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 451)
UnseenOni
UnseenOni @ Another Clone Wars Mod

Couple things that I see that need fixing:

1. Space Heroes that can be used on ground, aka Admirals, Captains (named heroes)
2. Carida can for some reason build Clone Headquarters, but can then only train division commanders, etc.
3. CIS heroes stack their buffs so much that a concentrated attack on their home fleet is devastating for Republic forces. It can take 30 Acclamators to bring down 1 Providence its shields and hull are buffed so much.
4. SBD's cannot be hit accurately unless you surround them with a unit.
5. AT-PT's are listed as having a grenade launcher, haven't seen it yet.
6. Vehicle units should only cost 1 Pop, but keep larger pop for larger units of clones and droids. This change should help the Republic and CIS early on with vehicles. I can barely field enough tanks due to pop cap.
7. Too much early income, tone that back a bit, I was up into the mid 200k's by week 3 on the smallest GC as Repub.
8. Heroes can apparently be sold? Not sure where the value is in this, but I would remove it.
9. Republic Captain crashes, several units cause crashes, many heroes do as well. I have checked the code in several XML verification sites and nothing seems to be wrong with the syntax.

Personal suggestions:
1. Increase fighter/bomber squadrons to 12, deploy fewer from ships, and increase cost for individual squadrons, this will prevent too much unit spam.
2. Remove the plex units and give all clone units 1-2 Rocket troopers. Every squad in the shows had at least 1 launcher of some variation, whether rifle launched, hand launcher, or tube launcher.
3. Headquarters should be single choice. You pick your preferred Legion, build its structure and get its units, if you want a different legion, swap it out. Remove option to build multiple, clusters build options for both struc and units.
4. Add defensive guns to the shipyards. If you're going to use the Repub station model, at least activate its visible turrets as point defense guns.
5. Remove point defense ability from Accs and Dreads, the first is a transport converted to warship, never had those kinds of defenses. The second was a dedicated armor slab with guns and thrusters, it didn't need missile defense because it could absorb the hits. Buff its health a bit more and let it take those hits.

I would love to make all these changes myself. I could, I've started to and gotten bored each time I open the files.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Awakening of the Rebellion

Good to see you guy's back at full squadron strength. Hope to see some of your new content soon!

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Total War: Rise of Mordor

Seriously, you could scroll up and see what game its for. But considering you didn't, its for Atilla Total War.

Reply Good karma+2 votes
UnseenOni
UnseenOni @ Divide and Conquer

I've not defeated them yet, but I've taken all but 1 territory including Isengard in under 10 turns.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Divide and Conquer

Lol if that wasn't sound advice to you, nothing anyone else says will help. My strat against the AI is simple, pepper with arrows, fall back, arrows again, fall back, let them advance into my infantry, even in sieges. Never play sieges as attacker without at least 1 ranged unit, regardless of faction.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Divide and Conquer

This is virtually a must when the Balrog comes out to play.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Divide and Conquer

This is a known bug, just restart the game and load the autosave, it should normally take you to the next turn or the previous turn and it will be fine after that for another 15-20 turns, then rinse and repeat.

Reply Good karma+2 votes
UnseenOni
UnseenOni @ Divide and Conquer

When or will we see Elven visual armor upgrades? Just wondering.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ yodenmod 2017

Sorcery, just sorcery I say. I have tried this, and while I enjoyed the unit and faction variation, I'm more of a in-depth, tactical style mod like AotR or Phoenix Rising kind of person.

10/10 for Easter Eggs and map prop usage

Reply Good karma+3 votes
UnseenOni
UnseenOni @ SWEAWFOC Dark Empire

Remove all Alliance insignia and change the mod title and you can call it your own, till then unfortunately this is violating ModdB policy. Note that while i say this, i do support the goals of this project. Nomada has constantly avoided addressing his mods problems over the years. Even going so far as to tell me once that i could "mail my computer to him and pay him to install the mod".

Nomada you are like the buttcrack of the modding community, everyone jumps when you fart out a new version, but nobody wants to smell that broken ****.

Reply Good karma+4 votes
UnseenOni
UnseenOni @ Battlestar Galactica: War of the Colonies

Hey man, sorry I dropped off the grid, picked up a full time job and its got me all over the area driving, otherwise I'd offer to help more with the mod.

Reply Good karma+1 vote
UnseenOni
UnseenOni @ Awakening of the Rebellion

ThatOneBullet, take your time, AotR is by far one of the best mods out there, rivaling Alliance, RAW, and Thrawns Revenge easily. If it takes you another year to finish the newest release, take that time, and make it great man, we'll all still be here waiting for the mod.

Reply Good karma+4 votes
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.

Reply 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.

Reply 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.

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

Yeah it did, my bad.

Reply 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.

Reply 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.

Reply 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.

Reply 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.

Reply 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.

Reply 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.

Reply 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.

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

I got the AI working.

Reply 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.

Reply 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.

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

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

Reply 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.

Reply 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.

Reply 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?

Reply Good karma+1 vote
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