Mord_Sith84

Mord_Sith84

Joined Member # 4236273
3 Posts 462 Replies 401 Reputation

[quote who="ZombiesRus5" reply="607" id="3084279"] Quoting koobalt, reply 606 Quoting Mord_Sith84, reply 603 Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise. I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merg

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[quote who="Stalcore" reply="723" id="3111333"]i checked all of my BSG sites and couldn't find any images of the Galleon. and Mord_Sith84 is right the Galleon was the ship that took the Twelve Tribes of Kobol to the colonies. Which means it would be Huge![/quote] Yep! Would need to be a Cylon Colony-sized ship at least... because i would imagine that it would need to fit millions of people!

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[quote who="koobalt" reply="715" id="3110366"]this ship is based on the image belove, from description on site i find it, it's the oldest battlestar that actually was leading one of the exodus fleet from kobol, know to be lost found abandon in space, refited to newest technology the biggest of all ship in colonial fleet. Reduced 51%Original 1098 x 401 [/quote] Don't want to be a stickler for detail... but the ship that left Kobol was called the Galleon..

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[quote who="Stalcore" reply="710" id="3106393"] Quoting Mord_Sith84, reply 709 Quoting koobalt, reply 706Colonial - hull Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff. Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials

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[quote who="koobalt" reply="706" id="3105862"]Colonial - hull Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.[/quote] Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlocked pact through diplomacy...

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[quote who="ZombiesRus5" reply="707" id="3105877"] Quoting Cylon_Luvr, reply 705Do the colonials or cylon have superweapons? (planet structures that is) TBH, I don't like superweapons in their current form for various reasons and spend less time thinking about how to mod new stuff in for them. Currently colonials don't have anything specific for a superweapon and the cylons of the resurrection hub though it doesn't do anything cylon'ish r

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[quote who="koobalt" reply="701" id="3105534"]Colonial - Culture: DNA marker - increasing this technology allow colonial for faster DNA check of potential Cylon or other civilization spy in human disguise, greatly reduce the strenght of enemy propaganda. [/quote] I like this too!

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[quote who="ZombiesRus5" reply="700" id="3105496"]@All - The comments look good. only one that is not possible is increased allegiance via an envoy from what I can tell. [/quote] In dolynick's Stargate mod, the Asgard envoy's have the ability "Quell Unrest" which can restore planet allegiance over time... There are probably other ones that are out there that are better anyway...

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[quote who="koobalt" reply="698" id="3105122"]To lazy to read it all; but my suggestion: Weapon: Advance targeting system (for fighter) - the higher the research is the better targeting system fighter has, the better chance to hit enemy fighter (deal additional damage)[/quote] Sounds cool!

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[quote who="Mord_Sith84" reply="693" id="3104541"]Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions). Fleet Shipyards (Combat) Fleet Designs Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) [/quote]

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Comments in red ... not big on the colonials (much more of a Cylon player), but thought I'd have a go! [quote who="ZombiesRus5" reply="692" id="3103479"]Rough Colonial Research Tree Items (Feel free to make suggestions). Fleet Shipyards (Combat) Fleet Designs Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) </spa

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[quote who="Yarlen" reply="109" id="3103101"]I'm watching but the suggestions being offered tend to be the correct ones, so until I have something better to offer, I don't post. [/quote] Ok, so was i right about the updated GalaxyForge with triggers?

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Are Stardock reading this? They don't seem to post many comments of acknowledgement!! The last time they posted something on here was on the 2nd March.... I just thought they'd be watching this forum like a hawk.

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[quote who="ZombiesRus5" reply="681" id="3101869"] Quoting Stalcore, reply 679As far as the colonial Titan. I was think the Titan class might work. It's a cool looking model. In a practical sense I'll probably have to go for a bird in the hand unless someone steps up to model this beast. [/quote][quote who="Holybeast" reply="683" id="3101963"]Hey what ever happened to the Jupiter Titan of the Colonials? I remember seeing that on a previous BSG mod can

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Hey Yarlen (or another rep from Stardock)... is it true that with the release of Rebellion, you will also release an updated GalaxyForge that incorporates map "triggers"... so that you can make scenario's etc?

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Hey Z, have uploaded the new sounds that I have recorded. There are 22 new Cylon sounds, so you may not be able to use all of them! I'm not entirely sure how you're integrating the sounds at present? Are you simply replacing the stock Sins sounds with mine? The new Cylon sounds include new Hybrid sounds, Number 6 and Cavil sounds. Cavil's should be used for the Diplomacy ship as they fit perfectly (and have labelled them this way)! There is also a raider sound in the

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[quote who="jason8648776" reply="646" id="3090936"]I find the only ship i use is the pegasus in sins of the 13th tribe each ships role is clear this one its really hard to tell also the abilities mix for each ship with the exception of the planet bomber and pegasus is really bad it needs to be tweaked the flack burst what in this does it do exactly? it dosnt seem to do anything[/quote] Thanks for the f

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Hmm.... I do think that the Hybrid you can see in the background when you display a planet, ship etc does look a bit odd though! i.e. seeing a head pop up on a planet! In my opinion, this area should be black or with a streaming code pattern so that you can view ships and planets properly in this window.

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