[quote who="ZombiesRus5" reply="2623" id="3584035"] Quoting Mord_Sith84, reply 2622 Z, based on the recent models you've posted, I'm assuming that you know how to do texturing and lighting? I know how to do texture and lighting yes. It just depends on the model and the complexity
Mord_Sith84
Z, based on the recent models you've posted, I'm assuming that you know how to do texturing and lighting?
[quote who="ZombiesRus5" reply="2610" id="3575410"] Quoting Mord_Sith84, reply 2608 The new Guardian Basestar model is coming along nicely... Not long now... Cool would you be willing to post an in-progress image? If he's not ready for public views you could email me it... [/quo
[quote who="ZombiesRus5" reply="2607" id="3574836"] Quoting Mord_Sith84, reply 2605 I don't know if its just me, but I'm having issues with jumping ships from stars? It takes ages for them to jump (seems to be an issue with the larger ships - titans, starbases, larger capital ships) Di
The new Guardian Basestar model is coming along nicely... Not long now...
I don't know if its just me, but I'm having issues with jumping ships from stars? It takes ages for them to jump (seems to be an issue with the larger ships - titans, starbases, larger capital ships)
[quote who="ZombiesRus5" reply="2597" id="3572863"] I do have the Blackbird mesh created by solcommand and have it in game locally. I'm thinking of making it a researched strikecraft unit. In regards to the Cylon AB Raider... Right now I've modified the Cylon War-Era Raider to resemble the AB Raider mesh wise but have not modified the texture yet. I do not have stealthstar model and am not aware of it existing in a usable form anywhere and the MK1 will most likely neve
Z, could you also add the Colonial starbase into GalaxyForge? planetItemType designName "Colonial:Starbase" entityDefName "StarBaseColonial"
[quote who="ZombiesRus5" reply="2584" id="3570062"] Any new ability ideas for the Hades Basestar. I've replaced the Organic Armor with Deploy AB Raiders. I'd like to make the other abilities unique too. [/quote] What do you mean AB raiders? I've designed some new abilities for the Guardian... But waiting until the new model is ready before I release them. Haven't really thought too much about the Hades...
[quote who="ZombiesRus5" reply="2582" id="3569781"] Looks good... [/quote] thanks Z ... Very cool
Z, last few changes that need to be made: - Need to replace the "Fleet Logistics" icons... the ones that currently appear are not clear (as below). I've emailed you a progressive line of new datastream icons from 1 to 8. Use the red ones for the first cap ships logistics slots, and the purple for the fleet capacity. - Please change the icon when you select ships
[quote who="ZombiesRus5" reply="2576" id="3569426"] Done... On the organic armor it was a shared ability and icon. Thought you just wanted it overall changed. I have split them into two abilities now. [/quote] Cool. It needs to be a little bit more advanced than "Organic Resin" as well... its more advanced tech. Could you increase the armor by 1 for each level? i.e. starts at 3 armor instead of 2 and increases by an additional 1 compared to "organic resin"?
Hey Z, a few things to fix up for Cylon in Hand of God-->Model Subsystems - The description for "Enriched Tylium Missiles" is incorrect. Should be: Tylium warheads are enriched through an advanced separation process, further improving damage yield. - Heavy Nuclear Missiles – Change to “ Antimatter Nuke ” (its located in the first row of Model Subsystems research) Change descript
The new version is awesome!!!!! Thanks Z. I have a few small changes which I'll post tomorrow.
Z... something I've wanted to change for ages (I've emailed you a picture of the research trees, and steps listed below to show you what icons should be swapped): Step 1. The 'Overload Hybrid' icon for the Basestar cap ship shouldn't be the 'man' hybrid. The 'red' female hybrid icon which is used for 'Hybrid Revelations' research is more suitable for 'Overload Hybrid'. Please use the icon for Hybrid Revelations for 'Overload Hybr
[quote who="ZombiesRus5" reply="2561" id="3568014"] Quoting ZombiesRus5, reply 2560 Quoting Cylon_Luvr, reply 2559 Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? Getting close... need to add the finish work. Any thought
[quote who="ZombiesRus5" reply="2553" id="3567580"] Quoting Cylon_Luvr, reply 2552 Quoting ZombiesRus5, reply 2544 <br /
[quote who="ZombiesRus5" reply="2555" id="3567667"] Reduced 55% Original 1024 x 768 [/quote] that's really cool!!
[quote who="ZombiesRus5" reply="2544" id="3566877"] I mainly made the Y-star for Cylon militia but if people like it as a light frigate on Cylons I'm good with it. [/quote] Ummm... Ha? I feel like I'm in the twilight zone at the moment with all of these apparent changes that I can't find anywhere! Where is this model? I haven't seen it. I've activated the Cylon Militia mod and run a few test maps, and nothing. Are you talking about the Siegestar frigate?&
[quote who="ZombiesRus5" reply="2542" id="3566798"] Quoting Mord_Sith84, reply 2541 Quoting ZombiesRus5, reply 2539 It&#
[quote who="ZombiesRus5" reply="2537" id="3566672"] Quoting Mord_Sith84, reply 2522 Quoting Cylon_Luvr, reply 2517 Mord,
[quote who="ZombiesRus5" reply="2539" id="3566684"] It's a patch. Overlay 1.82.36.0 and let me know what you think. It adds maelstrom stars Fixes resurrection and balances it Adds new units to colonials Significant rebalance to colonial frigate/cruisers to make their numbers more viable Tweaked the default particle effects for colonials Removed the flak sound effects on battlestars for better immersion Shift
[quote who="ZombiesRus5" reply="2538" id="3566673"] Quoting Cylon_Luvr, reply 2536 Question... is the superiority of cylon FTL evident compared to Colonial? Cylon FTL should generally be much more efficient. Do they have more tech advancements compared to Colonial? Maybe they should also have tech where th
[quote who="ZombiesRus5" reply="2523" id="3564233"] If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech... This might be possible. I'll s
Here you go: Chromium KEW Rounds New chromium alloys improve the impact force of all autocannon weapons, resulting in increased damage. Enhanced Propellants New cartridge propellants result in higher muzzle velocities, increasing the damage of all autocannon weapons. Tylium Rounds A highly explosive Tylium charge is added to all rounds, further increasing damage.