ZombiesRus5

ZombiesRus5

Joined Member # 3496922
11 Posts 615 Replies 2,966 Reputation

[quote who="Cylon_Luvr" reply="1860" id="3381060"] Quoting ZombiesRus5, reply 1854 Quoting Cylon_Luvr, reply 1852Did you receive these ok Z? I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done. Hey Z... I sent you an email back the other day. Once y

3,051 Replies 8,613,812 Views

[quote who="Valpheus" reply="1895" id="3381039"]This also means that adding cultureSpreadRate to normal trade ports will not make it spread culture.[/quote] I checked my nephilim file. Apparently I set these lines in the trade port as well. planetModuleRoleType "CULTURE" statCountType "ModuleCultureCenter" It works fine- generates culture and trade. I have little holy ships that perform pilgrimages between their culture shrines. It's works since Entren

2,761 Replies 7,653,684 Views

It's pretty simple. I do this with my Nephilim faction. Any structure can have culture output by modding: cultureSpreadRate. BTW- this field is midway down the entity file after resourceExtractionType. https://code.google.com/p/soaseplugin/wiki/RebellionPlanetModuleTradePort

2,761 Replies 7,653,684 Views

[quote who="SithLordAJ" reply="43" id="3380991"] right, but you try something and it's hours before you can try again. isn't there a better way? I'd ask for specifics, but other than the standards, it seems no one wants to give up their tricks (though, there have been some good ones here). I can understand that in a MP environment, so I'm asking if anyone has some good methods for nailing down their own tricks. That can't reveal your secrets. [/quote]

61 Replies 235,603 Views

[quote]Is there anyway to decide what kind of resources asteroids are on a plaet and how this that done.[/quote] Yes, you can mod the Planet entity files. [quote]Also I want to restrict star travel so that from 1 star system can only go to a target star system rather than any availible.[/quote] Not without creating all custom maps with custom phase lanes. You'll also need to remove the research that allows jumping between stars in your mod.

4 Replies 3,664 Views

[quote who="GeomanNL" reply="8" id="3380831"] I destroyed nearly all colonies and the culture was still there. Here's my save game: http://www.2shared.com/file/vUjn_PbF/cultureproblem.html (Note that I did manage to destroy 2 worlds earlier in the game, the culture disappeared after I destroyed the colonies, but that didn't work later on!) [/quote] The AI had 7 culture centers on it's remaining worlds

12 Replies 18,011 Views

[quote who="P3CTankman" reply="1856" id="3380687"]I like the mod but the Cylons need a bit of work.[/quote] You're kidding right? [quote who="P3CTankman" reply="1856" id="3380687"]Also the DPS on the ships is on the insane side, it makes me wonder why the original races are in the download still.[/quote] You're kidding right?

3,051 Replies 8,613,812 Views

[quote who="JonJay" reply="1828" id="3379031"] Crazyfrywad No I do not have your e-mail address and I will do this project but I am just trying to find out what you need me to do. Do I Copy the game core info into the cylon info: " These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typical

3,051 Replies 8,613,812 Views

[quote who="mostly80" reply="30" id="3380577"] There shouldn't be a need to run an exe. Just click on the Dark space.rar name. Should download as a rar file. Ill have a look later just to check.[/quote] Ok, the download button does the stupid exe thing. The less obvious click on the text downloads directly. Thanks,

129 Replies 745,887 Views

[quote who="mostly80" reply="28" id="3380493"] Now available. Link is on first post. Looking forward to some feedback guys. All constructive criticism and any ideas on improving the mod are very welcome.[/quote] I'm not familiar with that download site. Is there anyway to upload it to something that doesn't require me to execute an *.exe?

129 Replies 745,887 Views

[quote who="DA_YAZ" reply="31" id="3380389"]Have you often seen TL win through the power of twin fortresses? [/quote] You don't win with static defenses. [quote who="DA_YAZ" reply="31" id="3380389"]1) Titan is early/mid game ok fair enough[/quote] Again, Titans are not early game. The earliest you can get a Titan out if you sacrifice almost everything else is 21 minutes. You deserve to die to tier-0 spam if you do this. An Eradica will die to tier-0 spam if you do

65 Replies 180,392 Views

[quote who="Cylon_Luvr" reply="1852" id="3380185"]Did you receive these ok Z? [/quote] I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done.

3,051 Replies 8,613,812 Views

[quote who="DA_YAZ" reply="28" id="3380150"]How many times have you seen these being wielded by an opponent?[/quote] [quote who="DA_YAZ" reply="28" id="3380150"]I, for one, have never seen twin fortresses used against me.[/quote] Seen it. [quote who="DA_YAZ" reply="28" id="3380150"]I have never seen a lvl 6 ankylon that someone else owned[/quote] Seen it. [quote who="DA_YAZ" reply="28" id="3380150"]I have probably seen novaliths used against me about tw

65 Replies 180,392 Views

[quote who="ARESIV" reply="23" id="3380050"] -deleted[/quote] There's lots of people that spout lots of theory crafting here. I don't feel much need to add more. The overall strength of the TEC faction didn't change with Rebellion. TEC loyalists though get some very nice boosts in their research trees. Far better than anything Advent got in there new research for Rebellion. Learning when and where to use them seems to be the issue for most peop

65 Replies 180,392 Views

[quote who="ARESIV" reply="16" id="3380026"]Quoting ZombiesRus5, reply 15 I read up to here. Your loss. [/quote] Not really. Your posts are usually an unreadable jumble of whitespace and poorly quoted as well. [quote who="ARESIV" reply="16" id="3380026"]What playstyle would you suggest to be successful with them?[/quote] I think if you have to ask this your play style doesn't match up very well.

65 Replies 180,392 Views

[quote who="ARESIV" reply="13" id="3379970"]Thank you for your posts so far.[/quote] I read up to here. [quote who="GoaFan77" reply="14" id="3379981"]I'm not sure if I agree that the TEC Loyals are that underpowered anymore[/quote] I agree. If anything they just don't suit some peoples playstyle.

65 Replies 180,392 Views

I'm setting up a new development SVN server (play test will remain unchanged). Once that is completed I'll get some better instructions for the part-time modding I need done and try to model a couple of them as examples. Thanks again for everyones interest in moving this mod towards completion.

3,051 Replies 8,613,812 Views