Mord_Sith84

Mord_Sith84

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[quote who="ZombiesRus5" reply="2933" id="3652032"] That is likely a bug in the particle effect system? Does it happen on a newly created ship or only a long lived ship? [/quote] A long lived ship. Also, I think the System Override ability for the Cylon starbase isn't working.

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[quote who="ZombiesRus5" reply="2931" id="3651310"] This is intentional. Artifacts can't be destroyed or act as frigates with movement regardless of who owns them. [/quote] Ok. I'll have my own version that allows movement etc. About an hour in, the effect starts to look like this. I have no idea why. The effect seems to extend out beyond the arms of the nanostar: <img src="http://s16.postimg.org/5uyqjm8dx/superbasestareffec

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Just sent you another file as well Z. The particle effect for the Nanostar ability "Enhanced Nanorobots" seems to be playing up a bit. I'm sending you the original file again to see if it fixed it. Please replace the file that you have with the one that I'm about to email you.

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Hey Z - I've emailed you the patch for my fixes, listed below: - Fixed an error in BuffLostArtifact where captured artifacts still had all of the numEntityBoolModifier restrictions ie. "CannotBeDamaged", "DisableAngularEngines" etc. - Modified "AbilityFallenDeployStarBaseArtifact" so that the AI tries to "activate" them - Added an effect for the Phase Shift Artifact. - Description fixed for 2nd level of "Weapons Systems" for the alien starbase in "St

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[quote who="ZombiesRus5" reply="2925" id="3650520"] I'm packaging up a new build. In addition to the changes from Mord_Sith, Colonial Hull decreased by 25% (Capitals and Frigates) Colonial Separatists CIC Ordinance friendly planet damage reduced from 15% per level to 2.5%. Colonial Culture Revelations culture weapon damage decreased from 15% per level to 2.5% Colonial FRAK You! reduced culture weapon damage decreased from 5% to 1

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[quote who="ZombiesRus5" reply="2923" id="3649257"] Quoting Mord_Sith84, reply 2922 The Cetus Class titan at level 10 can have 600+ KEW damage, 43 armor and 5 weapons... this is crazy. A 10 mercury class can also have 465 KEW damage? Cygnus gunstar 389 KEW at level 10. Valkyrie 377? Colonial needs some ser

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The Cetus Class titan at level 10 can have 600+ KEW damage, 43 armor and 5 weapons... this is crazy. A 10 mercury class can also have 465 KEW damage? Cygnus gunstar 389 KEW at level 10. Valkyrie 377? Colonial needs some serious rebalancing to at least give the Cylons a slim chance of defeating a late game Colonial player.

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[quote who="Cylon_Luvr" reply="2920" id="3648953"] Quoting Mord_Sith84, reply 2919 Z... really, really frustrated. Just played a massive game against Colonial who were maxed out at level 10's for caps and titans. They are waaaaay OP and unbalanced. Especially the starbases which can virtually take out an entire Cylon a

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Z.... Just played a massive game against Colonial who were maxed out at level 10's for caps and titans. They are waaaaay OP and unbalanced. Especially the starbases which can virtually take out an entire Cylon armada. I threw an entire Cylon fleet at them (maxed out ship slots) and I barely made a dent.

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[quote who="ZombiesRus5" reply="2916" id="3647920"] Yeah, RL hasn't left much room for playing around lately. Email what you have and I'll work on getting a new build ready. [/quote] Ok sure. I've emailed you the patch. Change log: - Updated the description for the Cylon rebel titan ability "Supervirus" StringInfo ID "IDS_ABILITY_CYLON_SUPERVIRUS_DESCRIPTION" Value "A powerful virus which corru

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[quote who="KWHITE9008" reply="2914" id="3647456"] Hi Zombies, Just noticed that the cylon siegestar cannot use its abilities because it has no antimatter. [/quote] I've fixed this and added it to the patch I've created for Z to incorporate into the main download. Seems as though he's really busy, so we'll have to wait until he's able to add the changes in.

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Hey Z, Last set of changes (I promise): - Moon Addon: The files "SquadCylonCombatABTOS" and "SquatCylonCombatTOS" found in the Moon GameInfo folder are wrong. The files need to be deleted and replaced with "SquadCylonCombatABTOS" and "SquatCylonCombatTOS" files from the SotF(4) Race(1..m) Cylon Reb --> GameInfo folder. - Typo in the following string: StringInfo ID "IDS_SQUADCYLONCOMBATTOS_NAME" Value "Ware-Era Raider

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When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. Also full stop missing from the description at the end of the sentence. Is the master version that you have the same one you're giving to everyone else? Ok yep. I re-installed the addons, and artifacts seem to be working again now. However, the phase stabiliser node ef

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When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. [quote who="ZombiesRus5" reply="2895" id="3643006"] Quoting Mord_Sith84, reply 2894 - There still seems to be quite a few issues with

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Changes for the new version below. Sorry Z, I know some of the changes may seem a bit trivial, but I'm a perfectionist! - The Hades, Cylon Moon Base, Djerba Baseship, and the Guardian basestar have duplicate types of raiders... I don't think its meant to be like this. Is one of them supposed to be a bomber AB Raider and the other an AB raider fighter? - Not sure h

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[quote who="ZombiesRus5" reply="2889" id="3642816"] I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine. [/quote] How about artifacts and moons?

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[quote who="ZombiesRus5" reply="2885" id="3642258"] Hey guys, I'm back from vacation. Sounds like maybe a bad upload because the mod is working ok for me. I'll see about getting another uploaded soon while catching up on whats left. The only mod part that seems to be giving me issues right now is the maelstrom planets even though it seems to be a straight forward conversion. [/quote] Cool, thanks Z

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[quote who="ZombiesRus5" reply="2881" id="3641012"] The 1.85 compatible version is uploaded to dropbox for internal testing... The mod is still not fully completed for the next release but it is playable. In regards to Outlaws there is currently two things to consider. Strikecraft on player owned outlaw's is bugged (i.e. your outlaws won't build strikecraft) St

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