Also, how cool is this (even though you're not looking for a Defense Platform:
Mord_Sith84
A few idea... you may have to get permission to use the designs though? not sure Military Lab: Hangar defense:
Z, what an amazing modder you are! Was just reading through some of the comments on the moddb page for Sins of the Fallen..... So many confused (and lazy) people who freak out at the prospect of having to activate a few races and addons, even though the instructions are CLEARLY listed... You have so much patience! Thanks so much for all the work that you put in to these mods, you're one of a kind dude!
Damn... The button can't be moved to a vacant square in the starbase menu?
So you can't build cruisers from a starbase? If not, the description will need to be changed, because it says that the research will allow cruisers to be built also.
[quote who="ZombiesRus5" reply="2323" id="3514673"] UnassumingWhiteGuy has been added to the War-Era Centurion Status for his contribution of Colonial Event Dialogue which will be included with the next build. Pretty awesome hearing event sounds meant for the Colonials. Now just need to finish up the ship dialogue... [/quote] awesome!!!!
Z, tried to fix this myself but couldn't... The Warstar starbase upgrade (which now works) to build ships only allows frigates to be built, not cruisers as well... It's probably an easy fix if u know what ur doing!!
Yep, sounds fine Cavil_Volente... Send through what you've done to Zombie so that they can be integrated (the vintage raiders that is...the other changes seem more specific to how you want to play the game)
Cavil_Volente, if you have already made the changes to your own version, why don't you send them through to Zombie? I think it would be great to have them in-game. The Guardian basestar should also have access to the old school raiders... By the way Z... For some reason you can't place the Hades Class basestars into Galaxy Forge maps? Not sure why...
Just noticed a bug.... The "End of Line" research for the Cylon starbase is researchable (in Defence Systems research tree), but when you then click on the starbase and move your mouse over the icon for "End of Line", the game crashes.
Ok cool. What will the new build include? i can post a few ideas for Cylon if you like?
Any future plans for the mod Z?
[quote who="ZombiesRus5" reply="2260" id="3480479"] Sadly my time for texturing is about nil... someone else would need to step up. I'm working on checking in my current build for 1.82 then I'll apply you fixes to see how they look [e digicons]:cylon:[/e] [/quote] I don't suppose that Koobalt is still hanging around here somewhere? Also, great idea with the titans being able to spawn hubs, but it's still not
Cant get this to work dude.... sooo frustrating! It just seems like it should be such a simple thing.... to spawn ships in the adjacent gravity well.... apparently not
Thanks heaps. Had a look at Wail of the Sacrificed, and the action type is ApplyBuffToTargetsAtAdjacentOrbitBodies which is useful, but I'm not applying a buff to targets within a gravity well, but trying to spawn a ship in an adjacent gravity well... so i'm not sure what the action type should be. Also i'll look for the unit that spawns modules... If I take this approach, it would be a super weapon spawning another superweapon in the adjacent well... but again,
Hi everyone. So obviously superweapons cant phase jump or move... but I have an idea to create an "Emergency Jump" ability which appears as though the superweapon jumps away and then re-spawns in the adjacent gravity well. So this is how I would like to do it: 1) If the superweapon is under attack, (also want it to autocast when damage is at 40%) you can click on the Emergency Jump ability which is actually a self-destruct ability, although the effects I have used make
Hey Zombie, how's things mate? Has this mod been finished i.e will you make any additional changes?
[quote who="Cylon_Luvr" reply="2222" id="3425295"] Hey Z... Did you get the new icons that I sent through?[/quote] He must be on holidays or something
Just noticed that the Pirate window looks funky as well when playing as Cylon... the picture isn't fitting in the box...
[quote who="ZombiesRus5" reply="2206" id="3420779"] Lol. Not sure where the process fail was there. Can't fix until much later. [/quote] Sorry, not sure what you mean by "Can't fix until much later." Cant you just create new links? Also, what are the new changes included in the update?
Have been playing the mod almost non stop for the last few days, and it's just awesome... Love how polished the Cylons are. A big thank you goes out to Zombie - you've invested so much time into this mod. No-one can do it like you can. You've created such an awesome mod. Also a big thank you to Cylon_Luvr and Crazyfrywad... you've both contributed so much to this mod!
[quote who="ZombiesRus5" reply="2185" id="3416461"] SofF: Fall of Kobol: Reb.1.80.27 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization) Rebellion 1.80 compatible (DLC Compatible) Not compatible with earlier builds [/quote] So looks as though the Cylons are finished now?
So what does the new update include?
[quote who="ZombiesRus5" reply="2162" id="3410412"] Quoting ZombiesRus5, reply 2161 Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here. If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation. On the down side I'm getting some charac
you there Zombie? you haven't posted on here for a couple of weeks [e digicons]X([/e]