Yo this is UnseenOni, you can find me on Xbox Live as Unseen Oni or on Facebook as Sean Barnhart. I love editing XML files and constantly test my changes. If you need help just contact me and i will try to help you. If you need out of the box ideas give me a holler.

Comment History  (0 - 30 of 439)
UnseenOni
UnseenOni @ Sins of the Gothic Galaxy

What of the Adeptus Astartes? They have their own series of ships and unique combat style compared to the Imperial Navy. Aka more reliant on Thunderhawk and Stormbird strikes than ship to ship combat.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

I've messaged him, but he's gone dark past few days, not sure whats going on.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Have you had any luck with any model makers? I know at least one person who makes some amazing models that might be willing to help, he was apart of the original BSG at War team, if you'd like I can ask him if he'd be willing to improve upon or add new models. I've got him on Facebook and often talk to him so it wouldn't be hard to get an answer.

Good karma+1 vote
UnseenOni
UnseenOni @ New Cylon space station

Yeah it did, my bad.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Nice, I wish I had learned how to model, I've got a desktop that could thrash those 3D programs, but every time I tried to model, it ended badly.

Good karma+2 votes
UnseenOni
UnseenOni @ New Cylon space station

Actually to be fair, the colony did not have KEW's, they had light auto cannons, quad AA's and missile launchers, they relied on defending Basestars and Raiders to protect it.

As such, I would recommend leaving it lightly armed with launchers and defensive guns, while adding numerous hangars or making the hangar bays hard to hit or untargetable, with a minimum of 50 squadrons of raiders to draw from.

Good karma+1 vote
UnseenOni
UnseenOni @ BSG Modding team

Self taught XML coder here too lol, I started back when the game first came out, so I've had years of digging through the files. As for the non-regenerating shields, the downside is that it still doesn't represent damage to the ship, its still a shield in essence, and that's not how the ships worked. Not to say its not a good idea, its simple and easy, and not time consuming, but it doesn't add to the detail.

Another thing, I would add in the regen effect to the ships to represent damage control for Colonials/Old Cylon ships, and the bio regen of the newer basestars. It was a key feature that me and Byron were going to use to add to the tactical approach.

Good karma+1 vote
UnseenOni
UnseenOni @ BSG Modding team

Those changes are easily done, most of them within the projectile file, I'll take a look at it when I get home and see what I can come up with. I'm assuming that was you who joined the Facebook group? If so, I'll post the modified files there later.

As for custom armor, there are 2 ways to do it, the way I did it for BSG at War, and then the much simpler way that Spino did for Scifi at War, mine consists of an entire set of hardpoints covering the existing ones, which lend to the ships overall health, and when destroyed, leaves the ship vulnerable to direct hits against a total health number, the armor consisting of 80% of the health, and 20% being the ship without armor (rough numbers based loosely on my old system I created 3 years ago.) Spinos system is literally just removing the particle effects for shields and regen and acting as though the shield is quite literally an armor system. Simple but brute force method.

As for armor categories, those are easy to change.

Good karma+1 vote
UnseenOni
UnseenOni @ BSG Modding team

If you guys need coding help for the xml files, particularly in the balance and unit department, let me know, I'm fairly decent at that stuff.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Love the new squadron sizes
Cylons hunted in tight groups, don't space them out as much
Make Heavy Raider and Raptor groups 4/squad (only assault varient of Raptor, scout should be reduced to 1 or 2, or just used as the probe droid/sensor unit)
Old Raiders should have similar spacing as Vipers as they were piloted.

Also, I would reduce the scale size of all fighters by just a hair more. Obviously they need to be seen, but everyone I've ever worked with on EAW mods is opposed to large fighters spawning from a ship that could have been made up of those fighters put together in terms of size.

Just a few suggestions, most of them my opinions, don't have to listen to me lol.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Oh trust me, I love tinkering with the mods, but I haven't touched EAW mods in a while, though seeing the work on this mod, it makes me want to get back to it.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

I got the AI working.

Good karma+2 votes
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Hmm, let me Verfiy game files, cause whenever I alt-tab out, its still acting as though I'm playing Awakening of the Rebellion despite having overwritten the base game files to try and get the ai working. It could be leftover files from AOTR that is causing the ai to not work.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Could be because I'm using the Steam version of the game, may have to dig out my old hard copy and install it.

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Anyone else having problems with the Cylon AI not doing anything?

Good karma+1 vote
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

mighty_moose416, I doubt you will recognize my name, but alongside DarthByron I worked on the BSG at War mod, we had a lot of implementable ideas that we never got around to due to life taking priority, however, if you would like any of those ideas, feel free to PM me and I'd be glad to share some of the various plans we had for our mod, which is basically dead at this point.

Good karma+2 votes
UnseenOni
UnseenOni @ FOC Alliance-Star Wars from the Clone Wars to GCE

Well time to give this mod another shot now that I'm running a system that can't possibly crash under the stress.

FX 8350 4.01 processor
R9 390x 8GB GPU
32GB RAM
Plus a host of other vastly superior parts compared to the last time I tried to run this mod.

Good karma+1 vote
UnseenOni
UnseenOni @ Nova Aetas (v2.01 patch)

Does this fix the bug in Sargoth Castle Hall where you glitch all over the room?

Good karma+1 vote
UnseenOni
UnseenOni @ Ascendancy 0.9 (Beta Version - ZIP)

Could not get any map to load, and before someone says to do the LAA stuff, I did, and my desktop is more than capable of handling the game a couple times over. Any suggestions? To clarify, when I select a map, choose the players, and launch, the game just stops at the loading screen, nothing happens.

Good karma+1 vote
UnseenOni
UnseenOni @ AntaresOne

Hey got a question, if I use all 3 of your mods in conjunction or even just 1 at a time in multiplayer with a friend who HAS all 3 of the same mods (I literally sent all my mods into a zip folder with any necessary data files and uploaded them) we always get desyncs, is there any way to fix this?

Good karma+1 vote
UnseenOni
UnseenOni @ Upgrade for the TX-130

@fomah, I'm not a member of their team, but it is technically possible, I've done such things myself, however getting it to work correctly takes a lot of time and effort.

Good karma+1 vote
UnseenOni
UnseenOni @ Commission: Procursator Class Pocket Destroyer

I would recommend removing the center quad turbo, adding 2 duel turbos to each side and it could fill the role of a small escort cruiser, while the victory could go on filling its role of a heavy cruiser/light destroyer.

Good karma+1 vote
UnseenOni
UnseenOni @ Imperial Star Destroyer skinned

This may be one of my favorite reskins of the ISD, most people want a grittier more worn look, but this is clean, sharp, and IMPERIAL!

Good karma+1 vote
UnseenOni
UnseenOni @ Introducing myself...

Reminds me of a HMAC platform from Halo.

Good karma+2 votes
UnseenOni
UnseenOni @ Star Trek: Armada 3

Mod still works after 1.82, I've been playing most of last night and most of this morning, no crashes, plus when I installed it yesterday, I had to update to 1.82, so if the update is causing crashes for anyone, then you are obviously doing something wrong.

Good karma+1 vote
UnseenOni
UnseenOni @ Quasar Fire

Will the Liberty upgrade be in-game as well? Given that it was essentially the stronger replacement for the aging Quasar.

Good karma+1 vote
UnseenOni
UnseenOni @ Phoenix Rising

Always loved PR, love the upgrade system, much much more detailed than that of the Alliance mod, which is a great mod too but it doesn't have the massive variability that PR does. I certainly hope 1.3's release is announced soon, I'd love to see a new version.

Good karma+2 votes
UnseenOni
UnseenOni @ Knights of the Old Empire 1 - Awakening

Hey EmperorNiko, just wanted to let you know, the Kandosii is reported to carry up to 128 fighters and bombers, was just going through the ship files and noticed it doesn't have a hangar on it. Just pointing this out, if its a balancing thing then ok.

Good karma+1 vote
UnseenOni
UnseenOni @ Even outdated technology can look good!

Easy way to solve that is to add the actual fire bones to the model, but group several bones into 1 battery/hard point. And as for performance, mass hardpoints ONLY affect low end computers.

Good karma+2 votes
UnseenOni
UnseenOni @ Thrawn's Revenge: Imperial Civil War

Figured out why I couldn't get the mod to launch, had a bad download, works fine now.

Good karma+1 vote
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