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I have BSG stuff in scifi at war, as long as u link to it, u can use it
if you want to see the concept art
Download the installer - Moddb.com
And it should auto detect the steam version in the options. This will give you the FOC version
For the older EAW version, you should look at this to install it - Forums.steampowered.com
Open invite to the creators of this mod to come on my podcast in a few weeks. Its recorded at 7pm monday night GMT +10 (Brisbane Time)
If you want to join us message me either here, or on Skype at savescifipodcast
We do it live every week at the same time. If you want to join us and have a chat your welcome to
Heres some of our other podcasts
this is a patch for the graphics xml file that should fix it on some systems but may not fix it on others, thats what ive been told
this is the graphics fix isnt it?
its mainly used because its our point of origin and something they can copyright to make the name/brand unique
EAW Gold pack but only for a few days...
The Dialing this is something I added, ages ago, and since im not in the mod anymore, they are doing something different
one of the reasons they didnt use it in the show
I knew from the start, i promised not to tell :D
I know what it is, but I promised I wouldn't say, so instead I will only drop a hint
Thats the best I can do, if you are curious beyond that, well you will just have to wait :D
If i setup a time, and you guys speak english, would you do a skype chat with me about this mod for my podcast? You choose can the time and date
only change i would make is moving the turret from below the front to above the top, like the towers they use. That way it can pivot 360 degrees like our tanks
Looks good other than the bullets having shadows that is
I have a few lowish qaulity models for destiny
sounds like fun, wish i had the time to help like in the old days
Also talked to rainbow sun franks the other weeks, says this sounds awesome but he cant do any voices for you guys as much as he loves the idea
Its been a while, and a lot has changed (with me anyway, been interviewing people from stargate and stuff :D ) hows things going here?
if its the text thats missing, its case sensitive and make sure theres no spaces in the .dat file
In the variant code is where you link it to the original ship (the one your copying to name)
look in the xml for the variant code. Check fighters or squadrons, should be in there.
Make a variant, link it to the main ship, then change the text file details, and then create the text file entries and bamn you have a new ship with minimal messing around
all you do is add that into the starbase build list and its done
They use different coding, skin shaders and can be buggy when transfered, and are not up to the same quality that the team wants, thats what theyve said many times before...
- Spino (not part of the team)
Sorry for the late reply, go into the xml coding its all in there
random note, there are some mass effect models in my mod but theyre not coded or anything, i dont think
Yeh the borg bug is known but i cant remember how to fix it (been years since i looked at it)
Any most of those ships are just for show, sort of a demo of what i planned on adding and never got to adding due to lack of time mainly
thanks, just wish i had time to work on mine...
Yeh mine was always buggy, and a lot of the issues i could never iron out. But use mine as a reference if needed as i managed to get a lot of factions and units (over the 200 mark) in and scaled properly for the most part
Heres that podcast we did
Rainbow came in at about the 45minute mark i think
Spino (aka David in the podcast)
Before i forget, the upper limit on playable factions seems to be 9 if i remember correctly