Mord_Sith84

Mord_Sith84

Joined Member # 4236273
3 Posts 462 Replies 401 Reputation

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!

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[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!!!!

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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!!

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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...

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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.

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[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

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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,

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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

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[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?

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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!

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[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?

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[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

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