[quote who="Cylon_Luvr" reply="2332" id="3514721"] What does the "Ties that Bind" research actually do in the Colonial research tree? (Quorum of Twelve research tree) [/quote] Looks like a copy paste issue on the research description. I'll update that in the new build. It should improve relations and increase tax income for the ally. [quote who="Cylon_Luvr" reply="2332" id="3514721"] Also, with the new build, some of the other races are having issues... i.e.
ZombiesRus5
[quote who="Mord_Sith84" reply="2329" id="3514697"] Damn... The button can't be moved to a vacant square in the starbase menu? [/quote] It's not possible as all of that is hardcoded by ironclad and thus not accessible to modders.
[quote who="Mord_Sith84" reply="2327" id="3514694"] So you can't build cruisers from a starbase? [/quote] They will build from the starbase but the option will only show when you click on the planet due to the move order button having higher hard coded priority.
[quote who="Mord_Sith84" reply="2324" id="3514677"] Z, tried to fix this myself but couldn't... The Warstar starbase upgrade (which now works) to build ships only allows frigates to be built, not cruisers as well... It's probably an easy fix if u know what ur doing!! [/quote] You need to click on the planet to construct cruisers.
UnassumingWhiteGuy has been added to the War-Era Centurion Status for his contribution of Colonial Event Dialogue which will be included with the next build. Pretty awesome hearing event sounds meant for the Colonials. Now just need to finish up the ship dialogue...
[quote who="Cylon_Luvr" reply="2321" id="3514587"] Hey Z.... I've just sent some updated files to you... just tweaked a few things: - Reduced the amount of antimatter required by the Resurrection Hub to resurrect ships, to improve the effectiveness of Resurrection - Updated the String again Could you please add them to the next build? Thanks [/quote] Got it... The changes look ok. I only found one string for the defense platfor
A one post fail... love it.
[quote who="Mord_Sith84" reply="2317" id="3513502"] Cavil_Volente, if you have already made the changes to your own version, why don't you send them through to Zombie? I think it would be great to have them in-game. The Guardian basestar should also have access to the old school raiders... By the way Z... For some reason you can't place the Hades Class basestars into Galaxy Forge maps? Not sure why... [/quote] This ^ This mod is a o
[quote who="Cavil_Volente" reply="2313" id="3509436"] To be fair, there weren't a lot of clear shots of it in the movie. Reduced 79% Original 720 x 480 [/quote] Yeah, probably explains why it looks
New build with Darvroth's changes... Will update header later... http://www.mediafire.com/download/316zao2m41kc96m/SotF.FoK.Reb.1.82.33.7z
Do you still have the correct number of labs?
My comments are still valid as you made similar mistakes with your early expansion. Why did you send your colonizer to the desert and skip the asteroid? Then you suicided the colonizer. You built labs before you built the extractors on the moon. You suicided LF at the terran when you didn't need to. Target the Krosov and build a turret to take out the remaining units. You also upgraded fleet supply far too early for the expansion stage.
Ok... Selecuia will write a novel but I'll make some points Times are in game clock time watching the replay. 1) Your scouts sat for 40+ seconds doing nothing. They should immediately begin scouting (manually directed early on if you can handle the micro). 2) Your first frigate should be the colonizer 3) Your first capital ship should be the Kortul or Egg as Vasari 4) Your capital ship completed at 1:30 and sat at your home planet until alm
We're all zombies... and 5 of them live in my house.
Are you using the 5th ability slot on the starbase. It might be simpler to add a passive on the starbase that targets friendly planets and makes them uncolonizable while the starbase exists.
@ lordcronos what entity is casting this ability?
Might be getting some new Colonial voices. Sent the scripts to a chap wanting to do voice work on the mod. He's done some quality work on other mods.
[quote who="Darvroth" reply="2306" id="3508042"] Z, Sent you the first fighter rebalance effort as described above. [/quote] Thanks, I received the email and am plugging the files into eclipse for a source compare. On the surface the changes look good.
[quote who="2of3" reply="9" id="3507851"] Reduced 65% Original 500 x 667 [/quote] Carl, coral is something different ;)
[quote who="Darvroth" reply="2304" id="3507995"] Darvroth [/quote] zombiesrus5 @ gmail.com
[quote who="Darvroth" reply="2302" id="3506986"] Got them, interesting. Cylons have very high shield mitigation. How much course balancing has been applied between the Cylon vs Colonial and against the core SoaSE races? [/quote] This is probably some balancing needed. Cylons don't have a lot of point defense weapons so this should be taken down a lot and then adjust hull some. The cylons should rely more on hull restore rates. [quote who="Darvroth"
lol, I thought I switched back to TXT [e digicons]:blush:[/e] I keep a bin version and a text version that I copy files into with Ant so I have less actual conversions to do for builds as it will only copy newer files. I converted the ones I gave you with Harpo's tool and uploaded under Reference2.7z. https://dl.dropboxusercontent.com/u/5790092/Temp/Reference2.7z <
That's likely what is happening... An easy work around is to copy the Rebellion convert data over the convert data Harpo's tool is trying to call. I do this to just be lazy... Regardless here is the latest reference files in text format. https://dl.dropboxusercontent.com/u/5790092/Temp/Reference.7z
I use Harpo's tool and point it at rebellions converter, but I can upload text reference versions of the files.
Hey guys, apparently the cylon raider texture mapping is fubar'd. I rebuilt the mesh from scratch and it should display fine if you drop this file in the Cylon Mesh folder of the mod. https://dl.dropboxusercontent.com/u/5790092/Temp/SupportShip_CylonFighter.mesh