It's a patch. Overlay 1.82.36.0 and let me know what you think.
It adds maelstrom stars
Fixes resurrection and balances it
Adds new units to colonials
Significant rebalance to colonial frigate/cruisers to make their numbers more viable
Tweaked the default particle effects for colonials
Removed the flak sound effects on battlestars for better immersion
Shifted dialogue around on battlestars
Maybe some other stuff I can't remember.
https://dl.dropboxusercontent.com/u/5790092/Temp/SotF.Fok.Patch.Reb.1.82.36.1.7z
Hey Z, just checking... so this mod doesn't include any of my changes? Assuming it will be in the next build.
The image and sting changes are in also.
Hey Z, I must be missing something.... just had another look and my changes don't seem to be in there? My changes are these ones(plus new descriptions for the autocannon weapons):
Changes to "Hand of God"
Model Subsystems tree
Replace the images for “Biomechanical Resin” and “Compressed Resin” with the new icons that I have send to you. Change “Reactive Resin” and the description to:
Nanorobotic Layer
A layer of multiplying nanorobots are added to the surface of each ship, which gather at areas under sustained attack and absorb damage.
Point Defense Pulsars
Change "kinetic" to "energy"
Mega Pulsar
Also change "kinetic" to "energy"
Tactical Nuclear Missiles - Change to “Tylium Missiles” (all of the missiles fired by capital ships aren’t nuclear missiles!)
Change description to:
Refined Tylium precursor is weaponized and developed into a missile warhead, yielding tremendously enhanced damage.
Advanced Tactical Nuke - Change to “Enriched Tylium Missiles”
Tylium warheads are enriched through an advanced separation process, further improving damage yield.
Heavy Nuclear Missiles – Change to “Antimatter Nuke”
Change description to:
Nuclear matter is augmented with antimatter to produce a vastly improved payload, causing devastating damage to the planets surface.
Change MIRV Missiles to “Antimatter MIRV”
Change description to:
Multiple Independently Targetable Re-entry Vehicles carrying numerous antimatter nukes which disperse before impact, causing maximum damage.
Changes to “Defense Systems” tree
Pulsar Cannons
Remove word "kinetic"
Other stuff
Basestar (capital ship)
Change “Low Yield Nuke” to “Nuclear Warheads”
Change description to:
Disperses nuclear warheads at multiple targets, yielding immense damage.
Guardian MkII
Change “High Yield Nukes” to “Fusion Nuke”
Change description to:
Plutonium isotopes are enriched with both antimatter and Tylium precursor, resulting in the ultimate warhead.
Change “Organic Armor” to “Enhanced Nanorobots”. There is also a new image to use, which I will email to you.
Change description to:
Advanced multiplying nanorobots swarm across the ships hull acting as a shield, which assimilate damage and convert it to antimatter.
General stuff:
* Need to add the rebel titan back into galaxy forge
* If Cylons and Colonials come across an Alien Shield artefact, I think it should still allow them to access a shield, as I imagine it would for other races? Could this be changed? We have to accept that even though they don't have shields, they may come across ancient artefact technology which may let them access the tech...