[quote who="Shigiddy" reply="1940" id="3387684"]I set the graphics lower, and it seems to be working much better. Loving this mod, an excellent work.[/quote] The 2GB limit is a bitch for sure. I've set the mod up to allow graphics to be highest at-least for detail- BUT only if you don't load the world. So if you only load Colonials and Cylons you should be able to go something like Highest/Medium/Medium or Highest/Medium/Low on Graphics/Effects/Bump. [quote who="Shigid
ZombiesRus5
FLEETS In general DO NOT USE fleets. Use local area only or hold position. There is one time I would recommend using fleets in a PvP match. This is where you are in a defensive position and building units in your factory. In this scenario. Create a fleet. Set the fleet to hold position. Set the rally point to the fleet icon. Newly built units will join the fleet and automagically set themselve
[quote who="ARESIV" reply="8" id="3387797"] Quoting ZombiesRus5, reply 7 Quoting GoaFan77, reply 6I can near promise you that carriers with their strikecraft lag the game more than Corvettes do. Though I suppose Vasari bombers, the one you see the most, could be an exception. Maybe, but when I build 200-300 corvettes... Have you seen the poly count on these things The game is limited by CPU, not GPU.And the CPU is stressed by th
[quote who="GoaFan77" reply="6" id="3387621"]I can near promise you that carriers with their strikecraft lag the game more than Corvettes do. Though I suppose Vasari bombers, the one you see the most, could be an exception.[/quote] Maybe, but when I build 200-300 corvettes... Have you seen the poly count on these things ;)
[quote who="Shigiddy" reply="1936" id="3387432"] It works! Hallelujah. Game tends to crash every now and then, but I assume that this is an error on my part somewhere. No pop-up about a mini-dump, simply "An error has occurred and the game is shutting down." Thank you guys! [/quote] Maybe... Maybe not. If your activating vanilla races too make sure to set your effects to High/Medium/Low
[quote who="Shigiddy" reply="1933" id="3387338"] A ha! you must extract the 7z file in order for it to work! A small victory. Now, Which ones do I activate, and what order, to have only the colonials and cylons as playable races? Trying to watch the how to activate video given but it is having problems playing.[/quote] That's great... I was going to post this image
[quote who="ARESIV" reply="18" id="3387331"] Quoting ZombiesRus5, reply 5I don't think pictures are the issue. I have plenty of pictures plus a video. Then you hide them to well! [/quote] [quote who="ZombiesRus5" reply="1" id="3386699"] I don't see core listed... 0..1 planet can be activated (i.e. one and only one planet mod is supported at a time) 0..many addons 0..1 militia can be activated (i.e. one and onl
[quote who="malevolex12" reply="16" id="3387299"] yup, im putting first v 1.1 then the next until 1.52[/quote] If you have a valid steam registered exe the game would automatically update to 1.52. I have no idea what you are doing and how you are downloading each version. I can't say whether your end result will be compatible or not.
[quote who="malevolex12" reply="14" id="3387285"] it won`t work, i downloaded v1.1 i get it on mods, i activate this mod but also gives me a minidump...[/quote] You aren't using steam if you downloaded v1.1 !
[quote who="Ryat" reply="9" id="3387252"]Its only on Steam unless you have been cracking/pirating the game.[/quote] Yeah, seriously... don't play my mod if your pirating the game. A legit copy doesn't cost much.
[quote who="Cylon_Luvr" reply="1924" id="3387162"] Quoting ZombiesRus5, reply 1920 Quoting ZombiesRus5, reply 1919 Working on the cylon abilities and stumbled across this video on youtube Down to Titan and Envoy abilities... All the abilities are going to need some work but atleast they will do something. Basically I'm going to have to revisit each and every ability and tweak what they do. Did you
[quote who="Mord_Sith84" reply="1923" id="3387161"]Can I help with this somehow? [/quote] When I get the next build out I'd like folks to look at the abilities and make suggestions on how they should work to make them a bit more unique to Cylons. I'd also like suggestions for balance. After I finish the base up for the remaining abilities I'm going to work on the Resurrection Hub and it's Resurrection Ability. I've got a fairly complicated set
[quote who="malevolex12" reply="6" id="3387235"]my version of reb is 1.01[/quote] Why are you on 1.01? You need to upgrade to 1.52 for the mod to work. Due to the way the game engine is coded (not the mod) backwards compatibility is not supported to previous versions.
[quote who="ZombiesRus5" reply="1919" id="3387103"] Working on the cylon abilities and stumbled across this video on youtube [/quote] Down to Titan and Envoy abilities... All the abilities are going to need some work but atleast they will do something. Basically I'm going to have to revisit each and every ability and tweak what they do.
Working on the cylon abilities and stumbled across this video on youtube [e digicons]:cylon:[/e] [video]http://youtu.be/38IYEWas2B8[/video]
[quote who="ARESIV" reply="4" id="3387067"] Quoting ZombiesRus5, reply 3 Quoting malevolex12, reply 2 same dude Then you likely haven't extracted it right. Check for a mod folder in another folder issue. Maybe next weekend I will have time to create a detailed "How to install what" for [SotF]. One with pictures. [/quote] I don't think pictures are the issue. I have plenty of pictures plus a
[quote who="malevolex12" reply="2" id="3386987"] same dude[/quote] Then you likely haven't extracted it right. Check for a mod folder in another folder issue.
The number of string entries appears off by one. You have 7511 listed, but there are 7512 entries.
I would place it in the right corner of my steam picture... i.e. something small.
[quote who="Valendale" reply="5" id="3386896"] Oh, well I guess I'll just build a massive fleet of self destructing scouts then. Oh but then I have to manually position each scout around each mine don't I?[/quote] They have an AOE that makes mines vulnerable to weapons fire. The also enable their weapons to kill the mines. Only bad thing is they will sometimes target turrets versus the mines :( Put some flak with
I don't see core listed... 0..1 planet can be activated (i.e. one and only one planet mod is supported at a time) 0..many addons 0..1 militia can be activated (i.e. one and only one should be activated. This is how you change the militia). 1..many races 0..1 core flagship required core Instructions at the top of the Fall of Kobol thread... <a href="http://www.modd
manually change your resolution in the settings file and mark the file readonly.
[e digicons]:D[/e]
They all use the same icon for star jump and worm hole tech. They are both in each factions civilian research tree.