I also figured out why the mod mini-dumps when deactivated in the Options->Mods menu... There are special "cosmetic" entities that display the Titans in the main menu area. While it's possible to add new cosmetic entities and display them in the main menu- the game throws up when you try to deactivate them [e digicons]#:([/e] This means only 6 custom ships can be displayed in the main menu and will be controlled by whichever race is on top. <p
ZombiesRus5
International Friendly: Colonial Reb.1.52.23 Cylon Reb.1.52.23 Core Reb.1.52.23 gamefront http://www.gamefront.com/files/23631437/SotF+Fall+of+Kobol+Reb.1.52.23.7z
[quote who="GoaFan77" reply="14" id="3390738"]so I know his pain[/quote] He does not take it well ;)
[quote who="GoaFan77" reply="12" id="3390733"]Yeah that's a pretty big weakness then. What kind of deck does he run, I think even virtually all the premade decks have at least one card to destroy spell/trap cards.[/quote] The new Dragon deck with w/e cards he's swapped in/out.
[quote who="GoaFan77" reply="10" id="3390731"] Quoting ZombiesRus5, reply 8 Quoting GoaFan77, reply 6I shouldn't be surprised, but god dammit do I hate zombie world. Yeah, my son's trying to setup his deck so he can remove that from the field. In my opinion its bad to be too paranoid about any specific card like that, unless it can be run in virtually any deck (like Gorz or whatever hot card is in right now) . Just
[quote who="Stalcore" reply="2036" id="3390712"] ok Lets try again https://www.dropbox.com/s/oav9b69gm5q1grp/Colonial_stringinfo.txt [/quote] Thanks, that one worked.
[quote who="koobalt" reply="2031" id="3390336"]buffType "BuffCylonSupervirus"[/quote] Well... this is the problem. I have this line. buffType "BuffCylonSupervirusTarget" Not sure how we got out of sync- but BuffCylonSupervirus is not in the entity.manifest anymore and is causing your mini-dump.
[quote who="ZombiesRus5" reply="2030" id="3390261"] Quoting Cylon_Luvr, reply 2026- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)? What is your AbilityCylonSuperVirus.entity contents? Sounds like a file didn't get updated correctly.[/quote] Ok- as I'm not having the issue on my side... so what I'm going to do is run a clean build that
[quote who="GoaFan77" reply="6" id="3390636"]I shouldn't be surprised, but god dammit do I hate zombie world. [/quote] Yeah, my son's trying to setup his deck so he can remove that from the field.
[quote who="Stalcore" reply="2032" id="3390513"] Here are the changes to the Colonial starbase names and the colonial Battlestar Names https://www.dropbox.com/s/xr1u0u9wvs9wqtu/Colonial_English.str Colonial_stringinfo.txt[/quote] The link didn't work for the Colonial_stringinfo.txt. I was able to download the first one though.
Thanks, I'm assembling my Zombie theme'd deck now.
[quote who="Cylon_Luvr" reply="2026" id="3390199"]- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?[/quote] What is your AbilityCylonSuperVirus.entity contents? Sounds like a file didn't get updated correctly.
I figured out your sound issue. It's the long range missiles we are still tweaking. It had the phase cloak sound applied from the vasari ability it was cloned from. So that issue is resolved. [quote who="Cylon_Luvr" reply="2026" id="3390199"]- When you build the Boomer Class titan and hover over its ability buttons, does it crash when you try to click on the first ability? (the red programming code icon)?[/quote] What is your entity.manifest count in Core? </
[quote who="Cylon_Luvr" reply="2024" id="3390195"]Ok. My preference would be to change it to Colony Pods. Obviously your decision though! [/quote] I'm fine with the change after understanding what you meant a bit more. Read my suggestion on keeping the idea of Syphon Credits- but maybe moving it to a different research tree.
If it's just a name change but the same file will be used don't change it. ResearchSubject|Cylon|DefenseSystems|SyphonCredits|Syphon Credits|Starbase Hybrids hack into currency and black market exchanges, and transfer credits to your empire becomes: StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_SYPHONCREDITS_NAME" Value "Syphon Credits" StringInfo ID "IDS_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_SYPHONCREDITS_DESCRIPTION" Valu
[quote who="Cylon_Luvr" reply="2020" id="3390177"]- Icons still need to be swapped around for Occupation and Industrial Networks (both Rebel and Loyalist). Not sure if you know what I mean from my past posts, so I'll post an image: [/quote] It is already fixed in my master texture. I will compress it to dds and get it in the build. [quote who="Cylon_Luvr" reply="2020" id="3390177"]The Plan research tree says "Null" in the main window (both Loyalist and Rebel):[/quote]
[quote who="Cylon_Luvr" reply="2001" id="3389777"]Is this what you have in mind Z or something different? [/quote] I'm still mulling over all the comments. The main problem is so much of the gameplay and balance is setup with all factions having nearly identical access to credit/metal/crystal and they usage of those resources being nearly symmetrical as well. We would need to design an asymmetrical usage of resources that is somehow balanced against the
[quote who="Stalcore" reply="2013" id="3389948"]Cool. I was also working on the Colonial StarBase random names in the english string file. my question is, is it possible to change the name character length or is it hard coded?[/quote] Hardcoded. https://www.dropbox.com/s/lz5iyt94bctynvu/Colonial_English.str https://www
So much for opening the pool. 2 maybe 3 weeks of swimming. Going to close it soon.
Patch 2: SotF Fall of Kobol Reb.1.52.22.2 (Patch)
I did some scaling... I think the resize tool does some wierd stuff when damage effects are applied so I'll likely redo them in XSI when I get a chance. Also made some various other fixes. I'll try and get another patch out today.
[quote who="SoGE-Team" reply="2009" id="3389888"] Quoting ZombiesRus5, reply 2005The Cylons light basestar is too big for the pathing for this unit type. Out of curiosity, what's it's unit type and max bounding radius? Edit: Derp, Lavo here, forgot to log out of this account. [/quote] It's the long range frigate. And it's bounding radius was 309.
[quote who="koobalt" reply="2007" id="3389882"] Quoting ZombiesRus5, reply 2005 Also, I need to resize several units for game engine reasons. Let me know if you have suggestions. The Cylons light basestar is too big for the pathing for this unit type. I need to make it smaller to keep units from bumper car effect for example. Well if we take the capital ship size as 1, i propose the frigates reduce to 0.3 to 0.4, the cruiser 0.6 to 0.7, capital 1,
It would be really nice if this game had a matchmaking feature.
[quote who="Cylon_Luvr" reply="2000" id="3389775"]I have also included the updated English.str file. However, I still haven't added the descriptions for all the abilities for capital ships etc... Will work on that soon. [/quote] Can you edit the Cylon_stringinfo.txt and Cylon_English.str file at this link? https://www.dropbox.com/sh/h5lzmr77v2rbrvx/76mHKjyDnn It would simplify integrating stri