Damn this is really swell of you guys.
Unikraken
[quote who="ZombiesRus5" reply="2248" id="3478466"] Quoting Unikraken, reply 2247 Is dead? Dead. Maybe I'll get a alpha release uploaded after another 5 years [/quote] HE LIVES!
Is dead? Dead.
GoaFan77 , I'm deeply hurt that I wasn't mentioned by name. I pray to the altar of GoaFan.
Help Wanted
So, basically I hate the resource asteroid mechanic and I'm curious if there is a way to design a planet buff that would give the owning player a steady income of resources in lieu of having orbital crystal and metal asteroids. I asked Lavo if he knew of a way to do it and he came up empty, so I figured I would ask here. I realize there are downsides to something like this, as it subverts several mechanics in the game, but at this point I'm mostly just curious if it's possible.</p
"I wouldn't mind if I had the models and the textures in their raw vector format so I wouldn't have to do much work. If I had to do it from scratch, no way." So per the quote above I've got a guy (Zero from HHF) willing to dick around with your spec maps if you can get us the models and textures.
Basestar disable ability works on the Columbia battlestar while it has the cannot disable ability activated.
So time to actually report a bug, I have a save file and enabled mods text linked below to see if you can reproduce the error. I've played it from both sides and the only thing that looks like it may be related is a cylon ship arriving at a planet called antenor or a columbia class getting near a planet, I can't see anything else, but maybe one of you can. The error happens about 30 seconds into the save. <a href="http://www.mediafire.com/download/6aqtl8ntq87w6y
I'm only using the FoK parts and I'm enabling them in the correct order, but I'm crashing A LOT. Anyone have any tips for me? They're not minidumps either, legit crash to desktop without any warning.
[quote who="AgentDark905" reply="29" id="3361624"] So, if anyone DOES know some good places to start looking (internet or otherwise), that's be awesome. Just saying. I know that finding a graphics design guy or even a guy who's interested in doing this isn't exactly going to be easy.[/quote] DeviantArt, Sci-Fi Meshes, ModDB, CGHub, Google Image Search if you know how to internet well. And just to reiterate, the name "Halo Ressurection" WILL get you into legal
I'll quote what I said when Halo Sins of Faith popped up for about a week or so on ModDB. And we have no ill will towards this mod either. So don't harass them on our behalf. Competition is good in the marketplace. They may make something better than we can and we'll all end up playing that instead. Let the chips fall as they may. I had a laugh because I think OP is unrealistic about the time development takes, but Sp
Hahahaha
How best can I show this to you if it works out? I mean, the difference is pretty dramatic in a mod like SotP, where it is immediately obvious that fleets last longer when they don't focus fire, but the nuance in a slower paced mod like FoK is less pronounced, but it would still logically follow the same thing would be taking place on a smaller scale.
[quote who="ZombiesRus5" reply="1702" id="3359703"] It's setup the same as the vanilla game. All ships are set to focus fire which is generally better. But as you've pointed out there are well known exploits to this. Most of this has to do with how the base damage modifiers are defined. For example, jump in a scout next to your capital ships and the heavies will target it. Jump in a LF next to your capital ship and the LRF will target it. And if modifiers are equal th
Z, I've noticed something that's made it pretty easy to exploit the AI in a way and win battles fairly easily. All of your ships for both factions are set to focus fire. This makes it hella easy to jump in a tanking unit first and then chew the enemy up very quickly with the rest of the fleet. I really think you should consider turning that off. If you have a self healing Mercury or two the AI goes belly up fast. If you disagree and have the time to reply, I'd love to hear
That was a medium sized militia. I decided to wait a few minutes and returned with another Valkyrie and Mercury.
I had to learn the hard way that you shouldn't try to solo Cylon militia.
Cutting it a little close...
Good news, my particle effects guy has agreed to do some custom stuff for the mod! Expect some sexy stuff in the coming week or so.
We already have a thread here, but thanks.
I was just kidding about 30 different effects, but from playing the mod as the Colonials there does appear to be about 3 different missile effects being used for the Cylons. If someone makes something quality for the mod, I'll put it in. If it's custom jump effects, sounds, w/e. My time to do new things is severely limited. So if people want new stuff in they'll have to create it. Understood. I just did
I'm also going to talk to the effects guy for my mod and see if he's willing to help you out. Are the 30 different cylon missile effects on purpose? Anything you want as the custom jump effects? I'd really like to help as much as I can.
It's been handed over to a more talented person with more time on their hands. Look at koobalts links above.
[quote who="ZombiesRus5" reply="1651" id="3351082"] Careful guys, we may turn this into a complete mod [/quote] I would like to vote YES for this wholeheartedly. The slower gameplay of this is incredibly enjoyable as a good contrast to the Halo mod my team develops, I can actually send reinforcements that actually arrive while the battle is still going on, which is pretty nice. Mind you, I like the Halo playstyle as well, but this is a nice break. Zombie, y