ZombiesRus5

ZombiesRus5

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

[quote who="ZombiesRus5" reply="1758" id="3374064"]For those that will help with modding here's the hotfix for the problem. Place this file into the Cylon GameInfo folder. https://dl.dropboxusercontent.com/u/5790092/Temp/AbilityCylonDisorientationVirus.entity [/quote] The playtest SVN has been updated with this fix as well.

3,051 Replies 8,613,857 Views

[quote who="Alexbond45" reply="1753" id="3373831"] --UPDATE-- I finished making the stereo files mono, I believe I got them all there are quite a few. Where should I send them? just post them here or in a PM or...?[/quote] I downloaded them from my gmail. Thanks! I'll listen through a sample of them and then add it to the mod.

3,051 Replies 8,613,857 Views

[quote who="TheTrueLost" reply="1757" id="3374038"] I manage to make this mod work, i'm playing fine with Colonials but every time i try to build a Cylon capital ship the game crashes, i tried different graphical settings but i cannot make it work. Here is the log. IA is working fine but i for now i never saw Cylon using Basestars but that might be random. Great mod with a great team! <a href="https://mega.co.nz/#!1Y8WCaBS!KzLD43bVbDYFu7zJOMHJ-QQgL_EWp6cW

3,051 Replies 8,613,857 Views

It would be far less work to make that mod 1.51 DLC compatible than go through the effort of resizing everything though. Edit - I'm going to download it and see what files he's modded that might cause conflicts

10 Replies 3,976 Views

[quote who="simonak" reply="1747" id="3373746"] So in all honesty, I actually thought I uploaded this already but turns out i'm a retard who forgets shit. If your still looking for voices, uploaded a sample here, if this is the kind of thing your after, I can do a few more. Kind of quick and dirty sample, didn't really edit it so it's basic.[/quote] Well, I like your voice sample a lot. Can you work with Crazyfrywad and see what y

3,051 Replies 8,613,857 Views

[quote]Could someone walk me through it step-by-step? [/quote] Download http://www.moddb.com/mods/infinite-space Install as mod Start Sins Activate mod Profit

10 Replies 3,976 Views

[quote who="SpardaSon21" reply="1748" id="3373759"] Hey Zombies, all non-music sound files in Sins need to be in mono, including dialogue files for units. This means the Cylon voice files need to be converted before Sins will play them properly, since right now they only play from a single speaker. Just a tiny little reminder. [/quote] need someone to convert the new cylon event sounds to mono then. hopefully it can be batched by someone that knows how.

3,051 Replies 8,613,857 Views

Rebellion 1.51 compatibility uploaded to both SVN and mediafire (strategyinformer pending). This build does include Cylons- BUT they have dummy research trees and abilities that don't actually do anything. I WILL IGNORE everyone that posts the research trees and abilities don't work for Cylons. If you would like to help complete this mod please see the original post updates. <a href="http://www.g

3,051 Replies 8,613,857 Views

[quote who="Frogboy" reply="453" id="3373635"]That's not really workable. People are not going to accept downloading 10GB or whatever for every little update. And there is still the matter of the installer which would need to place the files. [/quote] And on this same line, please add steam workshop support to your games. It's not much fun for modders to manage this process either.

464 Replies 2,514,657 Views

[quote who="Senza32" reply="2" id="3373442"] I feel like this would make a lot more sense if either of those images worked. Not sure on this however.[/quote] right click on the image. copy image url. paste into browser. fixed.

14 Replies 17,061 Views

I think there would have been issues with the Random Multi-star maps. [quote who="Seleuceia" reply="4" id="3373307"] Seleuceia's a dumb dumb... I'd like to reiterate that...that and my hallucinations.... So, anyway...can this game mode be made more viable? Is it at all remotely possible to get this setup so that map makers can place the occupation planet where they want to?[/quote] It would be nice if we could change the parameters of t

9 Replies 8,422 Views

[quote who="GoaFan77" reply="11" id="3373324"] Quoting ZombiesRus5, reply 10But this was about the Energy/Physical which I believe was answered. It pretty much only affects certain Buff based modifiers like: The in game description for the Radiance's energy absorbing armor claim it only gets extra antimatter from energy attacks, but I have not tested this myself.[/quote] True, the buff is ConvertDamageToAntiMatter Never b

13 Replies 27,107 Views

I will refine my comment on the ability damage a bit. It does 100% of damage to frigates which I was thinking of. CapitalShips, Pirate and Titans get 0.75 modifier to damage. It's controlled in this table. DamagePercentBonus:CAPITALABILITY:CapitalShip 0.75 DamagePercentBonus:CAPITALABILITY:VeryLight 1.0 DamagePercentBonus:CAPITALABILITY:Light 1.0 DamagePercentBonus:CAPITALABILITY:Medium 1.0 DamagePercentBonus:CAPITALABILITY:Heavy 1.0 Dam

13 Replies 27,107 Views

[quote who="Seleuceia" reply="3" id="3373306"] Quoting GoaFan77, reply 2Wait... why do I not remember this? Didn't I preorder Rebellion right away... Maybe I've been off my meds too long, but I believe it was like this in the beta... [/quote] I was just going to let you live in that particular delusion ;)

9 Replies 8,422 Views