[quote who="wbino49" reply="72" id="3395879"] I think they should create a third super rare resource, that only certain techs, or ships could be built from. Creating mini battles in far off wells just for this rare gem. Also I need a new human based race to play...getting bored with TEC, and can't play as aliens...lol[/quote] Advent are human!
ZombiesRus5
[quote who="holy beast" reply="1288" id="3395236"] Hey have been wondering awhile about the Nephelin Titan, what would you plan on using? would the engineers Spaceship be possible?[/quote] It would be cool, doesn't appear the Juggernaut has been made by anyone. I did some research and a lot of the Nephilim cooks on the Net think that's what the Engineers are from Prometheus. What I've decided to do is fix on the mesh errors in the last
Anyone notice the resurrection ships fly backwards? And that resurrection hub needs a serious retexture!
[quote who="ZombiesRus5" reply="2094" id="3395151"] I have a weird phase jump bug I'm debugging for Resurrection. Not sure how long it will take to resolve.[/quote] Decided to rewrite some of it to be ranged based on the Resurrection Ships. Appears to have solved the phase jumping mini-dump problem :). I may upload a new version this weekend [e digicons]:cylon:[/e]
[e digicons]>:([/e] I have a weird phase jump bug I'm debugging for Resurrection. [e digicons]>:([/e] Not sure how long it will take to resolve.
[quote who="holy beast" reply="2092" id="3394935"] Hey was that Hades class awhile gonna be available soon ingame as a cap or frigate?[/quote] Capital ship
[quote who="sigie85" reply="1284" id="3393913"] so i hope thats is right and i have upgrade my dropbox i hope you can downloaded this folder ( the Folder has the Name Ship for Zombie. Via an update from you I would appreciate if you could download it and see if it has all worked out[/quote] Sorry, I won't be able to use the model. It's not compatible with sins of a solar empire (too many polygons). [quote who="Yupa59" reply="1285" id="3394394"]I have a prob
What mod(s)? What is no working in 1.52? I'm not seeing any issues in my mod and the vanilla meshes weren't changed in 1.52 either.
[quote who="Frogboy" reply="2" id="3394186"]are we summoning creatures because it's fun [/quote] This pretty much answers why the AI should be summoning creatures ;)
[quote who="Stalcore" reply="2089" id="3394191"] Quoting Cylon_Luvr, reply 2088 Is someone going to build a map of the 12 Colonies using these planets? I plan too. But the colonial fleet might have something to say about you trying to nuke us. Btw they look awesome Z![/quote] These are individually place-able via galaxy forge. I also have the galaxy forge icons for each planet. Whenever I release a new version I'll includ
[quote who="GoaFan77" reply="40" id="3393876"] Quoting Wintercross, reply 38 I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase. Minor issue for the main game I guess but very, very important for the mod I'm working on I could be wrong but I thought the old way of starbase jumping
Don't like the planet colors... tough shit! that was a lot of work for one system and the coding isn't even started ;) Once they are in game the colors can be tweaked further by modifying the atmosphere color.
[quote who="sigie85" reply="1282" id="3393818"] Quoting IskatuMesk, reply 1281 Export from maya to fbx and XSI/max can open it. It will need some cleanup more than likely. ok and we make i this?[/quote] http://download.autodesk.com/us/maya/2009help/index.html?url=Export_plugins_Wavefront_OBJ_export_pl
[quote who="sigie85" reply="1279" id="3393739"] Zombie i hope you can downloaded my stuff from dropbox, and a question: what are you doing then with the model?[/quote] Considering I can't do anything with the Maya format... I'm doing nothing with the model. After that all I can promise is I'll evaluate the model to see if it might fit in the mod. If I think it might fit then I would have to evaluate if the mod is technically viable for Sins (i.e. can be
You should take some time to play the game and then play/investigate some mods.
[quote who="sigie85" reply="1272" id="3393428"] can i make, with what for a 3d program worked you i worked with maya2013.[/quote] Wavefront (*.obj) is probably the most portable format to export to. I can work with lwo or 3ds to if necessary. Thanks
[quote who="Mord_Sith84" reply="2078" id="3393356"] Ok, so with Resurrection sorted out, all that is left now is the Cylon economy? What are your thoughts on this Zombie? [/quote] There is still a lot of refining of abilities left to do and making sure all research ties back to something. That said I think we need to level set what credits actually mean to the game. Credits is not necessarily money. Credits denotes what is created/produced by the ci
[quote who="sigie85" reply="1270" id="3393217"]Hello Zombie I have a ship for you if you want to have it so it can be used as titan[/quote] Looks pretty good. Can you email me the model and texture to zombiesrus5 at gmail dot com?
[quote who="Cylon_Luvr" reply="2073" id="3392825"]Hey Z, SZO sent me a planet type for Cylons... its an asteroid with an old Hades basestar that has crashed into it. Its completely done and would only need to be integrated (although I think he created it as a separate mod to activate). Would you be able to add it as a planet type for the mod? I've emailed it to you. [/quote] I'll take a look at it. I'm hoping to create a planet pack with these systems
[quote who="koobalt" reply="2067" id="3392641"] I don't know if that is possible but for Capital ship when destroy the other capital ship in range should receive experience boost (death is just another experience for Cylon) for example when destroyed 1 lvl cap, and we have another one in range it will recive 500 exp, when we have 2 cap ship in range each will receive 250exp, 5 cap - 100 exp each, and the amount exp for share maybe define by simple math: lvl of the destroyed ca
[quote who="EternalRequiem" reply="1267" id="3392598"] Yes, and seeing how roughly more than half of the models were done by me for the Nephilim. (Not tooting my own horn here.) Just supplied the models to Zombie here and he's done a fantastic job with them, but I always felt the textures on them were a bit incomplete. Zombie has done a fantastic job at the mod as far as I can see since he asked to use the models, but of course what probably blew things out of the water was the Plag
Resurrection Discussion I have a working framework for the Resurrection Hub (private build only). The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies. The Resurrection Hub can also li
Thanks Cylon_Luvr! I'll look over your files and suggested ability changes. On the research subjects- yes there are several that are still WIP like the Envoy and Resurrection Hub. The primary frigates "should" be hooked up though so if you see issues let me know.
[quote who="Crazyfrywad" reply="2062" id="3392350"] Good! Do you still have the original sound files that I sent you?[/quote] Yes, I have the originals.