ZombiesRus5

ZombiesRus5

Joined Member # 3496922
60 Posts 5,257 Replies 2,966 Reputation

Found some weird issue with two Resurrection Hubs causing a mini-dump. At-least if I scuttle one before the mini-dump in the save file it doesn't happen. If leave both alive the mini-dump happens the same time each time. Edit- Might have a fix... going to test it out and see if it was the problem.

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[quote who="Cylon_Luvr" reply="3017" id="3687962"] Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? [/quote] Try replacing these files in the Cylon GameInfo folder. It changes

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The game mechanics only allow for one type of outlaw militia. Unfortunately no modder is capable of making the outlaw militia match the player faction. There is also no need to activate more than one militia sub-mod. The game only supports one which is the techno speak of 0..1 in the folder name.

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[quote who="Mord_Sith84" reply="3015" id="3686768"] Also may have been a one off, but I had a mini-dump when my enemies Resurrection Hub was jumping around between some of my planets... [/quote] That could be one of the lingering cylon mini-dumps.

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[quote who="fisher_2000" reply="3010" id="3685506"] Hi, I have a quick question... Is it possible to turn off relic planets ? It kind of takes me out of the immersion alittle. by the way the update was great ! I look forward to future support of the mod [/quote] delete the fallen planet relic entity file (capture the file name in notepad first). Copy planet Terran naming it the same as the relic file name. It w

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It's the command line program ConvertData_Rebellion.exe located in your sins installation directory. Don't convert the ones in the install directory. Copy the GameInfo files you want to mod to the games mod directory then run the command on those files to convert from BIN to TXT. Here's a useful guide on understanding the mod path http://steamcommunity.com/app/204880/guides/#scrollTop=277 <

13 Replies 22,338 Views

Still bug hunting. Cylons are still having some minidump issues, but I think I just found one obscure one with Activate Sleeper agents. Going to fix it and see how a long game goes with cylons. If I can get a game without a mini-dump which I've been able to do with all the other races, I'll likely upload it.

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[quote who="TheFunMachine" reply="51" id="3681792"] You need to stop. Seriously, exit the thread. It's off topic, doesn't address the points, and contains sentiments being steadily debunked in economic journals currently. [/quote] Typical. The topic is about cost. So no... I don't think I'll exit.

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[quote who="Alstein" reply="13" id="3681030"] I think the reason you're seeing the expectations of consumers of games (largely millenials and younger) becoming tough is a combination of higher competition on Steam, and the effects of late capitalism. Simply put, the public is so squeezed financially that $4 is a lot these days. Add to that most folks do have 100 game backlogs they can go back to at any time, and you really have to come up with something new in order to

97 Replies 437,857 Views

[quote who="Mord_Sith84" reply="2997" id="3675030"] Quoting ZombiesRus5, reply 2996 Small Update: I'm still testing... The mod seems to be running pretty stable in 1.9. I found another bug with Lobotomize Raiders. It had a type in a sub-buff that was causing the effect to be applied and was also causing a perfor

3,050 Replies 8,584,719 Views

Small Update: I'm still testing... The mod seems to be running pretty stable in 1.9. I found another bug with Lobotomize Raiders. It had a type in a sub-buff that was causing the effect to be applied and was also causing a performance issue. Also had to re-write artifacts due to a bug that occurred when temporary frigates were created on death. When this happened to an artifact or alien artifact it resulted in a mini-dump when it died.

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[quote who="OhaahO" reply="4" id="3674574"] As we all know, the Defense and Diplomacy blocks of all races have only 1 block. Is it possible to add another block here? [/quote] No.

8 Replies 17,685 Views

[quote who="Svarzter" reply="2993" id="3674287"] I found something strange. When I play as Colonials, it sees that thier ships are doing friendly fire. I've created few ships from all classes, crusiers and frigates. I have sent them into combat with like 10 to 1 for myself. Every enemy ship that was entering system = dead on sight. But then I saw that my own ships are being damaged too. Like something was firing upon them, but there was nobody to shot them. In a few moments later, some s

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[quote who="Allquixotic" reply="2992" id="3672939"] Much as I truly love the atmosphere of this mod, the balance seems very suspect to me. Right now it seems the Colonial battlestars are extremely underpowered. They're about as easy to take down as a single Kodiak heavy cruiser in the base game. [e digicons]XO[/e] And it's nearly impossible to evacuate them once they get focus fired by the AI. No way to survive an attack, no survivability, and the hull drops like tissu

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Assuming you know to edit the entity manifest for any new entity files. Adding a new research file is as simple as creating the file, editing it's position, costs and buffs and then adding it to the appropriate PlayerXXX.entity file and incrementing it's research count. I believe the dev.exe will warn if you try to overlay an existing research. A good way to avoid this is have the game running with the research tree displayed so you can check if the position is free. researchI

8 Replies 17,685 Views