One of the oldest and biggest ship, from Kobalt Defense Fleet, the Cetus Battlestar, if ZombiesRus5 will want it and if i find time to complete it perhaps a Titan for Colonials [img]http://desmond.imageshack.us/Himg703/scaled.php?server=703&filename=69954412.jpg&res=medium[/img] [img]http://desmond.imageshack.us/Himg12/scaled.php?server=12&filename=70870455.jpg&res=medium[/img] [img]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=44926615.jpg&res=me
koobalt
Colonial - hull Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff.
Colonial - Culture: DNA marker - increasing this technology allow colonial for faster DNA check of potential Cylon or other civilization spy in human disguise, greatly reduce the strenght of enemy propaganda.
To lazy to read it all; but my suggestion: Weapon: Advance targeting system (for fighter) - the higher the research is the better targeting system fighter has, the better chance to hit enemy fighter (deal additional damage)
[quote]Hey Koobalt.... did you remove the Hybrid from the HUD? The consensus seemed to be that it was distracting? [/quote] I will do that but first i need to do the red dots and lately i don't have time [quote]econd question, is there a modding "How To" guide available that DOES have a live link somewhere? If I'm gonna undertake a project, I'd like to at least have somewhere to start that isnt just editing someone else's game info docs.[/qu
if i understand your question correctly "Ion Blast" is a particle effect not a model as far as i know, so to have heavy raiders instead of ion bolt you would need to make a particle effect that look that way. But that is not my field so don't take it as 100% true [e digicons]:cylon:[/e]
[quote who="jason8648776" reply="641" id="3089309"]So is there a full blown release for this yet thats playable or no?[/quote] There is a playable relesea, i think 2 page ago where links to it, this mod is a part of Sins of the fallen and still WIP edit:the last version is R6.2
since i keep every part of this hud in separated layer, moving the hybrid will be no problem, it's just Zombies5Rus decision.
so if you would like to take my HUD blind here the link just paste it in your mod folder and say yes to overwrite the folders/files. And a correction of speed buttons no longer on white background, now transparent. (edit: it will work only if you have cylon and colonial R6.2 folders ) here the link: http://www.mediafire.com/?wp9brpiri4mzy2n and here the .xls file of my HUD if you like to tweak it Zombies&nbs
[quote who="ZombiesRus5" reply="633" id="3086583"] Quoting Mord_Sith84, reply 630Wow.... ok I really like your version Koobalt.... really cool It does look nice. Though it's a deviation using my new hud with the datastream. This is why I try to experiment with new ideas versus sitting with the status quo offered by others[/quote] ... that's offense or sarcasm intended to me or others ? [quote who="ZombiesRus5" reply="633" id="3086583"] Quoting koob
[quote who="ZombiesRus5" reply="627" id="3085415"] Quoting koobalt, reply 626ZombiesRus5 look on this, perhaps you will like it I like it... It gets the hybrid in [/quote] glad you like it, well i compose your HUD with an image of rain, some red dots and hybrid (the last one is hard to find ;/) [quote who="ZombiesRus5" reply="627" id="3085415"] Quoting koobalt, reply 626and how i need to compose this file to actually have it in game and no a big bl
ZombiesRus5 look on this, perhaps you will like it [e digicons]}:)[/e] http://www.mediafire.com/?lbz7hdf5qevswu5 and how i need to compose this file to actually have it in game and no a big black nothing... edit: if you like it, i can make better, i have allready some ideas. and about the flagship -> I add colonial under the cylon in my mods li
Actually when i see the new HUD my first thought was The Cylon Basestar corridor, don't know why but for me it fits cylon, but i need to say that the + and - buttons are a little out of place with the white background.
Testing part 2: 1. the Core flagship don't work for me (it doesn't spawn any ship): [quote]TXT Version 0 enabledModNameCount 9 enabledModName "SotF Addon Artifacts R6" enabledModName "SotF Addon Bonus Density R6" enabledModName "SotF Addon Effects R6" enabledModName "SotF Planets SinsPlus R6" enabledModName "SotF Addon Homeplanet R6" enabledModName "SotF Addon Moons R6" enabledModName "SotF Race Cylon R6" enabledModName
and here you go: http://www.mediafire.com/?ajjuc60ha5ezbq9 fell free to add remove or completely redone this texture.
This model is a .mesh file and i don't have any software to convert this, for me to work on that i need a file in .obj format
[quote who="ZombiesRus5" reply="607" id="3084279"] Quoting koobalt, reply 606 Quoting Mord_Sith84, reply 603 Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise. I'll be honest, it would probably be easier to just take a Cylon model already in the bank and merg
[quote who="Mord_Sith84" reply="603" id="3084201"] Hey Koobalt..... Do you think you could help me out with this? ie. fixing it up? [/quote] A lot of work.. let me say this if i have some free time and i wont have anything better to do i may look in to it, but nothing promise.
1. I understand that you try to enable only: faction1, faction2, core 2. try to run the game by dev.exe (you can find them in game directory), and see what error it will show when minidumps.
ok some test of cylon: 1. you switch the icon for Guardian Mk1 and Mk2 or models (depend what you want to have as mk1/mk2) 2. how can i build Boomer class or Colony i didn't find any ship to do that?? 3 The Cylon starbase WOW it looks better than i remember 4. yes the sound of hybrid... especially the "jump"... well i don't know what to say [e digicons]:P[/e] 5. Is there a chance, or some tutorial how to do the race icon (you
ok here you have model with ready UV if you would like to give it a try, i will make the texture (hope before sunday) http://www.mediafire.com/?67957ngk9115hb1
[quote who="Mord_Sith84" reply="589" id="3083242"]KOOBALT!! you're back! Yeah! How have you been man? [/quote] Working, working and more working... and i bought a car [e digicons]:cylon:[/e] now i'm working to get money for fuel... [e digicons]:borg:[/e] [quote who="ZombiesRus5" reply="590" id="3083317"] Hehe, understand that. Hope things are going well. http://dl.dropbox.com/u/5790092/sotf/bloodandchrome/Warstar_t
[quote]I'm trying to get another warstar variation from Koobalt textured for the Hangar bay just having issues finding time to texture. [/quote] Hi, if you like i can make some Boomer alike texture for this model, just post for me the .obj file you use (i have so many VIP version that i have no idea witch one you use 'lol')
well you can always request to send you the new password to your e-mail account.
[quote who="Cylon_Luvr" reply="447" id="3028390"]Quoting koobalt, reply 415 Hey Koobalt - are you still working on the culture module for the Cylons? How about the civilian research station?[/quote] Well my proposition of culture module i already give ZombiesRus5, it's up to Him if he like it or will he stick to the model he have, about the civilian research ZombiesRus5 wrote that he has an idea how to use the existing model. </p