Mord_Sith84

Mord_Sith84

Joined Member # 4236273
3 Posts 462 Replies 401 Reputation

[quote who="ZombiesRus5" reply="1531" id="3305635"] Quoting koobalt, reply 1530a ok, so when i have some free time i will make trade port. I have 2 unassigned meshes currently for the Cylons. The Trade Port and the Turret.[/quote] What about the Titan Foundry?

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[quote who="ZombiesRus5" reply="1455" id="3289132"]Quoting Mord_Sith84, reply 1452 Quoting ZombiesRus5, reply 1449Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons? I have no ideas currently for their research tree. Until I do not much progress will be made. Can I help with this? I remember (a long while back) that I posted a lot of info summarising research for the Cylons... Do you remember Z? I have sev

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[quote who="ZombiesRus5" reply="1449" id="3289002"]Quoting Cylon_Luvr, reply 1447Just wondering when you plan to start working on the Cylons? I have no ideas currently for their research tree. Until I do not much progress will be made.[/quote] Can I help with this? I remember (a long while back) that I posted a lot of info summarising research for the Cylons... Do you remember Z?

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[quote who="ZombiesRus5" reply="1332" id="3280348"]Quoting Mord_Sith84, reply 1331 Quoting holy beast, reply 1330Hey Zombie is there any chance of seeing the Old Cylon Basestar in the mod? Since it was larger and more armed than the new basestar maybe it can be used in the mod? aswell as the old fashion Battlestars plz? I actually have the model for this.... If it's the one SZO did for the Basestar then I have it too and it may find it's way into the mod.&nb

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[quote who="holy beast" reply="1330" id="3280119"]Hey Zombie is there any chance of seeing the Old Cylon Basestar in the mod? Since it was larger and more armed than the new basestar maybe it can be used in the mod? aswell as the old fashion Battlestars plz?[/quote] I actually have the model for this....

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[quote who="GoaFan77" reply="1303" id="3269801"]Quoting ZombiesRus5, reply 1302Ah yeah. Been a while since I've looked at music... Guess I need some more techno music eventually. Let me know what kind of atmosphere you want and I'll hook you up. [/quote] Can you put some BSG songs in there?

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[quote who="Cylon_Luvr" reply="1288" id="3263564"]Quoting ZombiesRus5, reply 1275 I had artifacts in the diplomacy version. All artifacts or derelict ships can be captured by colony frigates currently. I also like the idea of graveyards or battles sites and will likely include those in random encounters which will also lay the groundwork for custom maps to utilize the code. Fraking awesome! Not everyone will like the idea, but in the scenario

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[quote who="ZombiesRus5" reply="1186" id="3246240"]Quoting Mord_Sith84, reply 1184Hey Z, my internet has run out (limit of 8GB), so I wont be able to download anything until 16th October. Sorry dude. Will be able to help out from this date. https://dl.dropbox.com/u/5790092/Temp/Mods-Rebellion%20v1.041.7z (762KB). Fairly big but atleast under a GB. In theory you should be able to extract this to your mod folder and then use TortoiseSVN to receive only updates.

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[quote who="ZombiesRus5" reply="1186" id="3246240"] Quoting Mord_Sith84, reply 1184Hey Z, my internet has run out (limit of 8GB), so I wont be able to download anything until 16th October. Sorry dude. Will be able to help out from this date. https://dl.dropbox.com/u/5790092/Temp/Mods-Rebellion%20v1.041.7z (762KB). Fairly big but atleast under a GB. In theory you should be able to extract this to your mod folder and then use TortoiseSVN to receive only updates.

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[quote who="ZombiesRus5" reply="1158" id="3237095"]Quoting koobalt, reply 1157 Quoting ZombiesRus5, reply 1156 Quoting Mord_Sith84, reply 1153Z... you've got over 200 karma now!!!!! hehe thats awesome you legend! So... What does credits mean for Cylons? I propose to change the credits into copies (units) as how many different copies of each model we have on our disposal, as one number, planet can generate this as product of Farm

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[quote who="ZombiesRus5" reply="1152" id="3235431"]Colonial taxation is a non combat tech that will earn extra credits/sec for each capital class colonial ship.[/quote] Z... you've got over 200 karma now!!!!! hehe thats awesome you legend! With what you said above, wouldn't this suit the Cylon's more? I mean, a majority of their population is housed on their basestars, with only one major base (that we know of), being the Colony. Also, they don't have much inte

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[quote who="ZombiesRus5" reply="1135" id="3224293"] Quoting Arfoire, reply 1134besides the fact that the cylons wont have to worry about 30-50% of their forces getting blown up. any battle against them would only be a temporey win. even worse is if they don't need resources to respawn theses basestars then it would be like fighting the undead on warcraft 3 with them having an army of necromancers. unless I missed anything about restrictions on the respaw

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[quote who="ZombiesRus5" reply="1103" id="3214690"] I have no plans for Distant Stars at this time. I still would like to create a Kobol specific system of planets though, but my intention is to get the core mod finished first.[/quote] Sure. Its just the sol system planets from Distant Stars... not the whole mod. Would be cool to eventually build maps using Kobol system planets and planets from our own solar system. After the core mod is finished, i'm sure the developer

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