Final lot of changes from previous build (Build 22): - Optimized Assembly icon is wrong (Apotheosis --> Industrial Networks). Have emailed it to you again. - Merchant cargo bays description updated. - New icon for Recursive Upgrades (Apotheosis --> Industrial networks). Have emailed. - New icon provided for Syphon Credits (Defense Systems). Have emailed. - Added description for Chimaea model (The Plan) - Number 2 model icon looks weird... have provided
Cylon_Luvr
[quote who="ZombiesRus5" reply="1989" id="3389383"] Quoting Cylon_Luvr, reply 1987- Trade ships are TEC tradeships? Would vasari be better? I see meshes that look like Vasari's. Are you playing with moons or artifacts? [/quote] Was playing with moons. There seems to be a mix of both TEC and Vasari trade ships? The starbase, moon or trade centre must be building TEC trade ships? See below: <img src="http://s21.postimg.org/pi32xt807/Tr
Hey Z, next lot of changes: Starbase: - "Assault Systems" icon updated and emailed. New description also. - "Defensive Enhancements" icon updated and emailed. New description also. - Changed "Squadron Facilities" to "Raider Facilities". New icon emailed. - New icon for "Colony Pods". Have emailed - Starbase should have "Self-Destruct Protocol" as an ability - Trade ships are TEC tradeships? Would vasari be better? - Capital ships
[quote who="koobalt" reply="1984" id="3389053"] Well, since moon works as Starbase, and starbase can move, i think there need to be a setting that enable or disable the move, I forget to mention that the moon start run away when i destroy him and he become destroyed moon. edit: now when i start new game and highlighted the worldstar it show the name correctly, but if I load the save from previous game it still show string no found... edit2: <b
[quote who="ZombiesRus5" reply="1971" id="3388585"] Hey Cylon_Luvr, I know a few of these should be fixed in the latest build (at-least I thought so). Regardless, I'll go through them all against my internal build and make any necessary fixes. Some of the items you have specified will take a little bit of time to do as they are new coding. Other than that most the comments look on task. I like the new organic armor icon [/quot
I have extensively tested the Cylons, and I have drafted up a pretty big list of changes. Z, I should be able to do a fair few of the changes myself I think. I'm not going to post up all of the changes, because I think it would be a bit overwhelming! I wont send you English.str just yet, because I still have a fair few changes to make to it. See first lot of changes (about 1/3 of total changes) It looks like a lot, but I've already done a fair bit of it, and most of the
[quote who="Shigiddy" reply="1940" id="3387684"] I don't know the piece, but the drums that play when Pegasus comes to the rescue in Exodus, Part II (I'm sure someone knows the actual title of the piece.)[/quote] One of my favourite scenes in the whole series [e digicons]:D[/e]
[quote who="ZombiesRus5" reply="1941" id="3387713"] Reduced 41%Original 1364 x 768 Reduced 41%Original 1364 x 768 Reduced 41%Original 1364 x 768[/quote] Wow Z... I have to go and change my pants now. Looks awesome!
[quote who="ZombiesRus5" reply="1920" id="3387113"] Quoting ZombiesRus5, reply 1919 Working on the cylon abilities and stumbled across this video on youtube Down to Titan and Envoy abilities... All the abilities are going to need some work but atleast they will do something. Basically I'm going to have to revisit each and every ability and tweak what they do.[/quote] Did you fix up the icons using the latest ico
Probably a silly question.... Z can you play the Cylons, Colonials etc against the other races, such as the plague etc? If you add them and activate them as a race in the Fall of Kobol mod, will that work?
[quote who="ZombiesRus5" reply="1907" id="3385376"] - I already know the Flattop sounds need to be re-amplified. - Colonial star base should be able to move now. - Colonial sounds updated for Asgard, Light frigate, Carrier and Defense Turret (Long Range accidentally got the carrier sounds which will be fixed eventually). - Cylon resource tree upgrade should be fixed now to require only one refinery upgrade - Various other fixes <br
[quote who="Cylon_Luvr" reply="1860" id="3381060"] Quoting ZombiesRus5, reply 1854 Quoting Cylon_Luvr, reply 1852Did you receive these ok Z? I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done. Hey Z... I sent you an email back the other day. Once y
Hey Z... what do you want me to do next? Want to do some work on the mod this weekend... How did you go with all the abilities stuff?
[quote who="ZombiesRus5" reply="1854" id="3380279"] Quoting Cylon_Luvr, reply 1852Did you receive these ok Z? I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done. [/quote] Hey Z... I sent you an email back the other day. Once you reply to it, I'll be able to ge
[quote who="Cylon_Luvr" reply="1839" id="3379866"] Quoting ZombiesRus5, reply 1804 Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases. Hand of God (Combat) Need so
[quote who="ZombiesRus5" reply="1804" id="3376236"] Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases. Hand of God (Combat) Need some people to sign up for making these abili
[quote who="ZombiesRus5" reply="1804" id="3376236"] Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases. Hand of God (Combat) Need some people to sign up for making these abili
[quote who="ZombiesRus5" reply="1804" id="3376236"] Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases. Hand of God (Combat) Need some people to sign up for making these abili
[quote who="JonJay" reply="1794" id="3375430"] Quoting ZombiesRus5, reply 1792 Ok... I've had a few people state they may be interested in helping with the mod. Lets start with the Hand of God Tree's Model Subsystems research items. Assignment: Model Subsystems Tree Difficulty: Low RESEARCHSUBJECT_CYLON_HANDOFGOD_ADVANCEDTACTICALNUKE.entity RESEARCHSUBJECT_CYLON_HANDOFGOD_BIOENGINEEREDSTRUCTURE.entity RESEAR
[quote quoting="post"] Cylon Abilities Needed Frigate Abilities: Many abilities are based off existing abilities and sins and mostly just need copied and renamed for Cylons. The renaming needs to include both the ability and buffs to AbilityCylonXXX.entity and BuffCylonXXX.entity. The ability needed to be templated from can be found in the design documents below in most cases. Needed Capital ship abilities: These are more conceptualized right now on on
[quote who="ZombiesRus5" reply="1726" id="3371084"] Quoting Cylon_Luvr, reply 1725 Hey Z... how are the cylons coming along? More slower than I would like. I have a plan to sick some of you guys on the extra work though. Details coming- but basically I'll be looking to the community to help move the Cylons forward at a faster pace than what I am able to at the moment. [/quote] OK, as long as you know that I don't have mo
Hey Z... how are the cylons coming along?
Didn't Unikraken say that he could help out?
Looks awesome Zombie!!!! I sent you an email with a replacement icon image for the Hybrid Core Upgrade, under Model Subsystems... At the moment it looks like two images that are exactly the same. Also wondering if you are going to put CP Missiles --> Heavy Missile Turrets --> Heavy CP Missiles --> Tactical Nuclear Missiles --> Advanced Tactical Nuke in Model Subsystems? Also, ignore the sound files that I emailed you the other day, because I'
Hey Z, I've been creating a few maps in Galaxy Forge using the SotF Planets Sol addon. I've tried to use the SolGasGiant planet, but I get an error every time... All the other planets seem to work...