Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

Comment History  (0 - 30 of 1,289)
ZombiesRus5
ZombiesRus5 6hours 27mins ago replied:

A couple other mods had snuck through in the past. Unless moddb publicly blesses the BSG mod I'm not sure it's worth risking uploading BSG mods here as they'll yank the entire mod page.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 6hours 28mins ago replied:

I like the idea for the colonial rebels and as I have those models from Coxxon it's doable.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 6hours 30mins ago replied:

There is no room for more factions. The hard coded limits are nearly exceeded.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 6hours 30mins ago replied:

I'm not sure why you would be getting that if your following the activation order.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 25 2015, 7:42pm replied:

I'm not confident that mod won't get yanked as of yet. One was created last year that was yanked a few weeks later.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 25 2015, 1:33pm replied:

New planets. I made these textures on monday and got them in the game today. Trying to get the planets for the twelve colonies completed so I can have their 5 star system map with planets that match up right.

+2 votes   media: Leonis
ZombiesRus5
ZombiesRus5 Mar 25 2015, 11:56am replied:

Any modelling program is find as long as it can export to wavefront (obj) or lightwave (lwo). The models have to be imported into XSI to perform all the wiring for Sins regardless of what program the model was created in.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 23 2015, 5:00pm replied:

It was a real challenge finishing the Colonial and Cylon factions as the original Sins of the 13th Tribe was less than half complete model wise and had major texture issues on several models outside of the Coxxon variants. There just aren't many good BSG modellers out there due to what NBCU did to the modding community. That said I did get most of the new models and textures from a modeller named Koobalt. In addition I remastered almost all the original models either with new textures or adding in missing turrets or other such details. At this point model/texture wise, FoK is WYSIWYG (what you see is what you get) currently.

And yes the Mercury and Columbia are by far the best as they are Coxxon models. Thor is Koobalt but is very dark unfortunately. The Cygnus, Nova and Valkyrie were untextured when acquired. I painted the Cygnus myself and found base textures to work from for the Nova and Valkyrie. I wish the Nova looked better too but I am a coder by skillset and only hobbyist when it comes to modeling/texturing.

Any new models or models, given permission to use, are always welcome assuming they can be imported error free and within limits (and fit the mod).

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 23 2015, 1:13pm replied:

It kinda sucks though unless your monitors are seamless as it puts the middle of the game play between the two monitors.

+1 vote   media: Super Wide Shot
ZombiesRus5
ZombiesRus5 Mar 21 2015, 12:51pm replied:

Sure! I'm the only modder for this whole thing, so being open to suggestions is important as it's easy to get tunnel vision.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 19 2015, 1:43pm replied:

Activates fine for other people. Might be a bad download which sometimes happens.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 9 2015, 5:39pm says:

Makes me think of something Gonzo would captain.

+2 votes   media: Regarding Ko/TOR Era
ZombiesRus5
ZombiesRus5 Mar 7 2015, 2:11pm replied:

They were fun to watch!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 7 2015, 2:10pm replied:

You can scuttle the moon though. The moons are good way to help the AI survive earlier.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Mar 7 2015, 11:02am replied:

I have a new link up for the compatible version of Fall of Kobol.

Sinsofthefallen.com

+1 vote   download: Sins of the Fallen: Reb 1.82.35 (Full Version)
ZombiesRus5
ZombiesRus5 Mar 5 2015, 10:51am replied:

You can edit the theme icon sheet to move things around if you really wanted. There's only so much flexibility when modding sins even though I try to find new ways to accomplish unique things.

+1 vote   media: Faction Themes
ZombiesRus5
ZombiesRus5 Mar 4 2015, 1:34pm replied:

Not really ;) Might be in the future.

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 26 2015, 9:49am replied:

Any suggestions?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 24 2015, 10:12am replied:

This was a case of mechanics meet reality meet compromises. The original version did indeed have them as recapturable moons but I was having issues with the limitations of the Engine. I might revisit this again at some point to see if any new schemes present themeselves.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 24 2015, 10:08am replied:

minidumbs sound pretty bad!

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 19 2015, 10:54am replied:

Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.

+1 vote   media: Faction Themes
ZombiesRus5
ZombiesRus5 Feb 14 2015, 1:43pm says:

Looks good

+1 vote   media: New Destiny Ascension Skin In-game
ZombiesRus5
ZombiesRus5 Feb 11 2015, 5:36pm replied:

The are actually. Each row represents a faction.

+2 votes   media: Faction Themes
ZombiesRus5
ZombiesRus5 Feb 11 2015, 2:29pm replied:

Yeah, a lot of the pics are outdated.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 10 2015, 9:38am replied:

This is a problem for almost all mods and the base Sins game too. Some modders tried a solution to autodock strikecraft which somewhat works. I might look at an addon for reduced strikecraft... not sure how I feel about no light carriers.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 6 2015, 10:58am replied:

I'm working on a new standalone website for sinsofthefallen.com and updated the Official Page on the mod here.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 5 2015, 3:31pm replied:

LOL, whatever

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 5 2015, 3:09pm replied:

Are you restarting Sins of a Solar Empire after activating the mod?

+1 vote   article: How To Install Sins of the Fallen
ZombiesRus5
ZombiesRus5 Feb 3 2015, 6:32pm replied:

I am sensitive to moddb ' s position on bsg. I do have a twitter I use for FoK updates. Also if I release here I always put a compatible version of FoK up. I may however put test releases for FoK just in the forum only. My expectation is only a few will download those.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 3 2015, 6:28pm replied:

Good feedback... I'll look through these and see what I think.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 2:37pm replied:

They are from other mods or unfinished work so not available for downloading.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 19 2014, 9:54am replied:

It was a bit more confusing in the beginning as I refined the approach for activating to be sure.

The first mod to have activations similar to this was Stargate Races. The load time is a bit better when I have everything in BIN format though.

+1 vote   article: Sins of the Fallen: Videos I never knew existed
ZombiesRus5
ZombiesRus5 Nov 23 2013, 11:54am replied:

The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.2 (Patch)
ZombiesRus5
ZombiesRus5 Nov 1 2013, 10:04am replied:

There are some good mods for this game :P

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Sep 24 2013, 9:44pm says:

YASWM!

+1 vote   mod: Star Wars - Alliance
ZombiesRus5
ZombiesRus5 Sep 18 2013, 4:16pm replied:

Have you got a pick of it in game?

+1 vote   media: Navy Repair Platform
ZombiesRus5
ZombiesRus5 Sep 10 2013, 12:31pm replied:

They are spherically mapped- which is also how Sins is mapping their new planet textures.

I've seen some tools for creating cube mapped textures from spherical (not sure how well they work though).

+1 vote   media: New Planet Textures
ZombiesRus5
ZombiesRus5 Aug 26 2013, 11:40am replied:

Wow, thanks!

+1 vote   download: Sins of the Fallen: Rebellion.1.52.23 (Full)
ZombiesRus5
ZombiesRus5 Aug 23 2013, 4:19pm replied:

Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Jun 25 2013, 3:21pm replied:

Hero ships currently require a semi-complicated set of abilities and buffs to ensure only one of said unit is created. I built the initial version of this for Maelstrom to use and E4X expanded it to more of what you want. I would investigate the E4X mod if you interested in pursuing this further.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 25 2013, 2:58pm replied:

I sense you haven't done much actual modding with Sins yet. You might want to read up on the forums and start looking at mods that do similar things to what you want.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 May 2 2013, 8:53pm replied:

Something wierd with moddb I guess (I'm only able to upload a single file). Maybe try one of the mirrors.

+1 vote   download: SotF: Hypercorp Rebellion R2.1 (Patch)
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:22pm says:

You think I would have done Plague first! I seem to be working in reverse :P

+3 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 20 2013, 12:00pm replied:

Ha, guess that serves me right for putting the build together while I was working. The plague "will" work, but it's not built out for rebellion fully. You can try them if you want, but I'm not going to support any issues with them until I formally release them. I'd rather work on issues with Rogue and Hypercorp.

+2 votes   download: Sins of the Fallen: Rebellion R2
ZombiesRus5
ZombiesRus5 Apr 18 2013, 9:24pm replied:

It will be both Rogue and Hypercorp. Probably going to put in the moons, artifacts and flagship addons too. Some people were asking for those to be added back in.

+1 vote   article: Rebellion: Hypercorp
ZombiesRus5
ZombiesRus5 Feb 9 2013, 11:02am replied:

Yes... sorta. It was the colony capital ship for Archailect. Which I never released ;)

+1 vote   media: Cybercore
ZombiesRus5
ZombiesRus5 Feb 8 2013, 8:34pm says:

I've always like this model from SZO.

+1 vote   media: Cybercore
ZombiesRus5
ZombiesRus5 Jan 11 2013, 1:00pm replied:

It's a giant mobile cannon with heavy forward offensive weapons. Can attack planets from across a solar system and has heavy anti-structure abilities.

+1 vote   media: Rogue Rebel Titan
ZombiesRus5
ZombiesRus5 Oct 4 2012, 7:17pm says:

Nice look

+1 vote   media: Cerberus Kodiak Shuttle
ZombiesRus5
ZombiesRus5 Jul 31 2012, 8:15pm replied:

Hi, sorry missed this reply. When does it mini-dump? Are you using Diplomacy 1.34? Does your system have 4GB of ram?

+1 vote   download: Sins of the Fallen R6
ZombiesRus5
ZombiesRus5 Jun 6 2012, 3:11pm says:

Yes, I have general plans to move to rebellion. I've been watching/playing the Beta and analyzing the new changes they've put in. I just don't have any set goals yet on what I want to do with Rebellion. Working on getting the Diplomacy release as complete as I can at the moment.

+1 vote   article: Sins of the Fallen R6
ZombiesRus5
ZombiesRus5 May 30 2012, 2:20pm replied:

Cool, I spent some time with the family. Had a good time.

+3 votes   media: Station Meshes In Game
ZombiesRus5
ZombiesRus5 May 24 2012, 6:04pm says:

:P My favorite is the Rogue. Might be my next video, plus it's a good way to do some more testing.

Some of the jumpy is the recording software/compression. Some of the initial load time I should have cut out of the video ;) First time loads can take a bit.

This video has the Moons and Homeplanet addons activated. The Homeplanet is a fluff mini-mod I made that changes out what your home planet looks like.

+1 vote   media: Hypercorp Playthrough
ZombiesRus5
ZombiesRus5 Apr 7 2012, 10:44am replied:

Need to check out IskatuMesk's video ;)

Forums.sinsofasolarempire.com

+2 votes   media: Plague Fleet
ZombiesRus5
ZombiesRus5 Apr 7 2012, 10:43am replied:

It's going to be swapped out for something else soon, just working on the mesh and model.

+1 vote   media: Plague Fleet
ZombiesRus5
ZombiesRus5 Apr 7 2012, 10:42am replied:

Yep, part of the Min's Wind usage requires it's name stay the same in the mod. The other is modeled after the swordfish. The three piratey ships with flags are based off Captain Harlock anime.

The big green ship was created by file-o-soft and the other two were modeled by me. I also textured these three ships while the others shown here were textured by the original creators.

+1 vote   media: Rogue Trader's Fleet
ZombiesRus5
ZombiesRus5 Apr 7 2012, 10:38am says:

some of the frigates are apparently based off eve, though I've never played that game.

The fighters I created are similar in design to space battleship yamato.

+1 vote   media: Hypercorp Race
ZombiesRus5
ZombiesRus5 Mar 22 2012, 2:20pm says:

So... are we able to host BSG mods again on moddb?

+1 vote   mod: Battlestar Galactica Mod - for Star Trek Armada 2
ZombiesRus5
ZombiesRus5 Feb 13 2012, 4:07pm says:

I'm glad to see my highlander ability is working out for your Titan's. I've downloaded the latest Diplomacy Expansion and will play around with it some when I get a free moment.

+2 votes   article: News for Maelstrom Mod, Febuary 2012
ZombiesRus5
ZombiesRus5 Jan 6 2012, 11:43pm says:

Hopefully these changes will make the AI a bit more dynamic to play against versus the crazy resource cheats it gets with Cruel and Vicious settings. I'd rather have a more interesting AI at Hard or Unfair levels personally.

On the directory stuff it's more of a balance between how many different things do I have to manage and how many different things do you have to manage. This release was so much simpler to maintain and track than my previous Entrenchment/Diplomacy releases. If you remove the militia, planets and addons the mods sits at 8 directories which is not a lot given the utility of the implementation.

My suggestion with R5 is unzip the archive and delete the directories you don't want (if any). The only required mod folder is SotF Core R5 and atleast one race folder. Your also free to combine the mod together yourself down to even 1 mod folder if you so desire. Just copy the mod folders in the reverse order they were activated in.

I don't have any issues with separate downloads (See SotF: Blood and Chrome) but wanted to get R5 out as one unit which I may re-evaluate in the future.

+1 vote   article: Improving the AI (Part 2)
ZombiesRus5
ZombiesRus5 Dec 12 2011, 10:30pm says:

The AI is a bitch with the Plague race. It's partially why I wanted to help the AI improve as it actually does a decent job with this race. Which of course made me ask the question why? which prompted all the other things I'm looking at.

I'm sort of thinking about making this an optional Hard AI addon for those that need the additional challenge.

+1 vote   article: Improving the AI
ZombiesRus5
ZombiesRus5 Dec 12 2011, 8:51pm says:

You know what I hope... That people would actually read the image descriptions before they make douche bag replies like this.

But hey, I thought I would give you the benefit of the doubt and check out your profile for superior uv-mapping and texturing skills. Surprisingly I found nothing.

+8 votes   media: Alliance Everest Refit
ZombiesRus5
ZombiesRus5 Dec 3 2011, 2:05pm says:

I actually don't expect people to vote for SotF. I'm just having fun making the mod and thought I'd have a bit of fun with the MOTY awards this time around :P

I thought #8 was pretty funny though :D

+3 votes   article: Top 10 reasons not to vote for SotF
ZombiesRus5
ZombiesRus5 Nov 30 2011, 3:02pm says:

I just tested it and it seems to be working fine. Did you try selecting another mirror on the download popup?

+2 votes   download: Sins of the Fallen R5 (Patch 2)
ZombiesRus5
ZombiesRus5 Nov 20 2011, 2:11pm replied:

Err what? ;)

En.battlestarwiki.org"Daybreak,_Part_II".jpg

+1 vote   media: Xenon Dreadnought
ZombiesRus5
ZombiesRus5 Sep 4 2011, 2:18am says:

Ya a few new toys is always nice. Working in a few more fixes to that have been found by some people helping out with testing :P

+1 vote   article: Sins of the Fallen Release 5 News
ZombiesRus5
ZombiesRus5 Aug 28 2011, 12:47am replied:

Hopefully tomorrow, though if you don't want to wait just download the current R4 version and the entity.manifest in the dropbox and you should be good to go. The entity.manifest would need to overlay the one in the SOTF Complete (D) R4 directory.

If this is your first time to this mod, please look over the installation instructions. The mod has a few different ways to activate...

I'll post again when the link update is completed.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 26 2011, 6:06pm replied:

DW angels are scary!!!

Ya, no one pays attention when it says WIP...

+2 votes   media: Poseidon Texture Progression
ZombiesRus5
ZombiesRus5 Aug 15 2011, 6:29pm replied:

For starters it's missing the glow in the middle. We'll probably need a particle effect for that.

+2 votes   media: Destiny Ascension
ZombiesRus5
ZombiesRus5 Aug 11 2011, 11:08pm says:

lol

+1 vote   media: Turian Cruiser Skinned *Rough*
ZombiesRus5
ZombiesRus5 Jul 26 2011, 12:23pm says:

WIP stands for work in progress. Your only being redundant.

+1 vote   media: Hypercorp Hangar Defense
ZombiesRus5
ZombiesRus5 Jul 12 2011, 2:08am says:

ooo, nice views!

+1 vote   media: Alliance Carrier Final
ZombiesRus5
ZombiesRus5 Jun 27 2011, 11:06pm says:

Structures that orbit planets is impossible unfortunately... Unless you are Ironclad and can modify the source engine.

+2 votes   media: Moon Bases
ZombiesRus5
ZombiesRus5 Jun 24 2011, 12:21pm replied:

This is partly due to how sins handles lighting in the game. There are two ways I prefer to handle this.

More realistic, hence darker except when illuminated OR with the mesh highlight filter which uses the entities shadow settings and doesn't require modifying the textures. I prefer playing with the mesh highlight filter on so the objects are brighter personally.

+2 votes   media: Turian Frigate In Game
ZombiesRus5
ZombiesRus5 Jun 24 2011, 1:25am says:

I really like the shot from the back. This ship has some really nice lines to it.

+1 vote   media: Turian Frigate In Game
ZombiesRus5
ZombiesRus5 Jun 20 2011, 9:21pm replied:

a gravity well most likely.

+2 votes   media: Council Turret
ZombiesRus5
ZombiesRus5 May 28 2011, 6:25pm says:

From Description: "These models are in various states of the texturing process with some only having the basic hull texture applied. "

+2 votes   media: Hypercorp Frigates
ZombiesRus5
ZombiesRus5 May 27 2011, 1:59pm says:

They are definitely getting their own look thanks to SolCommand's work.

+1 vote   media: Rogue Mercanary Hangout
ZombiesRus5
ZombiesRus5 May 27 2011, 1:34pm says:

It's big too :P

+1 vote   media: Various Hypercorp Units
ZombiesRus5
ZombiesRus5 May 27 2011, 10:57am says:

Sharks are scary.

+1 vote   media: Rogue Pillaging Hideout
ZombiesRus5
ZombiesRus5 May 25 2011, 11:05am says:

I toyed with various hull textures for these ships and settled on this look. I play with Ship Mesh Highlight filter on so it's not as dark in game, but I'll keep an eye on that.

+1 vote   media: Hypercorp CapitalShip
ZombiesRus5
ZombiesRus5 May 25 2011, 1:21am says:

Sins make awesome screen shots :P

Ya, these ships will be larger than regular capital ships as much as possible. I don't want to add to much bumber car effect but want them to be imposing.

+2 votes   media: Archailect Colony CapitalShip Scene
ZombiesRus5
ZombiesRus5 May 25 2011, 12:57am says:

I'm putting off the uplifted until next year. In it's place I'm adding the Transhuman Hypercorps. This will be a human faction that specializes in nano technology (somewhat similar to Vasari). Plus I like the ship models.

I'll hopefully have some news posted and features started for the races that will be released this year started within the week...

+1 vote   media: Hypercorp Destroyer Scene
ZombiesRus5
ZombiesRus5 May 4 2011, 7:33pm replied:

Its the 2nd point. This will be a new type of battleship added to each race. So Advent, Vasari and Tech will have 6 capital ships. It's always bothered me that capital ships have very low dps, so these capital ships will add the extra dps but will sacrifice planet bombing and will have less strikecraft (if any).

The Rogue demo has a variation of this currently with the Rogue Cobra Destroyer.

+1 vote   media: Marrasek Destroyer
ZombiesRus5
ZombiesRus5 Apr 28 2011, 5:26pm says:

I'm reading a book right now that has a dying desert based earth as the backdrop. Pretty interesting so far.

+1 vote   media: Fiction Sol Planets
ZombiesRus5
ZombiesRus5 Apr 27 2011, 11:23am says:

Thanks for the notice. It appears the 0.2.6.1 may have something wrong with the archive. I'm doing some research and will either update with a new patch or a full version to fix the problem. Sorry for the issue.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.6.1
ZombiesRus5
ZombiesRus5 Apr 22 2011, 9:58am says:

Really? I was asked to do it. Why would this be funny at all? I already stated I don't knnow German and this was the only feasible way for me to get a translation. Additionally, the core strings were translated by various others. *sigh*

+1 vote   download: German String Download
ZombiesRus5
ZombiesRus5 Apr 19 2011, 4:25pm says:

Thanks, I've actually had it merged for a while, just waiting for DS to burn in a bit with their latest release to regen the mod and ask for permission to release. I'd like to fully script the elements that build the addon. It's about 50% scripted right now. The nice thing with these bridge mods I don't have to merge DS like AHA did...

I also peek in AN occasionally to see whats happening. I'll poke in again soon.

+1 vote   download: Fallen Distant Stars Addon (D 1.2) Alpha 0.2
ZombiesRus5
ZombiesRus5 Apr 12 2011, 4:45pm says:

I wasn't trying for a good shot on the ships, was just looking for the ability buttons ;)

+1 vote   media: Rogue Capital Ship Upgrade Buttons
ZombiesRus5
ZombiesRus5 Apr 9 2011, 8:39pm says:

This image is just preparation for the demo waiting to be authorized.

0 votes   media: Rogue Traders Logo
ZombiesRus5
ZombiesRus5 Apr 8 2011, 5:30pm says:

I'll download it and take a look. Is it for Diplomacy or Entrenchment?

+1 vote   download: Mini mod add on for sins
ZombiesRus5
ZombiesRus5 Mar 27 2011, 10:55am says:

Ya, this one is nice. It's only a 1024x1024 texture too :P

+1 vote   media: Fallen Planets
ZombiesRus5
ZombiesRus5 Mar 24 2011, 10:06pm says:

No, they are close to a release (about 75% complete for first release).

+1 vote   download: SinsPlus Addon (D 1.2) Alpha 0.2.1
ZombiesRus5
ZombiesRus5 Mar 3 2011, 10:19pm says:

Yes. Some use ZBrush... I couldn't afford that.

+1 vote   media: Various Models
ZombiesRus5
ZombiesRus5 Mar 2 2011, 4:49pm says:

I've never played freelancer and the original modeller didn't put any restrictions on it's use.

+1 vote   media: Rogue Frigate
ZombiesRus5
ZombiesRus5 Feb 25 2011, 11:25pm replied:

I'm a big fan of these ships Can-O-Worms.

+1 vote   media: Classifaction Unknown designation SC-2D4
ZombiesRus5
ZombiesRus5 Feb 23 2011, 9:37pm says:

It appears to be one and the same, this is the concept art provided by CanadaMan for his Halo: Sins of the Prophet mod. I modeled the mesh in the other images and textured it based off this picture.

TBH I wasn't aware of Pliigi from Stellar Dawn, definately interesting will check it out.

+1 vote   media: Concept Flood Infector
ZombiesRus5
ZombiesRus5 Feb 18 2011, 10:05pm says:

There's actually nine, but you can't see the bottom two.

Alliance will be a hybrid race from the base game with atleast 4 new ships and abilities.

Plague/Nephilim from Sins of the Fallen

Archailect/Rogue/Uplifted are in the works for Transhumans

Hypercorps will be next Transhumans (i.e. human only faction)

Then the two yet to be named which will be a separate mod.

+1 vote   media: Soase Workspace
ZombiesRus5
ZombiesRus5 Feb 14 2011, 8:46pm says:

It will be released before DOW, Halo:SOTP, 7DS, Vermillion...

Seriously though, probably in March for the Rogue race. I've been researching the research tree's and need to put them to code and nearly have a complete ship lineup I'm working on importing into the game now.

+1 vote   media: Game Shots
ZombiesRus5
ZombiesRus5 Feb 8 2011, 3:04pm says:

They are actually based off Captain Harlock a cartoon anime.

+1 vote   media: Rogue Arcadia Class Capitalships
ZombiesRus5
ZombiesRus5 Feb 8 2011, 2:38pm says:

This is what the blue arcadia looks like :-/

+1 vote   media: Rogue Arcadia Class Capitalships
ZombiesRus5
ZombiesRus5 Feb 8 2011, 2:37pm says:

eh, I like the blocky form.

+1 vote   media: Rogue Ghost Class Capitalship
ZombiesRus5
ZombiesRus5 Feb 8 2011, 2:37pm says:

Why? it looks like a pirate to me :P

+1 vote   media: Rogue Min's Wind Capitalship
ZombiesRus5
ZombiesRus5 Feb 1 2011, 1:51pm says:

hehe, the kids left their gun sitting on my desk and I thought it would look cool as a ship.

+3 votes   media: Nerf Gun
ZombiesRus5
ZombiesRus5 Jan 27 2011, 11:08am says:

Wow, nice job Can-o-worms. It's a cool look. Whats the intention for a ship like this? Colonizer was my first thought. Kind of had a protected city look.

+1 vote   media: Model By Can-O-Worms
ZombiesRus5
ZombiesRus5 Jan 4 2011, 12:49am says:

Sorry copy paste error.

This is for Entrenchment.

(E) = Entrenchment
(D) = Diplomacy

+1 vote   download: Sins of the Fallen (E) Alpha 0.2.2
ZombiesRus5
ZombiesRus5 Jan 4 2011, 12:48am replied:

I take it you got diplomacy?

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5
ZombiesRus5 Jan 3 2011, 11:03am says:

Hi Holybeast, nice to see you here. I remember you asking if there would be an Entrenchment version :P

I'm planning on using the fortress type model in the images above as a capital ship for Plague. I think the current bulging starbase works pretty good personally.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5
ZombiesRus5 Jan 1 2011, 6:54pm says:

Thanks, I think I have a good plan for the Archailect's and getting the AI to work correctly.

+1 vote   article: Sins of the Fallen: Transhumans
ZombiesRus5
ZombiesRus5 Jan 1 2011, 4:50pm says:

empire at war will be awesome for you work :D

+1 vote   media: Happy New years (Cyber Drone)
ZombiesRus5
ZombiesRus5 Dec 16 2010, 2:39pm says:

more of an occasional freelance and part time mentor for Vermillion.

+1 vote   media: Aphrodian Syndicate Arcadia-class Battleship
ZombiesRus5
ZombiesRus5 Dec 8 2010, 7:46pm says:

I like it!

+1 vote   media: SGI Diplomacy Wallpaper - 1080
ZombiesRus5
ZombiesRus5 Dec 3 2010, 4:55pm says:

Hi gundammodfan, I hadn't had a chance to go over this yet with you, but unfortunately capital ships don't work with the highlander approach ("There can be only one!"). I've explored this with my Flagship mini-mod and maelstrom has explored it with his Dreadnaughts. There isn't really a good way to have a single type of ship that can be rebuilt when it's destroyed. I do like the idea though of fortress type ships and was thinking of something similar which I might try as an extension to the flagship mini-mod.

+1 vote   media: 3rd Race Concept Models
ZombiesRus5
ZombiesRus5 Dec 1 2010, 7:08pm says:

agreed. I'm thinking hangar right now unless a lot more detail can be added to make it starbase worthy.

+1 vote   media: Plague concept structure
ZombiesRus5
ZombiesRus5 Nov 22 2010, 10:48pm says:

Interestingly enough, I was asked to see if I could make some flood infection ships for the Halo mod. They have some cool concept art to go off of that is similar to this ship. I didn't even realize the flood had space infection ships until then.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.3
ZombiesRus5
ZombiesRus5 Nov 15 2010, 4:56pm says:

I'll take a crack at it too.

+1 vote   download: SGI DIPLOMACY 1.011 BUILD
ZombiesRus5
ZombiesRus5 Nov 9 2010, 11:25pm says:

This or something similar will most likely be adapted into the Ships on creation dialogue which will help with the effect a little more. I had to add something in as the default is a ship explosion sound which was lame.

+1 vote   article: The Infestation is Spreading!
ZombiesRus5
ZombiesRus5 Nov 9 2010, 12:37pm says:

Amazingly they show up in the game. I wish I could make them move though which I suppose could be possible with particle effects. I just don' have the time to learn how to make effects right now.

+2 votes   media: Plague Colony Frigate
ZombiesRus5
ZombiesRus5 Nov 2 2010, 4:55pm replied:

Well, I hope you kept a backup of the model so you can retrace what happened. Possibly could be the Sins optimizer, possibly could be to resizing the model. I have this happen occasionally after optimizing the polygon count on models. It can be quite frustrating.

+1 vote   article: Fix for convertXSI Found duplicate vertex at Error
ZombiesRus5
ZombiesRus5 Nov 2 2010, 8:39am says:

I can't remember when I discovered this little tid bit. It's been a while back and took a lot of researching for such a small thing. I noticed on your model and with another mod I'm helping on this was occuring so thought I would pass on the knowledge.

+1 vote   article: Fix for convertXSI Found duplicate vertex at Error
ZombiesRus5
ZombiesRus5 Nov 1 2010, 10:32pm says:

check to make sure the textures are listed in the mesh. If there are two materials listed. Copy the texture lines to the second set. short of that I can still help.

and thanks for the plug too. Sins of the Fallen is my first mod ever too!

+1 vote   media: Achillies in game (random textures)
ZombiesRus5
ZombiesRus5 Nov 1 2010, 10:27pm says:

Thanks, It's a really simple model I created (less than 1.3k triangles), but it looks pretty mean in the game. Definately not a ship you want to come across.

+1 vote   media: Plague Heavy Frigate in game
ZombiesRus5
ZombiesRus5 Nov 1 2010, 3:27pm says:

She's not going to win any beauty contests... That's for sure ;)

+1 vote   media: Plague Heavy Frigate
ZombiesRus5
ZombiesRus5 Nov 1 2010, 2:36pm says:

Love the descriptions on the ships! I wish I had the same creativity as you with your lore.

+1 vote   media: Mark 1 Longbow
ZombiesRus5
ZombiesRus5 Oct 31 2010, 12:44pm says:

Few if any non-infected, especially terrans, can fully understand the complexities associated with the Plague.

+1 vote   media: Plague Capital Carrier Ship
ZombiesRus5
ZombiesRus5 Oct 31 2010, 11:00am says:

Well, simple models are sometimes needed or design paralysis hits. This ship is slated to function as a siege frigate which aren't built much anyways except by the AI. If by 3 pics down you mean the Nephilim long range frigate, that is a model that many have liked and shown interest in (and requested to have in personal mods). I think it works quite nicely in the game too as the Alpha 0.2 screenshot shows in the download.

I can appreciate you saying you don't like it though. There are models in the base game I don't really care for. We all have our personal preferences and I think this will look fairly cool after I add more texturing. This is a stock 5 minute texture job.

+1 vote   media: Concept Ship
ZombiesRus5
ZombiesRus5 Oct 31 2010, 8:02am says:

Did you freeze all transforms before exporting to dotxsi?

+1 vote   media: reason for the lack of regular updates
ZombiesRus5
ZombiesRus5 Oct 28 2010, 7:25pm says:

Hehehe, I see!

It actually represents the Sigil of the Archangel Azrael based on Angelology I found.

+1 vote   media: Capital Nephilim Colony
ZombiesRus5
ZombiesRus5 Oct 28 2010, 2:26pm says:

filterforge.com

+1 vote   media: Concept Ship
ZombiesRus5
ZombiesRus5 Oct 28 2010, 9:55am says:

Thanks, all the models in this mod have been created from scratch. This one I did :P My texturing skills are still improving but I really like how this one turned out, plus it's a completely different look from the base game.

+1 vote   media: Concept Ship
Level
Avatar
Avatar
Status
Online Now
Location
Home : Hidden
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.8
Members
13
Games
3
Mods
745
Articles
74
Media
317
Downloads
177