[quote who="Illauna" reply="4" id="3399697"] Yes you can manually transfer your games. Just copy steamapps folder and the steam executable. All the rest of the files are optional. [/quote] Definitely the smart thing to do ^
ZombiesRus5
[quote who="ZombiesRus5" reply="334" id="3399472"] Quoting Krazikarl, reply 329 Quoting ZombiesRus5, reply 324Like the article states Mercury does NOT have an atmosphere. He should probably recheck his facts. Meh, actual science generally isn't that cut and dried and is more about context. For all intents and purposes, Mercury doesn't really have an atmosphere. Anybody interested in what is generally called atmospheric science will usuall
[quote who="Krazikarl" reply="329" id="3399433"] Quoting ZombiesRus5, reply 324Like the article states Mercury does NOT have an atmosphere. He should probably recheck his facts. Meh, actual science generally isn't that cut and dried and is more about context. For all intents and purposes, Mercury doesn't really have an atmosphere. Anybody interested in what is generally called atmospheric science will usually say that Mercury doesn't have an atmo
[quote who="sjaminei" reply="319" id="3399395"]Firstly I said: CO2 levels are approaching levels not seen since Dinosaur times: Source: http://www.biocab.org/Geological_Timescale.jpg We are not there yet, but we are approaching it. Notice the sharp increase in CO2 after being stable the last million years. Secondly, the Dinosaurs all died out, who is to say CO2 levels were innocent in the extinction? Do you have any proof of this? Models? Evidence? (see, your
[quote who="Ekko_Tek" reply="320" id="3399399"]This is a really good 3 part overview that touches on just how complex the factors involved in global warming are: http://scienceblogs.com/startswithabang/2013/08/28/how-would-you-figure-out-whether-global-warming-is-real-part-1/ [/quote] It's interesting what scientists learn over time.&
[quote who="sjaminei" reply="316" id="3399379"]It's like me saying, well the CO2 levels are approaching levels not seen since Dinosaur times, and we know what happened to them.. so we are all going to die if it rises higher. (totally irrelevant, and barely scratching the surface of a complex issue, yet the fact is true)[/quote] How do you know this is true? How do you know rising CO2 levels caused Dinosaurs to dissapear? How do you know rising CO2 levels are respon
[quote who="ARESIV" reply="1296" id="3397628"]It might be a good idea to place the installation instructions outside of the folder SotF Core Reb.QA. The download archive would seem to be a better place. That way you would have it visible after unpacking. At the moment unless you know that it is in SotF Core Reb.QA you are in for a lenghty search.[/quote] I can't think of any mod that does this currently. I was a bit hesitant putting files outside of the mod folders. I already have
[quote who="rjhughes67" reply="35" id="3398469"] Quoting Dark_Ansem, reply 34 I really like the layout Thanks ! ____________________________________________________________________________________________________________ Just Finished another texture. Model by: Sol Command ( The MCCV-2 ) Texture by: rjhughes67 Reduced 88%Original 500 x 500[/quote] That's pretty darn good and matc
[quote who="myfist0" reply="9" id="3399279"] Dun Dun Dun Dunnnn with psychoak's help, SoA2 has glowing impulse engines, thanks again [/quote] About god damn time [e digicons]k1[/e]
I can only assume you will continue to be dissatisfied with this forum then. We tend to follow the tenth man must disagree rule here...
This isn't brainstorming (which is a flawed mechanic for gathering of ideas). The only one so far in this thread telling people they can't have an opinion is you. Bring an idea and prepare to defend it and/or convince people of it's worthiness of being a DLC. Don't rag on us because we aren't just lemmings here patting everyone on the back for the wonderful ideas.
[quote who="GeomanNL" reply="114" id="3399074"]Quoting ZombiesRus5, reply 111 It's not going to happen Sure... but let's leave that decision to the devs ok. This is an idea-topic, not a shoot-down-idea and let's-criticize-everyone topic.[/quote] No thanks... All forms of feedback are valid in a thread like this. Something that changes the gameplay for the worse isn't going to happen. Your free to continue to request it and person's with
Version update. Adds optimization code significantly reducing the amount of overhead rebuilding when files are added or removed or when key files are updated like the English.str. Note: I've been using this version for a week or so and haven't encountered any obvious issues. That said, let me know if you see anything strange. You can force a reset of the validation tool by selecting Project/Clean if you encounter any weird issues. <a href="https://code.google.c
[quote who="ARESIV" reply="1296" id="3397628"]Awesome Mod! [/quote] [e digicons]k1[/e] Thanks for the great feedback. I'm still digesting some of this and will give an appropriate reply with comments when I'm able.
[quote who="Cylon_Luvr" reply="2121" id="3399011"] Hey Z... any developments? Haven't heard from you in a while...[/quote] Haven't had time to sit down on my modding comp lately... Too many other distractions like wife and family ;)
[quote who="GeomanNL" reply="108" id="3399023"]Sure but on the other hand it will add some realism. And it will make it more of a necessity to retreat with your fleet when a lot of damage is taken. I think that will add some realism. It won't change much by itself, basically it'll reduce the total damage output by every ship by 50%.[/quote] It's not going to happen.
[quote who="Dark_Ansem" reply="1967" id="3398771"] Quoting ZombiesRus5, reply 1966 Quoting Dark_Ansem, reply 1965how high can we go with ship stats? for health, hull, shield, weapon damage etc. Assume you can go as high as you want until the DEV.exe tells you otherwise. what's the highest you have done? [/quote] What's the highest you have tried in the dev.exe?
[quote who="Dark_Ansem" reply="1965" id="3398722"]how high can we go with ship stats? for health, hull, shield, weapon damage etc. [/quote] Assume you can go as high as you want until the DEV.exe tells you otherwise.
[quote who="wbino49" reply="96" id="3398445"]I am looking for any additions that have been in any of the mods.....other races...yes [/quote] Not going to happen with current 32bit engine (no room). [quote who="wbino49" reply="96" id="3398445"]New ships....yes[/quote] Most likely not going to happen with current 32bit engine. [quote who="wbino49" reply="96" id="3398445"]New longer techs....yes[/quote] Ugh! The TECH trees are so huge now. A lot of th
[quote who="MichaelShields" reply="8" id="3398302"] It is possible that the game is set for the wrong video card? My computer is new (Asus G750JX) and maybe the game is not recognizing the new hardware, ive been told its high end stuff I have. Im not sure if you know stardrive but that games seems to work flawlessly so I cant understand why it not working so well .[/quote] There was an issue with motherboards having on board video and having a dedicated video card. Ope
I'll field this one... You are an idiot. Just because it has i7 in the name doesn't make it a gaming laptop. That CPU is so bad it doesn't even meet trinity minimum specs.
I have all Cylon_Luvr's stuff in (new icons, sounds, string entries) I fixed the reversed resurrection ship, added mesh points and fixed the tangent so it lights up correctly in game. Changed Cylon Rebel Titan from 2 levels to 4 levels for nuclear barrage. I've also added the galaxyforge icons into the kobol folder. Will probably get another update out later this week. If there is anything else you see let me know.
[quote who="Crazyfrywad" reply="2117" id="3397295"] Been playing the latest update and been taking screenshots, trying to take some nice ones so people can enjoy them in all their glory. This is my favorite one from my last game, enjoy! ::New Picon Fleet moving to engaged unknown enemy:: Reduced 57%Original 989 x 581[/quote] Thanks, I uploaded it to the BSG moddb group ;)
[quote who="Dark_Ansem" reply="9" id="3397187"]I'm more of a WAV guy, personally.[/quote]
[quote who="Ben_Maxwell" reply="1957" id="3397076"] It was in trinity, I wonder if it is now hard coded or if the line has been moved to some obscure file somewhere? I am tempted to re-load trinity to see if I can find it there and then compare, do you think this would be a good idea?[/quote] You don't need to reload trinity. Just download the latest reference files for trinity and compare from there. Did you mod it in Trinity? or you just know it was moddable becaus