Larkis

Larkis

Joined Member # 3811568
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I have a Question. :D Actual i work on a private Minimod for Sins Rebellion. I want to have more civilian movement on my planets. That means: Tradeships flying between researchfacilities Cargoships flying between Factorys and Mines Is there a way to do that?

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Hell0, at first i build the base of the mod in the Gameinfo. i copied the entitys, from the Tech, an renamed it for my Units. The i put them in the Entity manifest and in the Player.entity for my new factions. With the first 2 Ships, there was no problem, i can see the Ships and everything in the Game. Than i prepared the other Entitys, i have 7 Capitals, Frigates, page 0 7, page 1 7 and for no page 3. Now i got this Bump: Assert @

0 Replies 5,849 Views

Hello, :) I want to convert a Mod from Vanilla to Diplomacy. I hav the models, the textures everything. ;) The Question is, what must i do to insert the Models in a new Mod? :) In special i mean the coding things. it would be cool if someone can explain it, or give me the link to a basic tutorial. :)

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I had problems last days with my internet, sorry for that. ;) i still working bur now i had aa few Design problems. 1. Weapons. On Series the Colonials only use projectile Weapons, and Cylons only use rockets. But i think if every ship only has this Weapons, it would be look... boring. :D Should they use more Weapons for example beams maybe? 2. Which Ships i should use for the Cylons frigates and cruisers? i don't think the

1,489 Replies 3,382,435 Views

[quote who="eraser310" reply="937" id="2555761"] 1. the viper looks, well odd, the version in the regular mod is much more realistic looking. 2. I like how the galactica finally has dorsal turrets and fires from them but the ship's model looks too short and is also less realistic than the version in the regualar mod. [/quote] This models are selbstmade. :D Im sorry that you don't like it. :( First i worked on a own mod before i meet ky

1,489 Replies 3,382,435 Views

Hmm i thought that the grid around the Ressurection Ship is gold... [e digicons]:|[/e] I must see this Episodes again. :D Tomorrow i will release a first small Demoversion of the Sins 1.19 BSG Mod. Included: 3 Battlestares, 3 Basestars Fighters a lot of strings (German) and my vision of the Weapons ans a look how the battles must look in my opinion. More tomorrow

1,489 Replies 3,382,435 Views

Thanks it works. But another Problem, the Ship only shoot only from 1 Weapon. Is there a way that the abolitys will shot from each Weaponpoint like normal Weapons?

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Last Night i had an idea for a Sins Mod. Normal Weapons as Abillitys. My Idea: A Capital got 3 Weapons normaly. Now hte Ship has thr 3 Weapons too, but no Weapon Hardpoints and some crazy variables, so they never can't fire. (For example Weaponerange 0.0000001.) Now, we build a lot of ability Hardpoints and create new abilitys which had the normalWeaponfire. So the Ship must use Abilities to fire the normal Weapons. If this work, you can customiz

5 Replies 4,489 Views

After testing the new Version i had many ideas and saw a bug. :D First the bug: When starting the ftl, there is no longer the BSg-Effect, there is the old vanilla SoSE effect. Now to the ideas. :D I'm a very great fan of BSG and the mod is very cool but there are a few thinks which could be more like the series. 1. Fast Moving frigates I think there is the movement mod into this mod and i don't think that this is an

1,489 Replies 3,382,435 Views

Some good News :) kyogre12 and me, we would work together to made this Mod perfectly. my Part is the redesign of the Textures and some models of the Ships. :) Here a few impressions fresh from the battlefield: The new Battlestar is fighting the Galactica: And now, same Scene with look of the Galactica with new

1,489 Replies 3,382,435 Views