[quote who="ZombiesRus5" reply="2111" id="3396607"] Quoting Cylon_Luvr, reply 2109Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. I don't see that happen actually... How many units are are the field? Is it late game lag?[/quote] Definitely not late game lag (its a constant for me through the whole game), and there can be any number of units on the field, from 1 unit up to 50
Cylon_Luvr
[quote who="ZombiesRus5" reply="2108" id="3396366"] Quoting Cylon_Luvr, reply 2106- When fighting against the Cylons and you're in battle, if you try to double click on an enemy ships icon to focus on it in the side panel, it wont and just jumps around. Sounds like a mesh that is off center. Any particular ship?[/quote] Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. <p
[quote who="ZombiesRus5" reply="2104" id="3396163"] I have a new version ready then got a nasty stomach bug, fever, other nasty stuff... So I've been laid out all weekend. We'll see how I feel today. [/quote] That sux Z! Hope you're feeling better now....
[quote who="Cylon_Luvr" reply="2064" id="3392502"] Hey Z. Have finished all the descriptions for research abilities and have emailed the Cylon_English.str and Cylon_stringinfo files to you. A few things to note: - Changed "Advanced Hybrid" ability for the basestar capital ship to "Overload Hybrid". Is the same as Finest Hour for the TEC Kol Battleship. Have also changed the icon and have emailed. - Not sure what you want the
[quote who="ZombiesRus5" reply="2095" id="3395434"] Quoting ZombiesRus5, reply 2094 I have a weird phase jump bug I'm debugging for Resurrection. Not sure how long it will take to resolve. Decided to rewrite some of it to be ranged based on the Resurrection Ships. Appears to have solved the phase jumping mini-dump problem . I may upload a new version this weekend [/quote] Awesome Z... would love to see a new ver
[quote who="ZombiesRus5" reply="2096" id="3395437"] Anyone notice the resurrection ships fly backwards? And that resurrection hub needs a serious retexture! [/quote] Oops... nope, missed that! The resurrection hub didn't look too bad to me...
[quote who="Stalcore" reply="2097" id="3395521"] The only one I saw didn't last long enough to see which way it was flying till it got blown out of the sky by my Battlestar[/quote] hahahahahahaha classic!!!! Even though I'm a Cylon lover, I'll give you credit for that one!!
Is someone going to build a map of the 12 Colonies using these planets?
They look awesome... I'm with you Koobalt... can't wait to nuke 'em. [e digicons]:cylon:[/e]
[quote who="Cylon_Luvr" reply="2081" id="3393534"] There is still a lot of refining of abilities left to do and making sure all research ties back to something.[/quote] Not sure if I can help out with this in any way?
[quote who="ZombiesRus5" reply="2079" id="3393431"] Quoting Mord_Sith84, reply 2078 Ok, so with Resurrection sorted out, all that is left now is the Cylon economy? What are your thoughts on this Zombie? There is still a lot of refining of abilities left to do and making sure all research ties back to something. That said I think we need to level set what credits actually mean to the game. Credits is not necessarily money. Credits
Hey Z, SZO sent me a planet type for Cylons... its an asteroid with an old Hades basestar that has crashed into it. Its completely done and would only need to be integrated (although I think he created it as a separate mod to activate). Would you be able to add it as a planet type for the mod? I've emailed it to you.
[quote who="ZombiesRus5" reply="2066" id="3392599"] Resurrection Discussion I have a working framework for the Resurrection Hub (private build only). The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies. The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as
Hey Z. Have finished all the descriptions for research abilities and have emailed the Cylon_English.str and Cylon_stringinfo files to you. A few things to note: - Changed "Advanced Hybrid" ability for the basestar capital ship to "Overload Hybrid". Is the same as Finest Hour for the TEC Kol Battleship. Have also changed the icon and have emailed. - Not sure what you want the "infiltration" ability to do for the Worldstar... I put "A sign
[quote who="ZombiesRus5" reply="2043" id="3391144"] Reduced 55%Original 1024 x 768[/quote] Looks awesome by the way Z!!! Noticed in your pic that it says "Hades Class Class 1A" ... should be "Hades Class Mark 1A"
[quote who="Stalcore" reply="2047" id="3391185"] No it is the Basestar from Rasor if I am not mistaken. or it could be from the 1979 Version of Battlestar Galactica. Good work as Always Z.[/quote] Yep, in the old BSG series, it was the primary Cylon battleship. In the new series, they were the original basestars used by the Cylons in the first Cylon war and then developed into the new basestars.
[quote who="ZombiesRus5" reply="2025" id="3390197"] Quoting Cylon_Luvr, reply 2024Ok. My preference would be to change it to Colony Pods. Obviously your decision though! I'm fine with the change after understanding what you meant a bit more. Read my suggestion on keeping the idea of Syphon Credits- but maybe moving it to a different research tree.[/quote] Ok. Reason I wanted to change it is because when this research is complete, the starbase will show
[quote who="koobalt" reply="2016" id="3390019"] Sorry if You feel offended by my previous post.[/quote] Nope, wasn't offended Koobalt, just wanted to be honest, considering that we both have a lot of interest in Cylons getting finished. Could you do me a favour and check: - When you build a light basestar and zoom in on it, does it make a weird recurring sound? Not an engine sound? - When you build the Boomer Class titan and ho
[quote who="ZombiesRus5" reply="2021" id="3390190"]Quoting Cylon_Luvr, reply 2020 It willy say unlocks Syphone Credits. [/quote] Ok. My preference would be to change it to Colony Pods. Obviously your decision though!
Working on Cylon_English.str and Cylon_stringinfo now... will get it through to you soon Z... Question... see below: ResearchSubject|Cylon|DefenseSystems|ColonyPods|Colony Pods|Infrastructure is built that allows Cylon models to occupy the starbase and provide tax income for your empire. Should I ever change the 4th item? i.e. "ColonyPods" ... This used to be "Syphon Credits"... and I changed it to Colony Pods. What impact does it have if I change
[quote who="ZombiesRus5" reply="2012" id="3389905"] Patch 2: SotF Fall of Kobol Reb.1.52.22.2 (Patch) [/quote] You're doing such an amazing job Z... exciting that we're getting much closer now for the Cylons! Complete list of changes for Patch 2 (should be the final changes, then it should be fairly polished): - Icons still need to be swapped around for Occupation and Industrial Networks (both Rebel and Loyalist). Not sure if you know what I mean
[quote who="ZombiesRus5" reply="2006" id="3389875"] Quoting Cylon_Luvr, reply 2000I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon. Can you edit the Cylon_stringinfo.txt and Cylon_English.str file at this link? https://www.dropbox.com/sh/h5lzmr77v2rbrvx/76mHKjyDnn It would simplify integrating string changes greatly as t
[quote who="koobalt" reply="2002" id="3389808"] Quoting Cylon_Luvr, reply 2001 Z, this is my take on credits for cylons: Cylons cannot generate tax or credit from planets at game start, and the Cylon homeworld at game start should have a population of 0. Cylons cannot start collecting tax credits until they have researched "Reproduction Farms" (this is for both Loyalist and Rebel). The Rebel faction will specialise in reproduction with many availa
Z, this is my take on credits for cylons: Cylons cannot generate tax or credit from planets at game start, and the Cylon homeworld at game start should have a population of 0. Cylons cannot start collecting tax credits until they have researched "Reproduction Farms" (this is for both Loyalist and Rebel). The Rebel faction will specialise in reproduction with many available research items (Are You Alive?, Procreation and Nanorobotics) and will eventually be able to genera