Unikraken

Unikraken

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

Machines process information at a faster rate than organics. I could explain more, but it would spoil the series for anyone who might come across this thread. Needless to say, they had help being so far ahead of the colonies.

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[quote who="John_Coffey" reply="212" id="3014333"]Hey Zombierus I'm dying to try this mod but when I go onto the download site you link to at filefactory I cant find the link to download it. I choose the slow download option and it does a countdown but when thats finished there is no link, I realise this isnt your doing but do you know how I can get it?[/quote] Once the countdown is finished you click the same download link again at the bottom.

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[quote who="ZombiesRus5" reply="654" id="3014264"] Quoting Stalcore, reply 653Hmmmm. I had all the races activated though. when activating the militia mod. looked in the download and only the three races where showing up in the militia mod. sorry for not being very clear last night I was half asleep when I wrote that. Ah, I only included 3 militia mods? Did I miss some in the upload?[/quote] Yep, I'm seeing only 3 as well.

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[quote who="ZombiesRus5" reply="206" id="3014054"] Quoting Unikraken, reply 205Can you talk a little about the direction you plan to take the Cylon faction gameplay-wise? How do you think they should plan out?[/quote] Cheap, inexpensive units that regenerate fast. I think the strategy for Cylons should be about speed, maneuverability and subterfuge. Strength in numbers. (In season 3, episode 3) 4 basestars spelled death for the Galactica until the Pegasus cam

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Starbases from the artifact mod haven't been attacking enemy ships when I capture them, but enemy artifact starbases will shoot at my ships.

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[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] Can you talk a little about the direction you plan to take the Cylon faction gameplay-wise?

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The mod is alive and kicking, just the thread isn't very popular apparently. Check the moddb profile page for more up to date info.

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[quote who="ZombiesRus5" reply="185" id="3012788"] Ya, you caught me... I just couldn't see adding another fighter class that does the same thing as the first. The damage types on the MkII were switched up to see how it would behave. If the MkII is only wanted for visual gravy that's fine and I might consider it. It just seems a waste to have another strikecraft that does the same thing as an existing unit.[/quote] I'm confused, who are set up how? Al

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[quote who="ZombiesRus5" reply="184" id="3012786"] I had it periodically firing the vanilla Kol's flak burst for flavor in one of the versions of flak but pulled it when I made the ability a passive. I've thought about adding it back in to periodically fire when it's taking damage. [/quote] I think that's a really good idea. The potential problem with using an effect is cluttering up the screen, setting it up the way you've described helps avoid that.<

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This is my tentative review for the Colonial faction: Let me just start this off by saying this is the best BSG mod I've ever played. I don't mean this as a stab towards other mods, I just think ZombiesRus got the feel for BSG down very well. I think the way you handled flak is ingenius, but not seeing a particle effect does make me a little sad (though, honestly, it would be hard to come up with one that looked right all the time). I think combat flow

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Textures generally work like this: a flat map is made of every face of an object, some of those faces are joined together in coherent groups where they can be, then you fill in those groups with the appropriate images. Cutting and pasting from another texture can be even more time consuming if you want to make sure each part correlates properly. Think of trying to put the texture of a 10 sided dodecahedron onto a cube. Stuff doesn't match up well and you have to spend a lot of tim

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That's not really how textures work. You can't just interchange them. Using another object's texture would require only marginally less work than just making one from scratch unless you're fine with it looking like shit. @ZombiesRus5, roger on the tech tree. I'll see what I can think up.

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[quote who="Ryat" reply="147" id="3010489"] Quoting Wolf-186, reply 144 Also, do you think my laptop can mod Sins? If so, what program should I use? Modding Sins requires Notepad. [/quote] Depends on how much he wants to mod. If he wants to just mess with some attributes, sure, but if he wants to make his own models and such he's going to need something with a little power.

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If you need help editing entity files and updating descriptions in string files please let me know. It's simple work, but time consuming so I know mods usually need the help so the big wigs can focus on more important matters.

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You'll want to check the moddb page for the most updated information. http://www.moddb.com/mods/halo-sins-of-the-prophets

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