CommanderBarzane

CommanderBarzane

Joined Member # 3870457
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[quote who="Mord_Sith84" reply="709" id="3106220"] Quoting koobalt, reply 706Colonial - hull Organic reinforcement hull - gain from cylon separatist, allow slow regeneration hull hit points and small defense buff. Not sure that I like this... the assumption would be that in the game that the Colonials will have an allegiance with the cylons? Perhaps this could be unlocked if the cylons become allies of the colonials? may be more suited to an unlock

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[quote who="Mord_Sith84" reply="695" id="3104969"] Quoting Mord_Sith84, reply 693Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions). Fleet Shipyards (Combat) Fleet Designs Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability)&nb

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[quote who="Mord_Sith84" reply="693" id="3104541"]Comments in red... not big on the colonials (much more of a Cylon player), but thought I'd have a go! Quoting ZombiesRus5, reply 692Rough Colonial Research Tree Items (Feel free to make suggestions). Fleet Shipyards (Combat) Fleet Designs Defender Gunstar Ability? - Intercept? ie. rapidly accelerate to chase down target (same as TEC ability) Alberio Gunstar Unlock -&gt

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As far as the colonial Titan. I was think the Titan class might work. <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAARgAAAC0CAIAAADARaT6AAAgAElEQVR4nOy993Oc9bk+zJ9w5vxyMnMyyQQ4Bht3yept1VYrbdf23nvvvVftqq56L7axwYSYQEiBJDgktAQIAQ4tJsl5SQIx2Lipa98fLrxfHVPy/fXNvM94PCtp99mnfO52Xdd9P/dsbGzs7e2Vy+VyuVx5sbOzc/PmzfKdbWdnp1wub29vl/dtOzs7u7u7+39z48aNq1ev4m17e3v7/7q1tbW7u7u3t7d+ZyuXy5U33Lx5c2tra3Nzs1wuX79+HV+3ublZ+cbbt29vb2/fvn0be8Zx4v2Vr97b29ve3v70008rv/z8888rrz/77DO8WF9f39vb29nZuXXr1v6Dx3ft7u5

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[quote who="ZombiesRus5" reply="670" id="3099283"]TBH, not a lot of modding going on right now with the Rebellion beta going in addition to real life concerns. I probably won't have another release of my own until around April or so. [/quote] NP Z Been playing rebellion a lot myself lately.Thanks to everyone helping to keep this mod going.

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[quote who="ZombiesRus5" reply="897" id="3079658"] Quoting Stalcore, reply 896I don't have much modding experance but I do have pic's of the twelve colonies. I do have Gimp but not sure how to turn them into a texture? Really I mean finding existing textures that closly match pictures of the 12 colonies. For example do any of the textures in the Sol, Tenorias, SinsPlus, or Rigel resemble the 12 colonies. Are there any textures on something like celestial motherl

1,320 Replies 4,040,994 Views

I don't have much modding experance but I do have pic's of the twelve colonies. I do have Gimp but not sure how to turn them into a texture? [e digicons]

1,320 Replies 4,040,994 Views

[quote who="Cylon_Luvr" reply="574" id="3079066"]What is the Cylon diplomatic ship?[/quote] would the cylon's even have a diplomatic ship? it would have to be a captured ship design. if it was a regular cylon design the colonials would probably blow it out of the sky before asking questions.

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Amazing work Z. I was wondering what ship class you are thinking about for the Colonial's as far as the Titan in rebellion? Also do have plans on changing the player Themes? Thank you for your hard work and keeping BSG alive. So Say We All! [e digicons]:D[/e]

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[e digicons]:rofl:[/e] I have and Idea not sure if it could be made to work in Sin's. But over the weekend I watched the episode of nBSG in which the Cylons catch the virus from the beacon. Also we know the certain radiation affects cylons is it possible to have magnetic storms and plasma storms do damage to the cylons and maybe certain gas Giants?

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[quote who="koobalt" reply="440" id="3025334"] Quoting ZombiesRus5, reply 439Quoting Cylon_Luvr, reply 437 Personally I've thought of removing super weapons from the game and replacing them with starbase versions of the same things. That would be great. [/quote] I like that idea Zombie. Makes more sense to have the hub as a Starbase. So say We all

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[quote who="koobalt" reply="424" id="3024526"] Quoting ZombiesRus5, reply 422 Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect... There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the

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[quote who="Stalcore" reply="692" id="3017004"] enabledModNameCount 18 enabledModName "SotF Planets Sol R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Militia Cylon R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Race Cylon R5" enabledModName "SotF Race Nephilim R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race R

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enabledModNameCount 18 enabledModName "SotF Planets Sol R5" enabledModName "SotF Addon Artifacts R5" enabledModName "SotF Addon Effects R5" enabledModName "SotF Addon Moons R5" enabledModName "SotF Militia Cylon R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Race Cylon R5" enabledModName "SotF Race Nephilim R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race Rogue R5" enabledModName "SotF Race Tec R5"

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[quote who="Unikraken" reply="690" id="3016998"] Quoting Stalcore, reply 689Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started. Do you also have the race activated? You need to do that regardless. I think...[/quote] Yes I do. I have the cylon race activated.

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Not sure if anyone else is but I am getting a mini-dump with new 5.3 of sotf. I have the cylons as the militia and it dumps as soon as a game is started.

1,320 Replies 4,040,994 Views