[quote who="ZombiesRus5" reply="2818" id="3636614"] Quoting Mord_Sith84, reply 2817 It's very, very cool! Fantastic that you were able to get it to move/jump. When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built?&n
Mord_Sith84
[quote who="ZombiesRus5" reply="2816" id="3636566"] Either try the new resurrection hub? [/quote] It's very, very cool! Fantastic that you were able to get it to move/jump. When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built? Also, the icon looks a bit odd...  
[quote who="Cylon_Luvr" reply="2813" id="3636508"] Here are my changes: Some of the icons seem to have changed to a purple colour? I've listed them below: Hand of God tree --> Model subsystems --> CP Missiles, Heavy Missile Turrets, Heavy CP Missiles (all seem to have a purple tinge?) Hand of God tree --> Model Projections --> Regeneration Hand of God Tree --> Model Projections -->
[quote who="ZombiesRus5" reply="2810" id="3636458"] Quoting Mord_Sith84, reply 2809 - Need to review the artifacts and the Cylon asteroid base (need moons addon). Could you send this through to me? I can make a separate download that will work with the baked version. [/quote]<
Ok I've had a good look through the latest version. Overall, I'm happy with it! So many new changes that we've made, and the models are looking fantastic. So much more immersive with the new textures and unique abilities. Thank you so much for all of the hard work that you have put in to this Z. I really do appreciate it! Love the addition of the different type of AB Raider by the way! Very cool. Changes/comments: - Need to review the artifacts
[quote who="ZombiesRus5" reply="2800" id="3636196"] Thanks, I got them. Here's an update Ragnar texture I'm putting together: Reduced 29% Original 1928 x 1048 [/quote] Looking
Nice! They look really good in-game.
Z, I just emailed you the new models for the envoy, worldstar and boomer.
[quote who="ZombiesRus5" reply="2795" id="3635761"] I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. The hub will use the Frigate Colonizer AI. I'll want your feedback on that approach and ways to maybe improve it when you get the new build [e digicons]:cylon:[/e] [/quote] Very cool [e digicons]:dur:[/e]
[quote who="ZombiesRus5" reply="2794" id="3635706"] Wanted to let you guys know I'll have a new test version to download this week. Will PM it when ready. [/quote] Nice! can't wait. I've also emailed you the entity files for the Cap ships. I've made the build cost the same again, but I've created more individuality by modifying hull points, armor, antimatter, command points etc. I've also sent you the new files for Abi
[quote who="ZombiesRus5" reply="2788" id="3635416"] Quoting Mord_Sith84, reply 2787 Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not. So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitation
[quote who="ZombiesRus5" reply="2789" id="3635468"] Fixed Sleeper Agents. It will attach to enemy frigates and will add a probe on whatever planet they are on until it ends or they hyperspace out [e digicons]:cylon:[/e] Fixed missing mainview icons for TOS and AB TOS raider. Added Hard points to Hybrid and Guardian basestars. Added in new functionality from Mord_Sith. [/quote] Nice!!! I should have some more new models for you again s
[quote who="ZombiesRus5" reply="2788" id="3635416"] Quoting Mord_Sith84, reply 2787 Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not. So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitation
[quote who="ZombiesRus5" reply="2780" id="3635243"] I get the sense you mean you turned off auto-casting from the Artifact itself. In this sense you could control when the artifact is initially applied and to which capital ship, however the AI would be unable to apply artifacts if the autocast is turned off. Let me know... [/quote] Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not.
[quote who="ZombiesRus5" reply="2782" id="3635267"] Reduced 29% Original 1920 x 1058 [/quote] Looks really good!
[quote who="ZombiesRus5" reply="2783" id="3635293"] Quoting ZombiesRus5, reply 2781 Quoting Mord_Sith84, reply 2777 No p
[quote who="ZombiesRus5" reply="2778" id="3635232"] The cost does not vary with Tech, Advent or Vasari on capital ships. [/quote] Ok, but I can still vary the hull points, slot count, armour, hull restore rate, antimatter. [quote who="ZombiesRus5" reply="2778" id="3635232"] There is no way to strategically cast an artifact abilility. Your ship would out of your control be placed into a cloaked mode removing it from the battle seemingly randomly. Arti
[quote who="ZombiesRus5" reply="2775" id="3635162"] Changing from my understanding causes the AI to not randomly build capital ships. Removing shields causes mitigation to no longer work which is a feature of the mod for point-defense weapons. Adding a shield mesh with the point-defense mitigation in place causes odd behavior. I'll look at the balancing changes compared to my notes. I had the ships balanced out by armor and hull to be comp
[quote who="ZombiesRus5" reply="2773" id="3635113"] Quoting Mord_Sith84, reply 2772 The models, icons etc look really good so far Z, awesome. Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, researc
The models, icons etc look really good so far Z, awesome. Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented. Unfortunately I can't really test much (other than playing around with the new models) until this stuff has been implemented. I know its a lot of work,
[quote who="Mord_Sith84" reply="2700" id="3614786"] Quoting ZombiesRus5, reply 2699 I'm good with this approach, and since they are delaying on 1.83 for steam... I'll work on the changes for this and don't see any issue getting it folded in. I do have a 1.83 compatible version working, ho
[quote who="ZombiesRus5" reply="2763" id="3634537"] PM Sent [/quote] Thanks Z. I'll have a look at this over the next few days.
[quote who="ZombiesRus5" reply="2760" id="3634330"] I'll be PM'ing you two later today or tomorrow with a download for a version you guys can test out for this weekend. [/quote] Awesome
[quote who="ZombiesRus5" reply="2758" id="3634326"] Quoting Mord_Sith84, reply 2757 Quoting ZombiesRus5, reply 2755 I go
[quote who="ZombiesRus5" reply="2755" id="3634272"] I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. [/quote] Cant wait to see how it looks!!!! Such a huge improvement on the old model.