[quote who="ZombiesRus5" reply="3025" id="3692169"] Here's a patch file that should hopefully fix the resurrection mini-dumps. https://www.dropbox.com/s/51inn0si50f4whk/SotF.Patch.Reb.1.91.49.7z?dl=0 This file doesn't include any meshes, textures or sounds. The full version is being uploaded on moddb but is a much larger download. [/quote] Nice.. thanks Z.
Cylon_Luvr
Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this?
Hey Z, how is the 1.9 build coming along?
[quote who="ZombiesRus5" reply="2981" id="3667996"] The embassies right now should give you the ability to summon a support or capital ship from the allies faction. I've only coded in the additional grants when pacts are reached for Advent. I need to replicate that for the other factions. It's actually a fair amount of coding to do. [/quote] How did you go with the coding Z? Is there any way that I can help?
[quote who="ZombiesRus5" reply="2981" id="3667996"] The embassies right now should give you the ability to summon a support or capital ship from the allies faction. I've only coded in the additional grants when pacts are reached for Advent. I need to replicate that for the other factions. It's actually a fair amount of coding to do. [/quote] How did you go with the coding Z? Is there any way that I can help?
[quote who="ZombiesRus5" reply="2981" id="3667996"] Larger asteroids would actually be spherical in nature. This change is a more accurate depiction. Larger asteroids may also have their own smaller satellites. I personally like the addition of more variety in asteroids and dwarf planets. Your welcome to mod this out if you don't like it. The embassies right now should give you the ability to summon a support or capital ship from the allies faction. I've only coded in
Hey Z, I've noticed a few things. All of the planet addons don't seem to recognise Asteroids anymore. Once I replaced the version of the planettype asteroid file with the original reference file, the mod now recognises them. I suggest that you replace all these files with the original asteroid file from the reference files. Also, I tested out the establishment of different pacts with my ally, and it didn't seem to unlock any additional benefits at the e
So how is the next version coming along? Cant wait to test it out...
[quote who="ZombiesRus5" reply="2965" id="3662756"] I agree... I'm still not entirely sold on the starbase approach, but you have to start somewhere. I'm thinking about changing it to a Planet Module that is guaranteed to spawn versus waiting for the AI to maybe deploy the starbase. And then when you hit certain pacts you'll be given new ships, maybe new components for capital ships (i.e. like artifacts), maybe even a starbase constructor similar to the embas
[quote who="ZombiesRus5" reply="2957" id="3662110"] i posted a beta version of the new build on Moddb. The changes to capital ships and titans are pretty stark. I few it more as flagship versus capital ship. The maintenance may feel really different too but I've enjoyed my play througha. The beta does not have the new option for merging factions though the code is present. I'm not sure how best to deliver that feature and still support random factions. [/quo
[quote who="ZombiesRus5" reply="2937" id="3655769"] Quoting Mord_Sith84, reply 2935 How's the new version coming along Z? uploaded to moddb. sorry, personal life has been hectic with my development project deploying next week. [/quote] It's so good... love it
[quote who="Mord_Sith84" reply="2919" id="3648950"] Z... really, really frustrated. Just played a massive game against Colonial who were maxed out at level 10's for caps and titans. They are waaaaay OP and unbalanced. Especially the starbases which can virtually take out an entire Cylon armada. I threw an entire Cylon fleet at them (maxed out ship slots) and I barely made a dent. [/quote] I think their armor might be too OP? It does seem really hig
Awesome, thanks Z.
[quote who="ZombiesRus5" reply="2905" id="3643636"] Quoting Cylon_Luvr, reply 2904 Also, what happen to the Sol planets? Was awesome having Earth as a planet. I'll upload those soon as a smaller separate download. They added an extra 80mb to the download and didn't seem critical
[quote who="ZombiesRus5" reply="2905" id="3643636"] Quoting Cylon_Luvr, reply 2904 Also, what happen to the Sol planets? Was awesome having Earth as a planet. I'll upload those soon as a smaller separate download. They added an extra 80mb to the download and didn't seem critical
Also, what happen to the Sol planets? Was awesome having Earth as a planet.
[quote who="Mord_Sith84" reply="2899" id="3643174"] Quoting ZombiesRus5, reply 2898 Yep, it's just displaying in the center. We'll need to add an ability point to move it around. It looks like this for me:
Sorry I've been off the radar for a little while... I'll have a look at the new version ASAP.
[quote who="Mord_Sith84" reply="2883" id="3641154"] Z, this version doesn't work. It minidumps on activation. [/quote] Yep same for me. Updated to the new Outlaws DLC, tried to activate the new version and it crashes.
[quote who="ZombiesRus5" reply="2873" id="3640001"] Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): It's all or none on bombing effects. I can give cylons the same effect the colonials have but I
Z - just a very cosmetic change from me. When a colonial battlestar is bombing a planet, they use MIRV's, which looks exactly like the ones used by the Cylons when they were bombing the 12 colonies (they break up into smaller missiles upon entry): I don't think that they Cylons are using this effect though (which they should). After you have researched "Antimatter MIRV's"
[quote who="Mord_Sith84" reply="2846" id="3637843"] Quoting ZombiesRus5, reply 2845 I added a new icon for the evacuation protocol on the cylon moon. I'll hopefully get a new test build out tomorrow. I think the mod is starting to look polished which is great.&
Just noticed that the fighter squadrons for the alien ships (artifacts addon) say "string not found" when you click on them. Also, they're quite weak. Loving the new icons too by the way [e digicons]:cylon:[/e]
[quote who="ZombiesRus5" reply="2827" id="3637429"] Ok, I've run multiple simulations and it appears the game mini-dumps with cylons only. Will need to see if we can isolate the issue. It should be pointed out this was a long time into the game though so it's not necessarily mod breaking per say. [/quote] Ok. So should we do some testing as well to see if the problem can be found?
[quote who="ZombiesRus5" reply="2822" id="3636909"] I'm also going through effects so if you have any suggestions let me know. [/quote] There seems to be a "virus signal" sound that plays for almost every Cylon virus ability. Could we add another sound in there so that it doesn't sound so repetitive?