Codexehow

Codexehow

Joined Member # 3729551
23 Posts 136 Replies 21,288 Reputation

I have the complete Role Playing set for the Firefly Universe which includes ship types and stats and even diagrams and I also have a Firefly model I can export (very basic but I can actually spiff it up if someone is serious). That would be helpful :) I can pretty quickly create high-poly models in ZBrush, and from there create some low-poly versions in 3DS.

55 Replies 35,220 Views

I agree, about Firefly when it aired. Going with Fox probably wasn't the best move..but I guess Joss had to take what he could get.

55 Replies 35,220 Views

Yeah, the Reavers would be fun. I see their Titan as being a huge hodgepodge of Brown Coat and Alliance ships..torched and desecrated, of course.

55 Replies 35,220 Views

I did some a few years ago, when I was first toying with the idea. I'll get them out of mothballs. I was working in 3DS Max back then, but have since moved on to ZBrush. I still have 3DS max on the HD though. --- As for the Reavers, all of their ships aside from the respective titans could use the models of the Brown Coats and Alliance, with some adaptations to make them look torched, bloody and otherwise revolting.

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LOL, sorry, yes, Brown Coats. I've seen the entire show twice..idk how I could get that wrong :P. I'll edit it so that it reads correctly, but leave this in so that my careless mistake can forever be laughed at, lol.

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Yeah, there isn't much ship-wise to go on, but its great show with a rich universe, and I think it'd make a rich mod. For instance, the Red Coats are meant to be cash-poor, so there ships could be mostly variations on the inexpensive Firefly design, and fans likely wouldn't mind, as long as they are buffed with abilities. In fact, I think its realistic that they wouldn't have any capital ships at all. The Red Coats are innovators, though, so their frigates woul

55 Replies 35,220 Views

Tentative Firefly mod. If you'd like to join the team, send me a PM. This area reserved for Model demonstrations This area reserved for identified canon ships. This area reserved for in-game audio clips What we know so far: &n

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Awesome :). I bricked mine by saving it as themigrantfleet.galaxy.txt by accident after modifying the text file. It seems if you do that, its beyond saving..or maybe I just gave up too easily. I have the map memorized though, so its not a big deal to set up again. PM me when you need my email.

31 Replies 140,274 Views

Hey everyone! I'm developing a custom map that will be designed to give advanced Vasari Loyalist players a very difficult challenge. The idea is to go completely mobile, or "death fleet" as its been termed by Just_Jim and others. The map is UNbalanced, and is meant to be difficult, but I want to get some input as to whether its too difficult. Version 1 will be ready in a day or so, I just have to finish customizing the planets and then some final tweaks. I'm aiming to

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In principle, I agree that its realistic to think that the factions would have Titan counters. This is the way the world works. someone develops a technology, and then someone else makes a counter for it. I could see some kind of Cap ship sized warhead strapped to a pair of phase engines for the TEC that would cost around 4k credits. If you can get it into the same grav well as an enemy titan, it would kamikazi , doing significant damage. It would NOT be able to destroy

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Heck, I like the idea of just taking ALL damage away, and making it do EMP damage to the entire enemy fleet for 30 seconds.

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Thanks guys. I tried Distant Stars, but the latest version I could find was for 1.03. Yeah, I guess I'm a bit impatient :P. I like the Infinite Space mod, but it hasn't worked in a while.

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Here's the final description for my upcoming map: The Vasari fleet, battered by a relentless foe and weakened by conflict within its own ranks, has detected unusual energy readings emanating from a star system a few jumps away. With the enemy ever-closing, the Vasari are set upon a difficult choice: investigate the power surge, and perhaps discover a technology of value, or continue running. The Vasari elders, weary of flight, and all too aware of t

31 Replies 140,274 Views

Sorry if this has been asked, I couldn't find it. Does anyone have a list of mods that work with Rebellion 1.04? Thanks for any info.

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I may just be overreacting here..but I was doing the first test on a map and after about an hour, the "Combat" end-game report was completely flat. Does this mean that something in my map bricked the in-game AI? Or is this normal for so early in a big game? The AI was colonizing planets, and they destroyed my scout when it got to one of them, but they never made any attempt to invade or harass me, which is unusual. One thing that I should note is that there are only 6 players, one hum

3 Replies 4,099 Views

Cool post. My first test game was very quiet too, to the point where I feared something in my map might be hampering the AIs predefined programming. I hope this isn't the case. I've played other games where giving the AI more than a certain amount of resources basically bricks them. I suspect that giving the Sins AI a lot of resources might make them kind of complacent..I hope I'm wrong. Further testing is needed. I like the idea of ring systems..I had a lot of fun on the

31 Replies 140,274 Views

The point is that the best counter to Wail is GOOD STRATEGY. Stupid people who walk into it should not complain. It is not OP. Neither is The Maw, really. Its the VL Titan's only offensive ability. Other Titans can destroy entire fleets with their guns alone.

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[quote who="sareth01" reply="19" id="3221170"]People just need to get used to playing against advent rebels. The advent have gone so long without any serious heavy hitting ability that people think that once they get one its OP. Old thought patterns are the real cause of wail being "OP". In all reality the only OP thing in game at the moment is the vasari Rebel Starbase Rush. Everything else in the game has become a higher stakes gamble that I personally find very fun.

118 Replies 131,750 Views

Thanks Jim, great info. I had no idea that Galaxy Forge gave so much freedom in setting up the map. I mean, I should have figured, but I guess my experience with the in-game map-editor set me up to expect little. Your maps sound cool. Maybe we could put ours together and release them as a Death Fleet map pack? The map that I'm working on right now is going to be very challenging to win. It will be meant to be played only by Vasari Loyalist. Any other faction would

31 Replies 140,274 Views

Cool! I'll be able to use that map idea to play against Vicious AI! Sweet idea, man. EDIT: I'm creating a Death Fleet map that I think will be very very challenging for just about any Sins player. If anyone wants it, send me a PM. I'll release after I've tested it a few times. Description: Your fleet has detected unusual energy readings in a fast approaching system. Landing there, you detect what appears to be a planetary nursery. A

31 Replies 140,274 Views

Tohron, yes, I think I neglected to mention that the fleet should def contain some carriers. Good point. The more bombers you have, the better. Interesting points, Goa. I hadn't considered the economical upgrades for the star base. I probably still won't use them myself, though. Eco planets will produce more income, I think, and they're just as easy to defend. Great point about the starbase working as a barrier to invasion, though. En

31 Replies 140,274 Views