Here are my changes: Some of the icons seem to have changed to a purple colour? I've listed them below: Hand of God tree --> Model subsystems --> CP Missiles, Heavy Missile Turrets, Heavy CP Missiles (all seem to have a purple tinge?) Hand of God tree --> Model Projections --> Regeneration Hand of God Tree --> Model Projections -->
Cylon_Luvr
[quote who="ZombiesRus5" reply="2795" id="3635761"] I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. The hub will use the Frigate Colonizer AI. I'll want your feedback on that approach and ways to maybe improve it when you get the new build [e digicons]:cylon:[/e] [/quote] Oh wow how did you manage to do that? I played around with that for ages trying to get that
I've had a look at the mod, the new ship models are great 😆 I have a list of some changes. Should I post them now or wait until the next release?
[quote who="ZombiesRus5" reply="2769" id="3634887"] Reduced 29% Original 1920 x 1058 [/quote] Looks pretty cool though hey!
[quote who="Mord_Sith84" reply="2765" id="3634594"] Quoting ZombiesRus5, reply 2763 PM Sent Thanks Z. I'll have a look at this over the next few days. [/quote] Likewise.
[quote who="ZombiesRus5" reply="2758" id="3634326"] Quoting Mord_Sith84, reply 2757 Quoting ZombiesRus5, reply 2755 I go
[quote who="ZombiesRus5" reply="2739" id="3633157"] I emailed you the mesh and reduced textures for in game. I'm glad he's including the high fidelity textures. It makes it easier to craft good icons and perform reductions in the texture on the original image. [/quote] Forgive my ignorance, but why do textures need to be reduced? (I don't really understand how this stuff works). Wouldn't that mean that the detail is also reduced?&
OMG!!!!!!!!! I just had a cylon-gasm. These models are incredible Mord!!!!!!
[quote who="Mord_Sith84" reply="2730" id="3632192"] Introducing... the replacement for the Guardian MkII! Its now called the "Nanostar". It will also have a cool ability effect which is designed specifically for this model. I'll send the files to you soon Z. Reduced 44% <img src="http://s31.postimg.org/rms5i4pdn/screen02_jpe
[quote who="ZombiesRus5" reply="2722" id="3630391"] Quoting Mord_Sith84, reply 2721 Model looks great, thanks Z. I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy. Yeah, it's always been a placeholder... M
So excited about these changes!
[quote who="ZombiesRus5" reply="2717" id="3629611"] Quoting Cylon_Luvr, reply 2716 Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game? oh yeah, I'll get to a quick test as soon as I can. [/quote] Awesome, thanks
Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game?
[quote who="Mord_Sith84" reply="2711" id="3628906"] Quoting KWHITE9008, reply 2710 Wow, really great job on these!! The textures are amazing. I know, aren't they! Z, as mentioned in my email to you, the guy that is creating them for me actually work
[quote who="KWHITE9008" reply="2710" id="3628859"] Wow, really great job on these!! The textures are amazing. [/quote] These new textures are amazing! Lots of detail. Cant wait to try them in-game.
What are your thoughts on the destroy planet ability Z?
[quote who="ZombiesRus5" reply="2690" id="3609764"] Quoting Cylon_Luvr, reply 2689 So I'm guessing there wont be an updated version before Christmas? [e digicons]:blush:[/e] I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be
So I'm guessing there wont be an updated version before Christmas? [e digicons]:blush:[/e]
[quote who="Mord_Sith84" reply="2685" id="3603537"] Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? I've emailed it to you. Also, I would like to change the description for the artifact that I created (Nimbus Artifact). Please change the description to: StringInfo ID "IDS_ARTI
[quote who="ZombiesRus5" reply="22" id="3598807"] Try this version: https://dl.dropboxusercontent.com/u/5790092/Temp/BuffAlienBeamSpawnDamage.entity [/quote] Awesome!!! It's working perfectly now! Thanks so much Z. Do you have a model that you can use for the artifact? I put together some strings for you: St
[quote who="ZombiesRus5" reply="18" id="3598221"] Quoting ZombiesRus5, reply 17 If you want a Beam type energy weapon then you can clone BuffChargedMissilesSpawnDamage.entity and BuffChargedMissilesLightDoDamage.entity. The targeting and weapon effect is in spawn damage. The damage is performed in do damage.<br /
Ravage-wolf... You have some great ideas, but your posts are far too long and detailed. Best to be succinct and to the point on the forums. Simply too much to read through...
[quote who="ZombiesRus5" reply="14" id="3595831"] It looks like you've tried to merge ApplyBuffToTargetsInColumn with ApplyBuffToTargetsInRadiusWithTravel which isn't going to work. While google code is around you can see the syntax rules on this wiki I created: https://code.google.com/p/soaseplugin/wiki/RebellionSyntax Also, I'm not sure ApplyBuffToTargetsInColumn will work in
[quote who="ZombiesRus5" reply="14" id="3595831"] It looks like you've tried to merge ApplyBuffToTargetsInColumn with ApplyBuffToTargetsInRadiusWithTravel which isn't going to work. While google code is around you can see the syntax rules on this wiki I created: https://code.google.com/p/soaseplugin/wiki/RebellionSyntax Also, I'm not sure ApplyBuffToTargetsInColumn will work in
[quote who="ZombiesRus5" reply="12" id="3595739"] Quoting Cylon_Luvr, reply 11 Sure did... I can get it to work for missile weapons and lasers... but not for beam weapons? Weird... It must be a problem with the code itself. Maybe I could send the buff file to you and you can run it through your program to