ZombiesRus5

ZombiesRus5

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

[quote who="Mord_Sith84" reply="2564" id="3568136"] Z... something I've wanted to change for ages (I've emailed you a picture of the research trees, and steps listed below to show you what icons should be swapped): Step 1. The 'Overload Hybrid' icon for the Basestar cap ship shouldn't be the 'man' hybrid. The 'red' female hybrid icon which is used for 'Hybrid Revelations' research is more suitable for 'Overload Hybrid'. Pleas

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[quote who="ZombiesRus5" reply="2560" id="3567996"] Quoting Cylon_Luvr, reply 2559 Will the next version include the old school raiders for the Hades basestar and Guardian cap ships? Getting close... need to add the finish work. [/quote] Any thoughts on what their purpose should be other than flair? Right now they are setup the same as the TRS Raider.

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[quote who="The_Chaser" reply="2" id="3567665"] Thank you, I have done all the reference files, as I can edit them, but where can i find the black hole file? [/quote] Seriously ;)

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[quote who="Cylon_Luvr" reply="2552" id="3567546"] Quoting ZombiesRus5, reply 2544 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. Could you please post a picture of this model Z? thanks [/quote]</

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[quote who="Mord_Sith84" reply="2546" id="3567008"] Hey Z, and KWHITE9008... I am working with modeler on this at the moment, so hopefully we will have a Guardian Basestar which looks the way that it should, instead of the existing model which is all wrong. [/quote] Sounds cool. [quote who="Cylon_Luvr" reply="2548" id="3567013"] Your changes aren't in there for me either. [/quote] You guys might not be applying the patch right.

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@WHITE9008 [e digicons]k1[/e] Yes, Warstar will replace the defender light frigate for colonial rebels. that apparently didn't make it in the patch. The skyboxes is another patch bugaboo. I tried deleting old files from the 7z but then notices several files got nixed (mostly images) because their timestamp didn't change when I pasted them in the mod. Most of these will be new Stars from Maelstrom and a few of the Skyboxes from STA3 (all used with permission).</p

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[quote who="Mord_Sith84" reply="2541" id="3566787"] Quoting ZombiesRus5, reply 2539 It's a patch. Overlay 1.82.36.0 and let me know what you think. It adds maelstrom stars Fixes resurrection and balances it Adds new units to colonials Significant rebalance to colonial frigate

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It's a patch. Overlay 1.82.36.0 and let me know what you think. It adds maelstrom stars Fixes resurrection and balances it Adds new units to colonials Significant rebalance to colonial frigate/cruisers to make their numbers more viable Tweaked the default particle effects for colonials Removed the flak sound effects on battlestars for better immersion Shifted dialogue around on battlestars Maybe some other stuff I can't r

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[quote who="Cylon_Luvr" reply="2536" id="3566376"] 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. [/quote] There is a vasari type tech like this that shrinks the gravity well.

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I decided for the other battlestars the CDF and the Colonial Separatists will each get a new carrier centric variant. These will be available more mid/late game and will be capable of producing Viper MKII/MKVII and Raptors. CDF: Acropolis Battlestar Separatists: Heracles Battlestar (not shown) Both: Atlas Battlestar (Anti-module unit) <img

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This Battlestar will only deploy Heavy Bombers and will have some limited offensive and defensive capabilities. The Heavy Bombers will have Antimodule based weapons only. I need to decide on how this will be balanced cost/dps wise but have wanted to give the Colonials dedicated anti-module unit. <img src="https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/promoti

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[quote who="Cavil_Volente" reply="2527" id="3564681"] I always thought the "Pulsar" weapons were referencing the canon type weapons unique to the Cylon Colony in the series finale, and I had perceived those in of themselves to be a homage to the original series by suggesting a similar technological progression. To me, the "Point Defense Pulsars" are just fine, but that's just me. [/quote] It was meant to be a homage, but it's not to suggest that Cylo

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Yes, modding Cylon is a bit like the scientists in Jurassic Park. That said there are no energy weapons used by any Cylon ships. This research tree section is for the autocannon line of development. Renaming it from Kinetic to Energy causes a bit of confusion. There also isn't a way to change a weapon class mid-game.

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[quote who="Mord_Sith84" reply="2511" id="3561772"] Point Defense Pulsars Change "kinetic" to "energy" Mega Pulsar Also change "kinetic" to "energy" [/quote] So... We probably shouldn't have named these Pulsar as there aren't any energy weapons in TRS. I don't really want to add energy weapons to Cylons either. The research is also tied to autocannon type weapons which is kinetic. Have any ideas for renam

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[quote who="Shigiddy" reply="2519" id="3562716"] I love the mod, and I'm guessing it's near complete so this idea might have come too late, but I thought I'd share. I think a small change to the colonials would be more in the spirit of the show. The Colonials are on the run from the cylons, right? So wouldn't they take resources from a planet and move on, similar to how the Vasari Loyalists are played? For instance, what about the research where the Vasari can

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[quote who="KWHITE9008" reply="2510" id="3560817"] Hi Zombies, I noticed that when playing as cylon rebels I can't research "Projection" I think it was. It was the second from last culture research and it says that I need 1 research in Projection when I click it. This latest release is really excellent though, just wanted to let you know what I found. I love that the AI continues to research and they all build titans now [e digicons]:)[/e] [/quote] thanks,fixed this too

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