CommanderBarzane

CommanderBarzane

Joined Member # 3870457
7 Posts 224 Replies 789 Reputation

[quote who="koobalt" reply="440" id="3025334"] Quoting ZombiesRus5, reply 439Quoting Cylon_Luvr, reply 437 Personally I've thought of removing super weapons from the game and replacing them with starbase versions of the same things. That would be great. [/quote] I like that idea Zombie. Makes more sense to have the hub as a Starbase. So say We all

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[quote who="koobalt" reply="424" id="3024526"] Quoting ZombiesRus5, reply 422 Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect... There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the

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[quote who="Stalcore" reply="692" id="3017004"] enabledModNameCount 18 enabledModName "SotF Planets Sol R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Militia Cylon R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Race Cylon R5" enabledModName "SotF Race Nephilim R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race R

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enabledModNameCount 18 enabledModName "SotF Planets Sol R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Militia Cylon R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Race Cylon R5" enabledModName "SotF Race Nephilim R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race Rogue R5" enabledModName "SotF Race Tec R5"

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[quote who="Unikraken" reply="690" id="3016998"] Quoting Stalcore, reply 689Not 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. Do you also have the race activated? You need to do that regardless. I think...[/quote] Yes I do. I have the cylon race activated.

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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.

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The cylon's are looking good and I have to agree with Unikraken as far as ships with multi roles. 1 thought though is it possible to have a boarding feature with the cylons. As one of there tactics was to board enemy ships and vent the air.

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Cool. Working on a massive map. the fix for galaxy forge is working great. awesome Mod Z.

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Hmmmm. 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.

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[quote who="ZombiesRus5" reply="638" id="3013505"] Quoting Stalcore, reply 636Great work. I'll have to try it out. any changes to the galaxyScenario file? or do you know how to edit it? Ok... made some tweaks to my GSD generator. I now have entries that should be open to galaxy maps now. For example: planetType designName "SinsPlusRelicGiant" designStringId "IDS_GALAXYSCENARIOTYPEPLANETSINSPLUSRELICGIANT" orbitBodyT

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Thanks Z. I'll download the new version and mess with tomorrow nite. I'll let you know how it goes. p.s. been playing on a random huge map as the colonials. one of my enemy's was the hypercorps good running battles with them.

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Great work. I'll have to try it out. any changes to the galaxyScenario file? or do you know how to edit it?

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No Problem Z. I understand will family and work. Basically the problem I see with Galaxy forge and your GalaxyScenarioDef files is that for say the sol planets mod. for have the planets list for each type. i.e. planetType designName "Terran" designStringId "IDSGalaxyScenarioTypePlanetTerran" orbitBodyTypeCount 5 orbitBodyType "SolPrimordialDwarf" orbitBodyType "S

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[quote who="Jimi1987" reply="140" id="3010115"]needs better ship to ship weapons than the Galactica and do more damage there, but the latter needs more fighters (older ones) and a lot more hull than the Pegasus.[/quote] A Galactica class Battlestar Carries roughly 80 vipers MKVII's where as a Mercury class Battlestar carries roughly 200 Vipers Mk VII's. The Valkery class are the newest Battlstars of the fleet being used as scouts and escort's for the Mercurie

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Another source that I have found is The Twelve Colonies of Kobol - Battlestar Wiki I have the map of the twelve colonies. I just need the Icon textures. I've made some personal maps in the past with galaxy forge. [e digicons]:grin:[/e]

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I think that is true with some people. When a mod dosn't get updated for awhile. People get upset and don't realise that a lot of work goes into these mods, plus modders have real lives and don't always get the appreciation that they deserve. I just want to say thank you for your hard work and dedication to making Sin's an even that much more of a great and wonderful game. (steps down from the soap box) [e digicons]*_*[/e]

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You are the man Z! The Colonials Are Awesome! Great work. I am having a bit of trouble. I am trying to make the The Official map of the Twelve colonies of kobol map but can't get all of the planet types to load into Galaxy forge. [e digicons]X|[/e] [e classic]X-([/e]

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