ZombiesRus5

ZombiesRus5

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

[quote who="Cylon_Luvr" reply="2422" id="3521112"] The only issue that I have with the Hub (and I'm pretty sure it can't be fixed) is that it can't move from system to system (obviously because it's a planet structure). Would even be nice for it to "micro-jump" around the gravity well, and I've tried some coding for that myself and it can't be done. It's not really consistent with cannon, considering that even though it appeared that the Hub didn't have en

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I mentioned I would be moving my mod to a new site... I will be making most of my content updates on www.sinsofthefallen.com for Fall of Kobol. It's not much fun updating a forum like this so I look forward to managing a site more dedicated to the mod. I will continue to use moddb to post updates for Sins of the Fallen. This thread won't be abandoned as it already has a large base and I get emails when people post here

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[quote who="Cavil_Volente" reply="2416" id="3521061"] How do feel about where you're at with the Resurrection Hub? [/quote] Good ideas. Unfortunately Sins of a Solar Empire does not support any scripting. I do have more tweaks I need to make Resurrection more reliable, but the current system isn't probably going to change much due to how little we have available with Sins.

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[quote who="luschetk" reply="2415" id="3520868"] Ty for your reply. I hope, you can solve the problem [e digicons];)[/e] ! Take care, Lusche Adding: At the beginning (not quick-start) I have 228 and after the first population upgrade I can reach 500 citizens (after a short time)! Quick-Start 476 at once! [/quote] Enjoy it while it's there ;) It&#

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[quote who="luschetk" reply="2412" id="3520700"] Hi Zombies, first of all thank you for the great mod. I have been playing it (R5) with my mate for more than 500 hours (ok my wife has another point of view ). Today, I installed your latest patch for Rebellion, because we want to switch to your latest mod. I started a game as Pirate and the home-planet can reach a population of over 500 hundred inhabitants. Was that really intended or went something wrong? Ty for your answe

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[quote who="Cylon_Luvr" reply="2407" id="3520096"] - "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think. [/quote] Download from mirror 1 to get this fix. I was able to upload it with a few minor tweaks for Cylon Titans. Any new patches that are just code changes I'll upload without all the textures, meshes and sounds.

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[quote who="Cylon_Luvr" reply="2407" id="3520096"] - "Nuclear Barrage" research for the Boomer Titan... doesn't seem to do anything. Used to work in the old Sins of the 13th Tribe version I think. [/quote] I'll look at it. [quote who="Cylon_Luvr" reply="2407" id="3520096"] - "Number Eight Model" research and "Sharon "Boomer" Valerii" research ("The Plan" research tree) - not sure what they do... Any ideas? [/quote] Number Eight -

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Rick's Galaxy has kindly offered to host the mod download. I looked at Mega and am not really looking to pay for decent download rates when there is another alternative available. Hopefully this works for you guys that had issues downloading from my free mediafire space. Once I get the link and verify it looks good, I'll post it up here.

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What do you guys want for Colonial and Cylon player icons? I've done some research and can set it up where Colonials and Cylons only use Icons that fit their faction. There's a few minor gotchas with this approach but nothing to breaking. I could setup Colonials to only use Colonial icon for example, same for Cylon. Or I could give Colonial Defense Forces the CDF icon and put something different for the Separatists. Or if you like having icons from any in the lis

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I think I'll be able to upload a new version today. I finally worked through some other nagging issues and added some new jump effects for non-BSG races. Running my build scripts as we speak. These scripts are the main reason I'm able to mod this by myself. Without these scripts I probably would have given up with as big as the mod is now with 6 factions and ~10k+ deployed files to deal with. sins of the fallen complete master build script. This gu

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[quote who="ZombiesRus5" reply="2398" id="3519506"] Quoting Nicoli17, reply 2392 One thing I've always wondered but never asked, are there any plans to texture the Valkyrie Battlestar to the same level as the others? I love the Valkyrie hugely and it would be awesome if it had the same texture level as say the Columbia

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[quote who="Nicoli17" reply="2392" id="3517915"] One thing I've always wondered but never asked, are there any plans to texture the Valkyrie Battlestar to the same level as the others? I love the Valkyrie hugely and it would be awesome if it had the same texture level as say the Columbia or Mercury. [/quote] These ships were completely untextured when I got them. So the texture is probably the best I can do on my own.

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[quote who="Martechi" reply="2396" id="3518257"] sidequestion: did you guy(s) do anything with the AI in this mod? Maybe I'm wrong but it feels sometimes like it would use battlestar capitalships more often and lesser fleet-stacks like in other mods, wich makes it much more fitting to the BSG universe. If so, I love it! If not, it's most likely just a lucky coincidence. [/quote] Luck Coincidence more likely. The AI likes to build capital ships based on how many

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Considering the cube map needs to be in layers and tga does not support layers I can understand why the compressonator didn't handle that. If Photoshop has a way to convert a tga into a cube map then that may be your way to go. Also, I only did the mips to verify the compression/conversion was working against the existing cube map file.

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I compressed an existing texture with AMD Compressonator and loaded it in game. I did not see that error. I also added mipmaps in the cube map with the compressonator. https://dl.dropboxusercontent.com/u/5790092/Temp/skybox02environmentcube.DDS I also resaved the original skybox02environmentcube.DDS in AMD Compressonator and did not see the error in that cas

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[quote who="Martechi" reply="2387" id="3517559"] Is there anything special to do with the downloaded thing? When I trie to open it with 7zip, it just says, that it cannot be opened as an archive. maybe, the package was damaged when I downloaded it, so I try this again, also I'll update my 7zip or maybe try winrar, but just in case you know what could cause this problems (any other data I downloaded within the last days worked just fine) I wanted to ask! [/quote] Yo

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[quote who="Mord_Sith84" reply="2376" id="3517159"] Z why is it that you can't place the Hades Basestar or the Cylon star base in Galaxy Forge? [/quote] They need to be added to the GalaxyScenarioDef file. I'll have to look at adding entries for those in the next build.

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[quote who="Cavil_Volente" reply="2379" id="3517377"] Fired up the game to for a comparison- much, much better! [e digicons]:thumbsup:[/e] [/quote] Yeah, I just did this today. It wasn't actually uv-mapped with any sense to the texture previously. This is the first time I've tried doing anything texture wise with it.

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[quote who="Martechi" reply="2380" id="3517392"] A new update and the pictures look incredibly good! Sadly, I tried the download now for about half a dozen times and it still doesn't work. I was not entirely sure if it wasn't my connection but everything else works just fine. maybe, the download is broken again? [/quote] Are you trying 1.82.34 on the previous page. I haven't updated the header yet until I was sure things were working right. Let me know as I

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