kirbster329

kirbster329

Joined Member # 3860995
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[quote who="NHD-151" reply="1438" id="2994289"]That one ship alone can take out a fleet, it reaches level 10 in maybe two large battles so then it's pegasus-class making ability gives it reinforcements it doesnt even need (and can bring a person over the population cap making a literally endless supply of ships) and is quite possibly an unstoppable force if not alone. Making it any less expensive would probably be a bad idea.[/quote] I can understand that. You make a valid point.

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kyogre12, Don't listen to the douches complaining. As everyone at least should know, life doesn't always work out the way you want it. The last time I was here was back on page 32 or something because I haven't had time to do anything between school and work. So I know how you feel. Take your time, make the mod as awesome as you see fit, and let us reap all the benefits of having to do very little to help. It took Blizzard 10+ years to release a StarCraft sequel. I think w

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[quote]If the mod were limited to only things in the show, the Colonials would have only 4 ships (Galactica, Mercury, Valkyrie, Berzerk) Not very fun[/quote Understandable. I'ts just that I've seen model kits of the bezerk and colonial defender and relized that I've never seen any battlestars other than Galactica, Pegasus, and Valkyrie. Not including the old school ones. Oh, something I just thought of. Whenever the ships take heavy damage, they spew out fire and stuff. Is it

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Oh my gods! I just got out of a 13 hour sins of the 13th tribe game. It took me 3 hours to get out of my home planet's gravity well against an unfair cylon opponent on point blank. Gamma after gamma after gamma after gamma! Kyogre, you really need to make it to where you have to research the gamma before building it. And I take back what I previously said about cutting the gamma health. Just an idea, but when the Galactica jumped in the show, the hanger bays were retracted. Think you

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Cadalancea, I thought I was the only one that used nothing but cap ships. I agree with everything you said on the ideas. For the record, I think that the achievements should have their very own BSG achievements area. I mean common, there should be a Battle Over New Caprica acheivement when you ram a level ten basestar that has like 50 gammas around it with the mercury battlestar. Also, this has nothing to do with ideas or anything else except personnal pride, all enemy ships destroyed in the

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Just downloaded and tested out 0.85. I am extremely impressed as to how much the graphics have improved. On a small map and two and a half hours of gameplay, none of the colonial ships glowed but I zoomed in on a crystal asteroid and the ship on it was glowing. As for the gammas, I agree with vulture on how the health is too much. I personnally would cut it down to about 14000.

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Alright kyogre, I'll look for your email. Though this doesn't actually relate to sins, whenever I turn my grafics on very high, the game lags really bad. I know that means that I need an upgrade, but does anyone know if I need a better graphics card, or more ram, or both? By the way, the instalation on 0.85 seems a hell of a lot easier than 0.81. That was a pain, though, it was worth it.

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I don't know how I came across the names but I do know that it was in fact a true list of 120 battlestars as vulture and kyogre also stated. As for the actual list, kyogre, if you want them I would prefer to send them via email rather than type them all again. Plus if you did put them into a mod, the fans would have suprises. Kyogre, I have yet to download the 0.85. I was wondering if you could tell me how to install it before I downloaded it.

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Oh my godst this mod is freakin' awesome! Kyogre, you deserve a nobel prize for making this thing! Not complaining or anything but just telling you of a few ideas you might like for future patches and such. The voices need to be a little louder. The effects I don't think are too quiet at all. I have the names for the 120 Battlestars that were destroyed at the bombing of the colonies. I'm not the one who made the list but they did check it with one of the staff of the show and were informed th

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thank you vulture! I was having problems getting the thing to run and I read back through the forums and everyone helping me out, especially harpo, who was the one that told me what files to have. When I got the files correct, I ran the updater and there was still the error. Then I checked the posts and saw yours. I ran Sins and vwolla, it works! Thank you everyone that's helped me!

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okay, so the 'mods-entrenchment v1.043' folder name should be 'mods-entrenchment v1.03. inside this folder should be where the 13th tribe lay. if i'm wrong on any of this, tell me. now with the mod updater. when i run it, my first selection should be 'mods-entrenchment v1.03' but where do i copy and update the folders to?

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harpo, the exact name of the file is "harpo's mod utilities 1.181a.rar" within this file is the mod updater along with a number of other things that you know what they are considering you made the thing. Now on with the files and such that i need to update and run the manifest maker on. Within the sins folder are all the different files. I created a new one called mods-entrenchment v.1.03. in with it is mods-entrenchment v.1.043. within the file 1.03 lies Sins of the 13th tribe v.0.81

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At long last! After doing some reconfiguration to my computer, I finally got 0.8 and 0.81 downloaded. I've already copied the proper files for the patch, and like a post a little while ago, when I enable the mod i get a minidump. Now, could someone tell me where to download the mod updater? I had already downloaded the manifest maker but I cant seem to find the mod updater. Is it posted as a different name or something? Kyogre, if you don't mind me asking, what was wron

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