ZombiesRus5

ZombiesRus5

Joined Member # 3496922
11 Posts 615 Replies 2,966 Reputation

There is not really a way to disable special effects or tune the quality down AFAIK. Modding may be the best course, though the setting option presented might help you some too (most people increase this though ;). If it's abilities you could easily replace the lines you think are causing issues with null effects: effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soun

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[quote who="Mord_Sith84" reply="2622" id="3583987"] Z, based on the recent models you've posted, I'm assuming that you know how to do texturing and lighting? [/quote] I know how to do texture and lighting yes. It just depends on the model and the complexity of the uv-mapping that determines how well it looks.

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[quote who="GoaFan77" reply="2503" id="3582539"] Quoting Wintercross, reply 2502 Hey guys, was wondering if it's possible to make the player setup page show more pictures? I want to show at least 4, though I'd prefer 8 if possible You can <a href="http://media.moddb.co

2,761 Replies 7,648,753 Views

[quote who="GoaFan77" reply="2499" id="3579717"] Quoting ZombiesRus5, reply 2498 Anyone seen this and have a suggestion? D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Types\Mission_BuildStarBase.cpp(419): assert! [buildStarBaseAbility.IsValid()] I appear

2,761 Replies 7,648,753 Views

Anyone seen this and have a suggestion? D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Types\Mission_BuildStarBase.cpp(419): assert! [buildStarBaseAbility.IsValid()] I appear to get this consistently on one save right when it mini-dumps. Edit - Think I found it.

2,761 Replies 7,648,753 Views

This is going to be the new Nova. Still needs some finish work on the mesh and need hard pointing and particle effects to match the new colonial effects. Also, I'm going to make some slight texture changes. This will be in the next release whenever that happens. Credits: Original Pegasus Model and Texture by Coxxon. The new Nova was built by modifying components of the original Pegasus. <img src="https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/2015-07-

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[quote who="Mord_Sith84" reply="2605" id="3574761"] I don't know if its just me, but I'm having issues with jumping ships from stars? It takes ages for them to jump (seems to be an issue with the larger ships - titans, starbases, larger capital ships) [/quote] Did you make any modding changes or using a custom map? The Caprica burning map has extremely long phase lanes for instance.

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[quote who="Cylon_Luvr" reply="2604" id="3574758"] Quoting SpardaSon21, reply 2603 There's no effect because according to the game code the BSG races already have working shields, just at a fraction of 1. I haven't looked at the .entity files, but I'd assume they have renderShields set to FALSE so you don

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[quote who="Cylon_Luvr" reply="2595" id="3572220"] Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. [/quote] BTW, it's not possible to have the research for the Number Eight Model do the same thing as the Boomer Valerii Ability research. The latter is tied to an actual ability while the former is Research modifiers. [quote who="Mord_Sith84" reply="2598" id="3573248"]<

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I do have the Blackbird mesh created by solcommand and have it in game locally. I'm thinking of making it a researched strikecraft unit. In regards to the Cylon AB Raider... Right now I've modified the Cylon War-Era Raider to resemble the AB Raider mesh wise but have not modified the texture yet. I do not have stealthstar model and am not aware of it existing in a usable form anywhere and the MK1 will most likely never be in the mod. There is an old Sot13t model that r

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[quote who="Cylon_Luvr" reply="2590" id="3571425"] Also, still can't add the Boomer titan in Galaxy forge... [/quote] Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...? planetItemType designName "Cylon:Titan:Rebel" entityDefName "TITAN_CYLONREBEL" planetItemType designName "Cylon:Titan:Loyalist" entityDefName "TITAN_CYLONLOYALIST"

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[quote who="Mord_Sith84" reply="2579" id="3569641"] - Please change the icon when you select ships... see below. I've emailed you the new datastream pic to use. [/quote] It's a different icon per capital experience level. I've modified the image you gave to work as follows...

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[quote who="Cavil_Volente" reply="2570" id="3568820"] I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities through certain abilities, it is fine, but it's odd sending a fleet of half-ships at someone. Also, the name is pretty descriptive of it, but maybe something that suggests it's ro

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[quote who="KWHITE9008" reply="2574" id="3569332"] Not sure if the warstar missile research is working. I couldn't see it firing any and the ship just says KEW and isn't listing Missile on its info card. [/quote] Lol, I thought for sure I changed this but didn't double check. Thanks. [quote who="KWHITE9008" reply="2574" id="3569332"] Loving the new cylon autocannon colours and having them on the Guardian and Worldstar is great. [/quote]

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