I love the mod, and I'm guessing it's near complete so this idea might have come too late, but I thought I'd share. I think a small change to the colonials would be more in the spirit of the show. The Colonials are on the run from the cylons, right? So wouldn't they take resources from a planet and move on, similar to how the Vasari Loyalists are played? For instance, what about the research where the Vasari can turn their capital ships into military/civilian research
Shigiddy
Awesome! So do I need to convert it back into BIN after editing, or will it do that on it's own?
So I'm to do a small edit on the entity file for the colonials, and before I used notepad to open them and everything was organized, but now everything is stretched and spaced weird and unreadable. Is there a way to fix this? Thanks in advance for any help. :)
Did not realize it was just you. My apologies, I'll attempt to find the music to email you. What format would be best to send it in? As well, what exactly does the Flak Shell ability do? The tooltip makes me think all fighters in range suffer periodic damage but it is percentile, unlike a dot. Can someone clarify for me?
I set the graphics lower, and it seems to be working much better. Loving this mod, an excellent work. A few things I would like to suggest. First, a few sounds that might be added. What if the vipers made the vibrating sound they do in the reimagined series (technically the sound we hear is the hull of the craft vibrating due to the firing of the guns) and adding in the drum music whenever colonials are in combat. I don't know the piece, but the drums that play when
Didn't realize that would cause issues. Been running with max everything [e digicons]8(|[/e] I'll change the graphics and see if that fixes it.
It works! Hallelujah. Game tends to crash every now and then, but I assume that this is an error on my part somewhere. No pop-up about a mini-dump, simply "An error has occurred and the game is shutting down." Thank you guys! :D
Thanks for the info. I will now attempt to load the game within the given parameters.
A ha! you must extract the 7z file in order for it to work! A small victory. Now, Which ones do I activate, and what order, to have only the colonials and cylons as playable races? Trying to watch the how to activate video given but it is having problems playing.
Putting it in a folder allows me to select it to activate in-game, but the mod does not take effect at all.
I did extract the .7z file to both the 1.5 and 1,52 folder. still doesn't show up when I start the game. Do they need to be in a folder?
I apologize in advance for my ignorance. I am brand new, out-of-the-box new to modding games. I am extremely interested in playing this mod for sins. I am, however, unsure of how to get it to work. I understand to follow the path to the rebellion mod folder, but it doesn't appear in-game for me to activate. I'm guessing that I have to have the original Sins of the Fallen in order to play it? Again, I apologize for being ignorant, but would someone mind breaking down wh