[quote who="ZombiesRus5" reply="2514" id="3562149"] Colonials are lacking an anti-structure unit. I'm thinking about adding this Battlestar as an anti-structure unit that deploys fleets of Colonial Bombers. Reduced 55% <div class="
ZombiesRus5
Colonials are lacking an anti-structure unit. I'm thinking about adding this Battlestar as an anti-structure unit house fleets of Colonial Bombers.
I'm looking at resurrecting one of the Warstar meshes from Sot13t. I recently retextured this ship using the Pegasus as a base texture. This is similar to the original mod, however all of the textures from Sot13t were damaged mostly due to changes in Sins versions and no access to original source textures. Every model that is in the mod from Sot13t had it's textures either restored by finding the original work such as Coxxon's or re-uvmapping to new textures. I cleaned this guy up
[quote who="Mord_Sith84" reply="2511" id="3561772"] ... [/quote] The changes to Cylon will be in the next build [e digicons]:cylon:[/e]
[quote who="Solaknir" reply="2488" id="3561601"] Hello, I have a very easy question to solve, but I just couldnt find an answer to it ... How do I add a ship to a faction, lets say Tech Rebels? What Ive tried so far is creating a new Ship Entity file by cloning one and renaming it. E.g. TECHBATTLESHIP -> TECHBATTLESHIP2 and editing the new file. Adding a new file though always ends in a crash when I start Sins. Ive also added the enti
[quote who="ZombiesRus5" reply="2506" id="3558089"] lol... I did something wrong merging the stars or skyboxes. I gg et a minidump if i try to resize the window. [/quote] Fixed it ;) [quote who="Cylon_Luvr" reply="2501" id="3557558"] Done. Just emailed the new files to you. As mentioned before, I think that the worldstar and and Guardian MKII should also have the kinetic/pulsar weapons (considering that they are more advanced ships than the stock stan
[quote who="ZombiesRus5" reply="2505" id="3558056"] New stars courtesy of Maelstrom Mod. New skyboxes courtesy of STA3 Mod. These will be included in Core by default. Reduced 55% Original 1024 x 768 [/quote] lol... I did something wrong merging the stars or skyboxes. I gg et
New stars courtesy of Maelstrom Mod. New skyboxes courtesy of STA3 Mod. These will be included in Core by default.
[quote who="Mord_Sith84" reply="2502" id="3557563"] Question... obviously i'm not a modder or anything.... but this is a great model of the basestar from razor/blood and chrome. Could this mesh be useful in any way ie. exported into sins? https://3dwarehouse.sketchup.com/search.html?q=guardian+basestar&rsi=sbis&backendClass=entity [/quote] The polygons on that are a concern... 10k is a pretty good limit for capital ships and that
[quote who="Cylon_Luvr" reply="2501" id="3557558"] Done. Just emailed the new files to you. As mentioned before, I think that the worldstar and and Guardian MKII should also have the kinetic/pulsar weapons (considering that they are more advanced ships than the stock standard basestars) [/quote] Cool, got them. I agree. I've been wanted to add Kinetic weapons to a couple more ships so will go ahead with that.
Another relevant change is coming soon to Resurrection. No the Resurrection Hub can't move yet ;) But it will work way more consistently and be better balanced. Basically I've fixed all the issues with Resurrection and added in new code for resurrrecting ships. It all works really well now. I've posted a news article on moddb on resurrection. Check it out after it's approved. <a class="image" title="Read the article" href="http://www.moddb.com/mods/fall
[quote who="Cylon_Luvr" reply="2497" id="3557093"] 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... [/
I'm a little tired of chase movies with little to no character development. I feel the 2nd avengers fell into this trap too. That said I did enjoy Mad Max in terms of a Fun popcorn movie.
Corvettes are a great anti Titan unit and can be spammed as a mid/late game fleet too with a higher level Titan. Also, corvettes with an Advent Titan can take down most Starbases (excluding Red button).
[quote who="Mord_Sith84" reply="2494" id="3554802"] Awesome! Are you going to release an updated version soon then? [/quote] We'll see how long it lasts... but it should be authorized soon on moddb today. http://www.moddb.com/mods/fall-of-kobol/downloads/fall-of-kobol-reb-18236-full-version Let me know how the AI enhancements work for you.
[quote who="Mord_Sith84" reply="2492" id="3547756"] Hey Z, what's up? Any news or updates? [/quote] I just completed an overhaul of the AI system I can control. The AI is now compelled to complete research at any difficulty level. The AI also will now get it's Titan after appropriate research and fleet supply requirements are met. This means the AI at any difficulty won't just be a sitting duck and stall out as a result.
[quote who="Cylon_Luvr" reply="2488" id="3533397"] - what happened to the old school raiders? Thought they were going to be added... [/quote] I got sidetracked by the texture being pretty crappy and tried finding a better model and failed. I then got burned out on trying to add it and put it in the todo list at some point in the future if I get around to doing it.
I have spent some time creating the textures for Virgon, Leonis, Scorpia, Sagittaron, Libran, Aerilon, and Canceron trying to get the colors to match up the twelve colonies of kobol map. I found a texture for Aquaria that fits the single continent description. I also have found textures to use for the other major orbit bodies and gas giants. As you can see I have Virgon and Leonis in game. It takes a bit of time to lay get a planet in game so I'll add them in slowly as they are av
[quote who="Darvroth" reply="2474" id="3531145"] Z, if not already evident the AI prioritizes titan research. On higher AI levels AI cheats allow the AI to skip prerequisite techs which frequently leads to AI stalls. The AI acts more normally once the titan is researched though it will on occasion distort its build buffer attempting to stockpile sufficient resources to build a titan. [/quote] Indeed, Wormhole tech is another that can stall the AI if the tech is hig
You might try removing Carrier Frigates and Mines if you really want to play extremely large games over many days. This would be a fairly simple mod for you to create.
[quote who="Darvroth" reply="2475" id="3531183"] Z build SotF: Fall of Kobol: Reb.1.82.35 has a check sum of zero, unless I'm missing something? [/quote] Shouldn't be a checksum of zero. I downloaded the mod and didn't see any issues. Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine.