Cylon_Luvr

Cylon_Luvr

Joined Member # 4341995
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[quote who="NHD-151" reply="621" id="3084874"]Really like that new HUD for the Cylons. It's not overpowering to the eyes and fits them rather well.[/quote] I disagree... it looks strange to me. Should be more "chrome-like" or metallic. I don't see how the current HUD fits with Cylons? It just looks chunky, and when I first saw it I thought it was an error. Sorry, just my opinion. Also the white boxes surround "+" and "-" looks out of place. Should look more like

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[quote who="ZombiesRus5" reply="584" id="3083023"]I might give the envoy weapons... Mainly working on getting the models in the game with proper icons and buttons. I'm not too concerned about Rebellion to be honest right now. Hard to say how long it will take to merge into Rebellion until it actually comes out. I'll probably do another beta version of R6 this week with more Cylon improvements as well as some other bug fixes I've found like the Cylon's weapon points

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Yeah, this would be pretty interesting. Would link in well with the Blood and Chrome series which should be out soon. Would allow us to also build scenarios/maps for Galactica/Columbia vs. old school basestars from the first Cylon war. And this mod is called Blood and chrome after all!

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Cool... how do you enable flagships? I've pulled together some Cylon sounds that I can send through to you soon. How would you like me to get them to you? I've also messaged Koobalt to see what he is up to (and if he will continue to help out with the mod), but he seems to have fallen off the face of the earth!

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[quote who="ZombiesRus5" reply="546" id="3055835"]Back tracking through some previous comments... Quoting Cylon_Luvr, reply 541 Regarding the Cylon Colony.... Would it not be better if it was a second Starbase? (in addition to the WarStar). Obviously the function of the Colony in the series is the Cylon "homeworld"... rather than a large scale capital ship. Would it not make sense if it had starbase-like abilities and defensive, rather than offensive, capability?<b

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Regarding the Cylon Colony.... Would it not be better if it was a second Starbase? (in addition to the WarStar). Obviously the function of the Colony in the series is the Cylon "homeworld"... rather than a large scale capital ship. Would it not make sense if it had starbase-like abilities and defensive, rather than offensive, capability? Although... The Colony is FTL capable... which would probably fit better as a Titan...

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Awesome! Cant wait for the March release! Happy to provide help with more ability ideas and their development. How about the Cylon sounds? Could we use the Centurion sounds from the old series? i.e. "By your command" etc.

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I've searched the net thoroughly and unfortunately I can't find the Hybrid "Jump" sound clip... short of actually recording the sound myself, i'm not sure how we can get this (and I'm guessing that recording the sound and including it in the mod may infringe copyright...) How about the cylon sounds from the old school BSG? Might be able to get my hands on some of these. I've been thinking about it, and considering that it would be super awesome to have cust

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Well... Tylium is actually fuel in TNS... so it wouldn't replace crystal anyway. It could be in the research tree's i.e. Tylium refinement which could reduce fuel consumption, and improve the speed of ships or the speed of jumps for Colonial and Cylon. The ability could be that Tylium is extracted from Crystal asteroids, or metal, which could be an ability that can be researched.

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Zombie - was thinking, for the sounds, we could repurpose a number of the Unity clips... i.e. the woman sounds like the Cylon Hybrid i.e. the ones that do not quote "Unity" or any other overly unity-like words. The "Event" sounds are mostly fine, except for one that quotes "Scryers". I could have a look through and pull out the ones that would be suitable for us to use? What do you think?

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download it, and unzip it to Appdata, Local, IronClad Games, Sins of a Solar Empire, Mods-Entrenchment (for So13T for Windows Vista). When you open the game, go to Options (in the main menu), then Mods. The Mod will be listed in the available mods menu for activation.

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[quote who="koobalt" reply="415" id="3023370"]No problem, i wait some much time i can wait some more, i made another model for cylon culture beacon, will post image once i will make texture, about non combat facility i need really think... The bad news i barely cure one flu and i already catch another one edit: to tired to do anything so i will post the image Reduced 78%Original 529 x 561 [/quote] Hey

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[quote who="ZombiesRus5" reply="443" id="3027974"]This is a R5.4 compatibility release for the most part. Here's the blood and chrome download for R5.4 (Requires SotF R5.4 moddb release). It does have a playable version of the cylons (i.e. selectable but really underdeveloped and basically crappy, Honestly I don't want to hear if you have any issues with them and will ignore them if you feel the need to tell me ). If you want th

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Awesome stuff ZombieRus5. Especially the part where the resurrection ships are linked to the hub. Just wondering... Does Sins allow us to build multiple versions of Star bases i.e. we already have the Warstar as the star base. If the Resurrection Hub becomes a star base, what will the Cylon super weapon be?

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So I'm assuming that Kyogre12 must have got permission to use colonial sounds? Unfortunately I don't have the necessary equipment to record high quality voices. Stalcore - are you saying that you have a problem with the resurrection hub as a superweapon, or that it should still be a super weapon but just not as powerful? I agree regarding the resurrection of one capital ship, but this would make the resurrection hub structure pretty useless woudn't it? Wouldn't

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[quote who="koobalt" reply="426" id="3024537"] Quoting Cylon_Luvr, reply 425 Quoting koobalt, reply 424 Quoting ZombiesRus5, reply 422 Quoting Cylon_Luvr, reply 419 Hmmm... I disagree. I dont see any issue with the resurrection hub spawning from the start. There shouldn't be muliple resurrection hubs. You're thinking along the lines of what has been done before with superweapons - why can't we break the mold on thi

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[quote who="koobalt" reply="424" id="3024526"] Quoting ZombiesRus5, reply 422 Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect... There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like

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[quote who="Mord_Sith84" reply="417" id="3023649"] Quoting Cylon_Luvr, reply 416 Quoting SpardaSon21, reply 411 One possible ability for a Cylon superweapon would be to summon a small fleet of Cylon vessels at the planet bombarded by the cannon shell like a more offensive use of Returning Armada. The ability could cost credits to fire and have a hefty cooldown, preventing spamming. Could be called "Deploy Ambush" or somethin

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