Cylon_Luvr

Cylon_Luvr

Joined Member # 4341995
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While we're in the business of suggesting changes that "we've wanted to change for ages", there's two things that has been bugging me: - There is no icon in the side 'planet' panel when you select the Titan Foundry for Cylon. Could this be fixed? - The Nuclear Barrage ability for the Boomer Titan shouldn't be called 'Nuclear'. They're not nuclear missiles. It should be called Missile Barrage, exactly the same as the Missile Barra

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[quote who="Mord_Sith84" reply="2557" id="3567830"] yeah... not bad as a new frigate or something... But definitely not as a new cap ship. What function could it serve as a frigate do you think? [/quote] What about a planetary assault cruiser? Could still be called a Y-Star...

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[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] Could you please post a picture of this model Z? thanks

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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 they can jump from deeper within the gravity well.

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[quote who="Mord_Sith84" reply="2522" id="3563790"] Quoting Cylon_Luvr, reply 2517 Mord, how did you go with the Guardian model? Just converted it to .obj and have emailed to Z. [/quote] Did this work out for you guys?

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Sorry, I've still been around, but have been busy! Love the suggested changes to Cylon, and the new ships for the Colonials. Really like the new light frigate mesh - I think separatists do need more diversification. Pretty exciting stuff! Mord, how did you go with the Guardian model?

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[quote who="ZombiesRus5" reply="2498" id="3557177"] Quoting Cylon_Luvr, reply 2497 Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour (raiders included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons

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Z, have been re-watching the show. Although this is very minor, I've noticed that all Cylon kinetic weapons are purple in colour (raiders included). Colonial is yellow. How difficult is it to change the cylon kinetic weapons to purple instead of yellow? Would suit BSG cannon much better. Also im thinking that the Guardian MkII and worldstar should have kinetic weapons... Not just missiles...

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[quote who="ZombiesRus5" reply="2489" id="3539706"] Quoting Cylon_Luvr, reply 2488 - what happened to the old school raiders? Thought they were going to be added... I got sidetracked by the texture being pretty crappy and tried finding a better model and failed. I then got burned o

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Hey Z... Just a few things I've noticed (may have mentioned these already? not sure) - There is no icon for the new cylon titan factory when it is selected (for the menu down the left hand side of the screen). - what happened to the old school raiders? Thought they were going to be added...

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[quote who="ZombiesRus5" reply="2469" id="3530265"] Quoting Cylon_Luvr, reply 2468 Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe I've re-invented my AI enhancements so this might not be as easy in the

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[quote who="Mord_Sith84" reply="2460" id="3529314"] I freakin love the new version 😍 ... Especially the new FTL effect. Do you think you could also get permission to include the Maelstrom races? [/quote] Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe [e digicons];P[/e] Would be nice to fight against some new race - but I understand what y

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Z, A few other things I've noticed: - There is no icon for the new Titan foundry that appears in the menu down the left hand side. - The Cylon Rebel Titan cannot be added in Galaxy Forge now. I tried to fix this myself but couldn't figure it out. - I must say... I'm really not a fan of the changed missile effects for Cylon at all. You can't even see the missiles anymore! One of the things that makes the Cylons so unique i

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Hey Z, Could you please make the following changes to English.str Could have sent you the updated file, but there are only two changes so I thought I would just post them here. StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_SHARONBOOMERVALERII_DESCRIPTION" Value "Boomer is sent down to the planets surface to install algorithms that vastly improve construction rates." StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_THEPLAN_NUMBEREI

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[quote who="luschetk" reply="2442" id="3524737"] Hi Zombie, I noticed two further little issues (maybe): 1.) Cylon Loyalist Cylon Rebel can research "Are you Alive", "Procreation" and "Nanorobotic" to increase its population; but the Loyalist can't. 2.) Starbase-Upgrade-Hangar for Cylon With the last Hangar-Upgrade you get 40 fighters or bombers. Was that intended? By the way the new models of Nep are awesome! And I really be

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[quote who="ZombiesRus5" reply="2432" id="3521517"] Quoting Cylon_Luvr, reply 2430 - You may have to somehow limit the Hub to only be able to Jump in the system that it was spawned in, considering that Resurrection only extends to the system where the Hub was built. Resurrection will fol

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Ok cool. So if you give the Hub the same AI as a colony ship, and obviously not give the Hub the Colonize ability, will that work? ie. the AI won't send the Hub into battle or try to send it to uncolonized planets? A few other things: - You may have to somehow limit the Hub to only be able to Jump in the system that it was spawned in, considering that Resurrection only extends to the system where the Hub was built. - Will the Cylon Titans still be able to spawn the H

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[quote who="ZombiesRus5" reply="2425" id="3521240"] Quoting Cylon_Luvr, reply 2422 The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gra

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[quote who="ZombiesRus5" reply="2421" id="3521104"] I mentioned I would be moving my mod to a new site... I will be making most of my content updates on www.sinsofthefallen.com for Fall of Kobol. It's not much fun updating a forum like this so I look forward to managing a site more dedicated to the mod. I will continue to use moddb to post updates for Sins of the Fallen. This thread won't be abandoned as it

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The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gravity well, and I've tried some coding for that myself and it can't be done. It's not really consistent with cannon, considering that even though it appeared that the Hub didn't have engines to move around, it could FTL to other systems.&nbs

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