Unikraken

Unikraken

Joined Last seen Member # 3425919
17 Posts 213 Replies 3,804 Reputation

enabledModName "SotF Core Flagship R5" has to be directly on top of enabledModName "SotF Core R5" like enabledModName "SotF Planets Sol R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Militia Cylon R5" enabledModName "SotF R

1,320 Replies 4,035,660 Views

[quote who="ZombiesRus5" reply="248" id="3017056"]I personally get more action here than moddb. Plus the interaction here is more intelligent than what I've typically seen on moddb which is probably due to their odd comment system.[/quote] Very true. The best stuff we get from our fans has been at our personal forum over at danmangames, moddb is more about PR than anything else.

277 Replies 751,290 Views

[quote who="Stalcore" reply="689" id="3016991"]Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started.[/quote] Do you also have the race activated? You need to do that regardless. I think...

1,320 Replies 4,035,660 Views

Sorry to load you up with questions, but did you check out the effects from the TotalEffects mod? Really think you'd like them, at least for the BSG stuff. autocannon and missiles.

1,320 Replies 4,035,660 Views

[quote who="ZombiesRus5" reply="265" id="3016075"] Here's a mashup I made today as a potential replacement to the Carrier Cruiser. [/quote] I approve. It's very simple, but expected. This can be easily seen as an evolutionary step toward the current Basestar. [quote who="ZombiesRus5" reply="265" id="3016075"]I might consider something like this to a certain extent.[/quote] I (personally) think this is probably the best course of action unl

3,050 Replies 8,578,276 Views

[quote who="ZombiesRus5" reply="676" id="3015456"]Going to try and get a basic Cylon militia in.[/quote] Can't express how happy this makes me.

1,320 Replies 4,035,660 Views

[quote who="ZombiesRus5" reply="239" id="3015448"]Thats a good idea. I'll push out the next build a day or two and try and get a Cylon militia in.[/quote] You are the best. [quote who="koobalt" reply="241" id="3015484"]I don't have much time, but for you and this mod i will try my best, and do the WARSTAR model[/quote] I like the warstar in this image better... :(

3,050 Replies 8,578,276 Views

[quote who="ZombiesRus5" reply="204" id="3013938"]Don't expect the cylons as a playable faction for a while. I'll post updates though as I make progress. There's just a lot more work here than I realized.[/quote] In the meantime, do you think it's possible to push out a quick little Militia mod that just uses cylon Basestars instead of Colonial ships? Small asteroids and planetoids would get 1 Basestar, moving up the list to bigger planets having 2 to 3 or mayb

3,050 Replies 8,578,276 Views

[quote who="tommyth3cat" reply="669" id="3015164"]Really awesome mod, I have an slight issue though. I can't seem to make the original races selectable even after adding the races to the enabled mods. I added your custom races to check against that and they seem to add in just fine. Any idea what I could be doing wrong? Basically I just wanted to add the Colonials to the race list. Thanks and I can't wait to try the Cylons![/quote]<

1,320 Replies 4,035,660 Views

[quote who="MegaHammerz" reply="665" id="3015091"]On colonials I noticed the Capital "Galactica Class" has the ability to launch fighters but not retract them? when I click to withdraw the icon neither changes nor does fighters return.[/quote] I've not seen the icon change on any of the Colonial ships, but I've never seen them have an issue with actually docking back up. I think the graphic is just the same for both launched and docked.

1,320 Replies 4,035,660 Views

[quote who="ZombiesRus5" reply="229" id="3015056"]In many ways the colonials have the strength in numbers by sheer population, planetary and resource control. The colonies would number in the Billions while the cylons may number in the millions and may not have access to resource rich areas like the colonies.[/quote] You're absolutely right, but Battlestars take thousands of crewmen to operate, whereas Basestars are heavily automated, nearly-living machines. With a hybrid they can

3,050 Replies 8,578,276 Views

After patches getting minidumps with the effects addon and the Rogue militia. Colonial race and militia install just fine, as well as the Rigel planets and core R5

1,320 Replies 4,035,660 Views

This game wasn't made to have ships larger than fighters fly like that. They run into each other, all kinds of stupid stuff happens because of it.

1,320 Replies 4,035,660 Views

[quote who="Cylon_Luvr" reply="217" id="3014459"] In Kyogre12's version, it was possible to build the old school basestar's from the first Cylon war... Not sure why the Cylons would want to build a hopelessly obsolete design.[/quote] I'm actually for being able to build these simply out of necessity. There really isn't all that much fan-made Cylon ships. We only have so many to use and a bunch of slots to fill. Resurrection ships shouldn't repair

3,050 Replies 8,578,276 Views