koobalt

koobalt

Joined Member # 3684971
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Cylon_Luvr i have this small idea for you. The cylon have 7 models from 1 to 6 and 8 and final 5 and the 7 that 1 get rid of... but to my idea is a 8 research, finishing one unlock the next one, and additional research to this one so maybe i will paint this: When i watch the serial i always have feeling like each model have a role in cylon community: 1- religious one 2- mystic one 3- politic 4- doctor 5- bureaucrat <p

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Hi, have some time so i make some playing, well lets say i try to do the testing but i think i put to much focus on eradicating colonial than on testing [e digicons]:cylon:[/e] So: - so far i didn't find any problem with texture or performance (but i didn't check everything from all site so...) - don't forget to put description in research what ship for cylon can build star-base, it take me a moment to remember with one, almost loose planet bec

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ok i don't say to remove credits, just to rename it to "population" for example. This number will be gain normal way an can express number of organic unit, centurion, hardware, software and other cylon thing that we posses. For ship this number will be number of copies require to be operational For research this can be hardware and software of one use. For black market this can be all things that i write above just capitalize in private

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[quote who="ZombiesRus5" reply="1156" id="3235894"] Quoting Mord_Sith84, reply 1153Z... you've got over 200 karma now!!!!! hehe thats awesome you legend! So... What does credits mean for Cylons? [/quote] I propose to change the credits into copies (units) as how many different copies of each model we have on our disposal, as one number, planet can generate this as product of Farms we know from series. For example a ship to be operat

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[quote who="Mord_Sith84" reply="1088" id="3211540"]Hey Koobalt... Have you had a chance to work on the UV for my asteroid model? Any luck? [/quote] sorry but no, i have to much work now so i need to completely stop modeling work for now [quote who="ZombiesRus5" reply="1089" id="3211955"]Some wiring work done on the combat research screen. I need to write a script to normalize all the research costs (too tired of doing this by hand).

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[quote who="ibby1kanobi" reply="901" id="3185165"]Hey guys, I'm running Rebellion v. 1.02. Ive extracted the file thats on the first page, about 300 MB, and the one on the last page, about 130 MB. But whenever I enable the mod and hit apply, the game crashes. Am I missing something? This isn't the first mod i download and try to run. I've gotten the others to work no problem, so im sure my path i extracted too is fine. &nbsp

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Well you can compensate less missile with more damage [e digicons]:cylon:[/e] [quote]So this seemed to take you maybe a week for cylons, think it'll be similar for Colonials, just to guess? (don't hate me, i just want more autocannons.) [/quote] The colonial titans need hard-pointing and coding so it will take far more time for ZombiesRus5 to port them to rebellion.

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Because it was the fastest and easiest way, why waste your own resources on long war, if you can destroy every thing in one attack. [e digicons]:cylon:[/e]

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What we have now is very good in my opinion, just add the Titans, and i can start Colonial extermination[e digicons]:cylon:[/e] About the other faction from Sotf if you want and give me some sketch/schematics ideas i can model some titans, but as my free time is limited it want be to fast...

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[quote who="Stalcore" reply="5" id="3174517"] Quoting koobalt, reply 3The Battlestars are overrated The fleet of Base-ships blowing with nukes colonials, that's something I would have to disagree with you Koobalt. a Fleet of Battlestars could wipe the floor with the Basestar. [/quote] That's true, just like you write you need a fleet of Batllestar"s" (as more than 1) to destroy one Basestar [e digicons]}:)[/e] Yo

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The Battlestars are overrated [e digicons]:cylon:[/e] The fleet of Base-ships blowing with nukes colonials, that's something [e digicons]}:)[/e]

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