If you simply type convertxsi in a command window it will tell you this: convertxsi expects at least 2 arguments: http://gamergate.ca/SoaSE/Export.html#Convert_XSI You only need the documentation folder from here. The rest is outdated. https://stardock.cachefly.net/ForgeTools3
ZombiesRus5
[quote who="ZombiesRus5" reply="2470" id="3530310"] The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it from hanging on this part if possible. [/quote] Wow! Found another oddity. AI stalls in research queue attempting to research Advanced Cultural Relations. But it can't because it needs cultural relations and improved cultural relations first. Why is it not following dependencie
[quote who="ZombiesRus5" reply="2469" id="3530265"] Quoting Cylon_Luvr, reply 2468 Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe I've re-invented my AI enhancements so this might not be as easy in the
[quote who="Cylon_Luvr" reply="2468" id="3530213"] Could be fun. I'm feeling a bit sorry for the Rogue, Nephilim etc considering that I'm constantly obliterating them hehe [/quote] I've re-invented my AI enhancements so this might not be as easy in the next release ;) I won't be using the old style un-reliable way to force the AI to research certain techs. I've figured out how to guarantee it researches and does it on a tiered bases. Now yo
[quote who="GoaFan77" reply="40" id="3529914"] Clearly zombies do not do well with their latin/greek roots. [/quote] My general ignorance of latin/greek roots neither makes me stupid or you more intelligent ;) [quote who="GoaFan77" reply="40" id="3529914"] Did you read them all? Ciphertronium is basically constructed the same way as computronium, though its only moderately better (Cipherium would be my choice though on that one). [/quote] Thi
[quote who="Ryat" reply="13" id="3529273"] He went to the Pork side. [/quote] [video]https://youtu.be/isjB4sMLzxc[/video] Who was Yoda again?
I like Computronium because it sounds recognizable. I may not know what it is but it doesn't sound completely foreign either. Unfortunately none of the names given so far have any tangible association and could easily be named foo bar with the same level of meaning. The other reason Computronium works is because a lot of people will do what I did and "google" it. Computroniu
@luschetk - Thanks, I have had several things like this in the mod and then scaled them back for simplicity sakes. My main complaint now with the AI is fleet supply and ship building. I had already started tweaking my research access ships to prepare for changes in this regard. I will read through your suggestions and see how I feel about them. On a similar
[quote who="KWHITE9008" reply="2464" id="3529534"] New version of the mod is great. Just wondered why ai cylons dont build titans? [/quote] Maybe a fleet supply issue if they have resurrection up.
[quote who="Casorian Emperor" reply="2326" id="3529414"] So for those of you who think 97% of the world's climate scientists are either wrong or faking the data, just watch what happens [/quote] I'll keep watching and nothing will change...
[quote who="ZombiesRus5" reply="2461" id="3529342"] Quoting Mord_Sith84, reply 2460 I freakin love the new version 😍 ... Especially the new FTL effect. Do you think you could also get permission to include the Maelstrom races? I have permission to use
[quote who="Mord_Sith84" reply="2460" id="3529314"] I freakin love the new version 😍 ... Especially the new FTL effect. Do you think you could also get permission to include the Maelstrom races? [/quote] I have permission to use any asset, but that doesn't necessarily mean I will include them. Beyond the effort required to segregate out the code and pull in new resources, I also have another problem of hard coded limits with the
[quote who="luschetk" reply="2457" id="3528565"] Hi Zombi, A friend and I played the new version today (until now --1:40 a.m) without any problems. I played Rough and my mate Cylon. The new FTL-effects are very nice [e digicons]:)[/e] ! Now, I have to go to bed [e digicons];)[/e] ! Ty again for your awesome and addictive mod. Take care, Lusche <b
Anyone try 1.82.35 yet?
[quote who="Mord_Sith84" reply="2453" id="3525886"] Sorry to be a pain dude, but I'll most likely stop whinging about it if you just tell me why it was changed... thanks [/quote] I did on the previous page. Digging back into the mod I'm trying to clean-up areas that had some issues. It's not permanent which is why I put it in the effects mod so people could still use them.
[quote who="Mord_Sith84" reply="2450" id="3525341"] Thanks Z. Any way that it can be moved back into the main mod? Activating the Effects Addon also activates some effects that don't look good ie. when the missiles impact with a ship (some weird black sphere things and blue stuff when a missile impacts on something, which isn't consistent with the effects in the series). [/quote] Just copy the cylon weapon particles into the cylon particle folder.
[quote who="Mord_Sith84" reply="2448" id="3525245"] Quoting Cylon_Luvr, reply 2447 - I must say... I'm really not a fan of the changed missile effects for Cylon at all. You can't even see the missiles anymore! One of the things that makes the Cylons so unique is their heavy reliance on missiles - it differentiates
[quote who="myfist0" reply="104" id="3523138"] I may make a donation link, its aprox $80 a year, I can add forums, models, sounds, a big modding repository for all our needs. We will see. For now I am just rebuilding the pages. [/quote] Not sure if your site supports multiple domains, but I might be interested down the road of sharing the burden if so. I'm in for about $40 a year excluding my domain for what I'm playing with right now.
I'm investing in my child's education. Who knew it was a scam this whole time.
[quote who="myfist0" reply="102" id="3523092"] Damn it ! [e digicons]X([/e] The free hosting service is gone again. Working on moving the pages to a new paid host. Steam and ModDB are way to limited, and a real pain in the ass to work with. I will post periodic updates here as pages become available. [/quote] Did you alread
[quote who="Mord_Sith84" reply="2439" id="3522961"] That is soooo cool! sound effects are great too. So obviously this will be applied to Cylon too? [/quote] Yeah, I setup the rest of it today. It's so much cooler seeing them just jump out like they are supposed to versus the wormhole standard effects.
KrdaxDrkrun did a cool job with this. I cleaned it up some more so the effect happens exactly when the enter FTL like in the show. I'm working on a graphic that will display while they are calculating FTL. https://www.sinsofthefallen.com/2015/02/fall-of-kobol-ftl-jump-effect/
Credits: KrdaxDrkrun for jump effect WIP BSG Jump Effect [video]https://www.youtube.com/watch?v=MXcYzvQ6qWw&feature=youtu.be[/video]
[quote who="Cylon_Luvr" reply="2430" id="3521435"] - You may have to somehow limit the Hub to only be able to Jump in the system that it was spawned in, considering that Resurrection only extends to the system where the Hub was built. [/quote] Resurrection will follow wherever the Hub is actually. The ability is tied to it. [quote who="Cylon_Luvr" reply="2430" id="3521435"] - Will the Cylon Titans still be able to spawn the Hub as their ultimate ability if
[quote who="Cylon_Luvr" reply="2428" id="3521342"] OMG yes!!!!! That would be very awesome!! What do you mean by "what AI To apply"? [/quote] It would spawn as a Frigate and be associated with a hidden superweapon module slot. As a frigate we can get it to behave in slightly different ways (though not too many). It could for example act like a Colony frigate so the AI doesn't just throw it at the enemy.