID "IDS_ABILITY_CYLON_DETONATE_DESCRIPTION"
Value "Explosive detonations free the Hades MkIB Command Basestar from the asteroid, providing a mobile command and control centre."
StringInfo
ID "IDS_FRIGATE_HADESMKIB_NAME"
Value "Mk1B Command Basestar"
StringInfo
ID "IDS_FRIGATE_HADESMKIB_DESCRIPTION"
Value "Now freed from its rocky prison, this original Hades Basestar from the first Cylon War is now a powerful mobile control centre which contains the Centurion leadership."
StringInfo
ID "IDS_ABILITY_CENTURIONCOMMAND_NAME"
Value "Centurion Command"
StringInfo
ID "IDS_ABILITY_CENTURIONCOMMAND_DESCRIPTION"
Value "With the Centurion Command aboard this ship, the Basestar is given armor, hull and defensive upgrades to protect the leadership."

StringInfo
ID "IDS_ABILITY_CYLON_COMMANDCENTRE_NAME"
Value "Centurion Command"
StringInfo
ID "IDS_ABILITY_CYLON_COMMANDCENTRE_DESCRIPTION"
Value "The Centurion leadership is relocated to the orbital starbase, ensuring that the command structure remains intact despite planetary bombardment and to reject colonization by hostile empires until the starbase is destroyed."



Hey Z, just had a look at the Cylon Asteroid Base. I think you must have missed the above strings...

Also a few more to change:

StringInfo
ID "IDS_STARBASEUPGRADECYLONWEAPONS_NAME"
Value "Assault Systems"
StringInfo
ID "IDS_STARBASEUPGRADECYLONWEAPONS_DESC0"
Value "Advanced assault cannons are added to the asteroid, giving it a potent point defence weapon."

StringInfo
 ID "IDS_STARBASEUPGRADETECHTRADEPORT_NAME"
 Value "Trade Facilities"
StringInfo
 ID "IDS_STARBASEUPGRADETECHTRADEPORT_DESC"
 Value "Commercial docking bays are added, allowing the starbase to become part of your empire's trade network and earn trade income."

Also, there is an existing string that the Asteroid base should link to for Colony Pods, but at the moment it seems to link through to the Vasari description... should be linked to:

StringInfo
ID "IDS_STARBASEUPGRADECYLONCITYPOPULATION_NAME"
Value "Colony Pods"
StringInfo
ID "IDS_STARBASEUPGRADECYLONCITYPOPULATION_DESC"
Value "Cylon models occupy the starbase, and provide tax income for your empire."

End of Mord_Sith84's quote

Z, just had a look at the Cylon Asteroid. Most of the above changes still haven't been made (the first lot of strings above, and the second lot - should just be a cut and paste). Are you happy with the descriptions? 

Reply #2870 Top

I'm not sure what's going on here: 

Reply #2871 Top

Changes for Artifacts: 

Its was awesome that you added shields for the alien ships. Would you be able to create a shield for the alien starbase as well? Is there a lot of work involved in doing that? 

The effect for the Stabilize Phase Space ability (Alien starbase) doesn't seem to be working properly? It should be activated within the starbase itself ... Its kind of flipped upright, but should be horizontal and in the starbase.

 

Need a space between "Meteor" and "Storm": 

 

Description for Nanocannon Artifact needs to be fixed. Need to delete the first sentence, and needs a full stop at the end of the sentence: 

Reply #2872 Top

Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): 

 

I don't think that they Cylons are using this effect though (which they should). After you have researched "Antimatter MIRV's" in the Hand of God research tree --> Model Subsystems, it should give the cap ships the same effect. Could this please be changed? 

Reply #2873 Top

Quoting Mord_Sith84, reply 2869

Z, just had a look at the Cylon Asteroid. Most of the above changes still haven't been made (the first lot of strings above, and the second lot - should just be a cut and paste). Are you happy with the descriptions? 
End of Mord_Sith84's quote

I see those strings except for the city population and tradeport. I'll need to make new upgrade abilities for the cylon moon base to change the city population string. It also appears the Cylon starbase and Cylon moon base are sharing weapon strings. I'll need to fix that.

Quoting Mord_Sith84, reply 2870

I'm not sure what's going on here: 

Reduced 43%
Original 1306 x 676


End of Mord_Sith84's quote

It's an error in the string file. Easy to fix.

Quoting Mord_Sith84, reply 2871

Its was awesome that you added shields for the alien ships. Would you be able to create a shield for the alien starbase as well? Is there a lot of work involved in doing that? 

The effect for the Stabilize Phase Space ability (Alien starbase) doesn't seem to be working properly? It should be activated within the starbase itself ... Its kind of flipped upright, but should be horizontal and in the starbase.
End of Mord_Sith84's quote

I'll look at these.

Quoting Mord_Sith84, reply 2871

Need a space between "Meteor" and "Storm": 
End of Mord_Sith84's quote

Done

Quoting Mord_Sith84, reply 2871

Description for Nanocannon Artifact needs to be fixed. Need to delete the first sentence, and needs a full stop at the end of the sentence: 
End of Mord_Sith84's quote

And done.

Quoting Cylon_Luvr, reply 2872

Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): 
End of Cylon_Luvr's quote

It's all or none on bombing effects. I can give cylons the same effect the colonials have but I can't change it with research. I've thought about doing this too.

 

Reply #2874 Top

Drop this file in Core's String directory to resolve some of the cylon moon string issues. Strings were there just some older entries from other locations were overriding them. It won't fix the colony pods because that needs a new entity file and we need to split the descriptions still for the weapons.

https://dl.dropboxusercontent.com/u/5790092/Temp/English.str

 

Reply #2875 Top

Quoting ZombiesRus5, reply 2873


Quoting Mord_Sith84,

Z, just had a look at the Cylon Asteroid. Most of the above changes still haven't been made (the first lot of strings above, and the second lot - should just be a cut and paste). Are you happy with the descriptions? 



I see those strings except for the city population and tradeport. I'll need to make new upgrade abilities for the cylon moon base to change the city population string. It also appears the Cylon starbase and Cylon moon base are sharing weapon strings. I'll need to fix that.


Quoting Mord_Sith84,

I'm not sure what's going on here: 




Reduced 43%


Original 1306 x 676





It's an error in the string file. Easy to fix.


Quoting Mord_Sith84,

Its was awesome that you added shields for the alien ships. Would you be able to create a shield for the alien starbase as well? Is there a lot of work involved in doing that? 

The effect for the Stabilize Phase Space ability (Alien starbase) doesn't seem to be working properly? It should be activated within the starbase itself ... Its kind of flipped upright, but should be horizontal and in the starbase.



I'll look at these.


Quoting Mord_Sith84,

Need a space between "Meteor" and "Storm": 



Done


Quoting Mord_Sith84,

Description for Nanocannon Artifact needs to be fixed. Need to delete the first sentence, and needs a full stop at the end of the sentence: 



And done.


Quoting Cylon_Luvr,

Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): 



It's all or none on bombing effects. I can give cylons the same effect the colonials have but I can't change it with research. I've thought about doing this too.

 

End of ZombiesRus5's quote

Thanks Z. I've also just sent you an email about the Worldstar, please have a look.