Question.... I want to make a really simple change to an "asteroid" planet type (mesh?). I'm creating a custom map/scenario in GalaxyForge and I want to make it appear as though a Cylon Basestar has landed (or crashed in to) the asteroid... Any ideas?
Mord_Sith84
[quote who="ZombiesRus5" reply="524" id="3053779"] Quoting Mord_Sith84, reply 522 Quoting ZombiesRus5, reply 521 Ordering off the Dollar menu from McDonald's must be really complicated for some... Thanks for clarifying Z.... no need to be rude though... we're adults, and it was just a simple question. Does anyone know if the 2GB memory constraint will be expanded for Rebellion?
[quote who="ZombiesRus5" reply="521" id="3053565"] Ordering off the Dollar menu from McDonald's must be really complicated for some... [/quote] Thanks for clarifying Z.... no need to be rude though... we're adults, and it was just a simple question. Does anyone know if the 2GB memory constraint will be expanded for Rebellion?
ummm.... it kinda is complicated. I've downloaded a lot of mods... Dolynicks stargate races mod.... Kyogre12's.... and they were just one mod file that had to be activated. Why is this one different?
[quote who="ironwolf_05" reply="514" id="3052688"]and i play bgo so i think that the metal should be called platuim or howerer you spell it [/quote] Like Zombie said... Each faction within Sins of the Fallen could retain their own individual flavour i.e. all the asteroids will retain their original names - crystal, metal.. but the extractors that are built by each race can be specific to them i.e. Cylon and Colonial build Tylium Ore Ext
Cylon ability: Human farms: Research facilities are established on the planets surface to explore human-cylon reproductive capability. This results in a small population cap on each of your planets. Population could be 10 on each planet? This would allow for a small planet income... I'm thinking that this could be under "develop planet", and replace "Civilian infrastructure", or, could be in one of the research trees.... Also, i'm thin
[quote who="ZombiesRus5" reply="477" id="3034529"] Quoting Mord_Sith84, reply 476 Just so I'm clear... when you say sometime next year, you don't mean like 6 months down the track? I'm not sure what you expect to accomplish with a question like this. All that you need be concerned with is I plan to continue this mod and ultimately port it into Rebellion. [/quote] Ok that's great. I'm just really excited about
[quote who="ZombiesRus5" reply="475" id="3034329"] Quoting Mord_Sith84, reply 474 Any new developments for the mod? Not really... Besides work and family I'm helping another sins mod past some of their mini-dump issues. With Christmas coming I wouldn't expect a lot of mod improvements until sometime next year. Ideas are still welcome though. [/quote] Just so I'm clear... when you say sometime next year, you don't mean l
Any new developments for the mod?
Wolf, just send an email to [email protected] and ask them to reset your password! easy!
Wow... so much work has gone in to it. Thank you so much Zombie, Koobalt and Aramil75 . You've done such an amazing job!
[quote who="ZombiesRus5" reply="443" id="3027974"]This is a R5.4 compatibility release for the most part. Here's the blood and chrome download for R5.4 (Requires SotF R5.4 moddb release). It does have a playable version of the cylons (i.e. selectable but really underdeveloped and basically crappy, Honestly I don't want to hear if you have any issues with them and will ignore them if you feel the need to tell me ). If you want th
[quote who="Cylon_Luvr" reply="416" id="3023604"] Quoting SpardaSon21, reply 411 One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada. The ability could cost credits to fire and have a hefty cooldown, preventing spamming. Could be called "Deploy Ambush" or something similar. Hmm... yeah I'm thinki
I really think that we should give players the option of building a basestar from TOS. They are pretty awesome and I'd love to have the option to build them.
Yep... definitely sufficiently different to the resurrection ship..
[quote who="ZombiesRus5" reply="394" id="3021972"] Quoting Mord_Sith84, reply 393 Hmmm... the one's used in Sot13t are Advent research stations aren't they? They look very "non-Cylon"... I forget I have a unreleased version of BSG Edit - Here are what I have from Kyogre12... [/quote] Oh.. yep ok, they look pretty good! I think the icons were still advent icons in Kyogre's version.
I like the frigate factory that you have put together ZombieRus... looks consistent with the Capital Ship factory. Should probably just use that! Also, the Utility 1 ship looks more like an orbital structure than a ship... Could it be used as a research station?
[quote who="ZombiesRus5" reply="392" id="3021902"] Quoting koobalt, reply 389 And other thing what you want to do with the research station for cylon, you have a model or some design in mind?? I was considering texturing the models that were in Sot13t unless something else becomes available. [/quote] Hmmm... the one's used in Sot13t are Advent research stations aren't they? They look very "non-Cylon"...
Could the following ability be given to the Cylon scout ship? "Cylon Agent Infiltration" The enemy planet is infiltrated by Cylon agents who insert themselves into human society. These highly skilled spies provide vision of the planet long after the scout ship has left the gravity well." An ability could also be given to capital ships to send infiltration units to the surface of the planet to disrupt production of ships/structures for a period of time. I think the
"Heavy Fallout" "Grants the Heavy Fallout ability to the Cylon Siegestar and Basestars, which causes planets they bombard to have reduced population growth for a period of time." "Tracking Beacon" "Cylon scout ships in danger deploy a Tracking Beacon, which provides vision at a location for some time even after the scout perishes there." "Improved Hybrid Systems" "Onboard hybrid systems are perfected, allowing Cylon capital ships to reach higher levels of
Yep... definitely scout.... looks great.
[quote who="ZombiesRus5" reply="356" id="3020959"] Quoting Mord_Sith84, reply 354 This is going to make me sound like a @!*%$, but I just don't think that the texture is right for the cylon colony.... The colony has a light grey, grainy texture (see below). At the moment, it looks dark and blotchy..... It would seem they had many visions for what the Cylon colony would look like. Maybe you've also noticed the Basestars are not quite the sam
This is going to make me sound like a @!*%$, but I just don't think that the texture is right for the cylon colony.... The colony has a light grey, grainy texture (see below). At the moment, it looks dark and blotchy.....
[quote who="noing" reply="331" id="3020246"]Those could fill the slot of trade ships Or even colony Or both [/quote] Could these Cylon tankers be used as resource ships? but yeah, Colony ships would be awesome as well.
[quote who="Aramil75" reply="334" id="3020267"]Utility 1 retexture: http://www.mediafire.com/?jnaf6hd561nn5a4 [/quote] What is the function of Utility 1 Aramil75? (looks great)