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

Comment History  (30 - 60 of 1,272)
ZombiesRus5
ZombiesRus5 Feb 2 2015, 10:53am replied:

It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Feb 2 2015, 7:16am replied:

I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 29 2014, 11:46am says:

I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.

If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.

+3 votes   media: Kultorask Titan Variant Ideas
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:51pm replied:

It's as safe as what you are downloading from moddb as I'm the originator of the source for both. It's also why I don't include any exe's or self installers. The only thing in the 7z is the mod files.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 25 2014, 10:58am replied:

BSG cannot be uploaded to moddb due to restrictions. It's only available from the file share I upload it to. I would only recommend downloading the mod from fileshares I have uploaded to though. For whatever reason the mod ends up on dozens of fileshares I never uploaded into.

+3 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:25am replied:

You can click on the Fall of Kobol images on the main moddb page which will take you to here...

Forums.sinsofasolarempire.com

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 22 2014, 5:56pm replied:

What Titan are you trying to build. Are you sure it's Arbitrate Tariff because no Titan is tied to that research. That research is for an Envoy ability.

I also can build both TEC Titans with the mod enabled with no issues. Response back and let me know specifically which Titan you may be having issues with.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 18 2013, 5:44pm replied:

Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)

+2 votes   media: Nephilim 2014
ZombiesRus5
ZombiesRus5 Dec 18 2013, 8:54am replied:

;) I understood what you meant. Just commenting on what I put into this model :)

+1 vote   media: Kick'n it with my Blue Arcadia
ZombiesRus5
ZombiesRus5 Nov 23 2013, 11:55am replied:

Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.2 (Patch)
ZombiesRus5
ZombiesRus5 Nov 22 2013, 4:13am replied:

Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(

I'm working on a patch for it and a couple other issues.

+1 vote   download: Sins of the Fallen: Reb 1.80.29.1 (Patch Version)
ZombiesRus5
ZombiesRus5 Nov 19 2013, 11:23pm replied:

She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.

+1 vote   media: Kick'n it with my Blue Arcadia
ZombiesRus5
ZombiesRus5 Nov 1 2013, 10:04am replied:

I crossed a decade barrier working on this mod o.O

+3 votes   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5
ZombiesRus5 Sep 18 2013, 5:07am replied:

That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.

+1 vote   media: Victory class Star Destroyer
ZombiesRus5
ZombiesRus5 Sep 17 2013, 12:10pm replied:

I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.

+1 vote   media: Victory class Star Destroyer
ZombiesRus5
ZombiesRus5 Sep 5 2013, 9:58pm replied:

Thanks, trying to get them as close to the twelve colonies as possible. This is Tauron.

+1 vote   media: New Planet Textures
ZombiesRus5
ZombiesRus5 Jul 25 2013, 2:23am replied:

Yep, just dressed it up with a texture that matched plague.

+1 vote   media: Moloch Titan
ZombiesRus5
ZombiesRus5 Jul 15 2013, 1:26pm replied:

lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.

+1 vote   download: Sins of the Fallen: Rebellion 1.52.21 (Patch)
ZombiesRus5
ZombiesRus5 Jul 3 2013, 12:34pm replied:

From what I recall when moddb re-organized our mods into the expansion groupings they also without authorization converted several to Desura. Maybe they aren't doing that anymore.

+2 votes   download: Enhanced 4X Mod 1.6
ZombiesRus5
ZombiesRus5 Jun 28 2013, 4:30pm replied:

I'm hopeful I can get 3 more quality models in play and I'll almost be finished the Rebellion version. I need a Titan for Nephilim and Plague and a corvette for Nephilim. Once these are done I'll be pretty much finished with the main port and can focus on cleaning up a few things.

+4 votes   download: Sins of the Fallen: Rebellion 1.52.21 (Updated)
ZombiesRus5
ZombiesRus5 Jun 27 2013, 4:19pm replied:

Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 4:32pm replied:

overestimated? You think you'll complete in less than a month?

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 26 2013, 11:20am says:

1 month for just pictures and soundtrack right?

+1 vote   article: News Two - Open Beta Informations
ZombiesRus5
ZombiesRus5 Jun 24 2013, 11:18pm replied:

Agreed, I'm doubtful this dubious concept will work.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 3:18pm replied:

Huh? Capital ships aren't titans.

+1 vote   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Jun 24 2013, 12:31pm replied:

How do you plan to prevent building more than one?

+2 votes   media: New Icons WIP
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:15pm replied:

Your correct, I did go through and make a lot of texture modifications as it was similar work across the board so I lumped them all in together.

The meshes need a few extra code lines that throw warnings in the logs. It doesn't appear to cause any runtime issues but it's on the list to do.

+2 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:13pm replied:

Another thought on the factions. Outside of contributions from interested parties like yourself (Thanks for the music, I'm not real savy in that regard), I am the only person that works directly on this mod.

I feel overwhelmed with the content I've added if I try to work on all the factions at once. Considering I've built the factions one at a time, I've decided to convert them to Rebellion one at a time. The only exception are the breaks I take to work on the code for Cylon which is pretty significant as it's a total overhaul of the entire research tree and abilities as designed by Cylon_Luvr.

+4 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 24 2013, 8:08pm replied:

So here's the deal. Plague and Nephilim haven't been converted to support Rebellion fully. They are missing necessary constraints. There meshes are still diplomacy level. Let alone they are missing anything Rebellion esq' to include them.

That said, If you snagged Plague in the last version, feel free to use them as a AI faction. The code will still work. I didn't intend to release them and don't plan to until they are converted.

+3 votes   download: Sins of the Fallen: Rebellion R2.1
ZombiesRus5
ZombiesRus5 Apr 19 2013, 8:46am replied:

I wish I was around during that time.

+1 vote   media: Rebellion: Hypercorp
ZombiesRus5
ZombiesRus5 Apr 4 2013, 10:11am says:

You should archive these mods then as they are no longer active.

Thanks

+1 vote   article: Update Both SAD and GOOD
ZombiesRus5
ZombiesRus5 Feb 7 2013, 11:55am says:

Specifically, I fixed the hole and texture issue shown in this picture. The fixed mesh and texture is included in TSOP:R.

+3 votes   media: Titan_PsiRebel - Before
ZombiesRus5
ZombiesRus5 Jan 24 2013, 12:11pm replied:

I don't like the dark look as much personally. Luckily this can be controlled with an option and entity file setting leaving the texture untouched. At the end of each entity there is a min shadow and max shadow. This is used in conjunction with the ship mesh highlight filter when zoomed in and out.

Set might look at using that option to add light to the model for those that don't like the space is dark look in games.

+3 votes   media: Systems Alliance Cruiser: Rebellion
ZombiesRus5
ZombiesRus5 Jan 16 2013, 12:27pm replied:

Sent a link to you in a PM.

+1 vote   article: Sins of the Fallen: Rebellion
ZombiesRus5
ZombiesRus5 Jan 16 2013, 12:20pm replied:

It's from an Eclipse phase character manual. Let me see if I can grab the original file.

+1 vote   article: Sins of the Fallen: Rebellion
ZombiesRus5
ZombiesRus5 Jan 13 2013, 3:45pm replied:

Corvettes tend to have 3 different weapon types. This will carry weapons favored by the rogues, namely lasers, missiles and autocannons.

+1 vote   media: Rogue Rebel Corvette
ZombiesRus5
ZombiesRus5 Jan 11 2013, 1:00pm replied:

Must have had SC stuck in my head when I wrote that.

+1 vote   media: Rogue Loyalist Titan
ZombiesRus5
ZombiesRus5 Jan 10 2013, 11:34pm replied:

Ya, modding time has really been a luxury this year. Coupled with I want to finish off with good models from quality sources, it's been a slow process.

+1 vote   media: Rogue Rebel Titan
ZombiesRus5
ZombiesRus5 Jan 10 2013, 11:30pm replied:

Well, asteroids would be the most plentiful building source in space ;)

+1 vote   media: Rogue Titan Factory
ZombiesRus5
ZombiesRus5 Jan 10 2013, 10:31pm replied:

Comes complete with Yamato Gun, Stack Missiles, Rotating Asteroid Defense and Reflective Shielding.

+3 votes   media: Rogue Loyalist Titan
ZombiesRus5
ZombiesRus5 Oct 26 2012, 9:16pm replied:

It's always been just me outside of some model donations. I mean the actual Stardock/Ironclad developers I talk to.

+1 vote   download: Sins of the Fallen R6.1 (TSOP, Diplomacy)
ZombiesRus5
ZombiesRus5 Oct 26 2012, 8:19pm replied:

I'm hoping to get the music in with Rebellion. Diplomacy is maxed on number of sounds slots. I talked the devs into increasing those with Rebellion.

+1 vote   download: Sins of the Fallen R6.1 (TSOP, Diplomacy)
ZombiesRus5
ZombiesRus5 Oct 19 2012, 3:18pm replied:

I agree. I'm not sure what Set is planning with all the remodelling.

+1 vote   media: Mass Effect Textures
ZombiesRus5
ZombiesRus5 Oct 16 2012, 7:56pm replied:

Moddb got a C&D from NBCU.

+1 vote   media: BSG and Sins
ZombiesRus5
ZombiesRus5 Oct 15 2012, 11:45am replied:

You can follow it on the sins forum ( Forums.sinsofasolarempire.com ).

+1 vote   media: BSG and Sins
ZombiesRus5
ZombiesRus5 Oct 11 2012, 10:53pm replied:

Based on what evidence?

+1 vote   media: Cerberus Heavy Frigate
ZombiesRus5
ZombiesRus5 Oct 4 2012, 7:43pm replied:

The emblem is the same skyline used. The hull is the same I've used on the other cerberus textures. It's a bit different from skylines but layered so whichever. I don't really care, but the overall textures are good.

+1 vote   media: Cerberus Fighter
ZombiesRus5
ZombiesRus5 Jun 20 2012, 12:12am replied:

The abbreviated change log for this version is in the news section for the mod. The detailed change log is in the readme.

+1 vote   download: Sins of the Fallen R6 (Baked)
ZombiesRus5
ZombiesRus5 Jun 6 2012, 3:45pm replied:

It actually is pretty interesting, and I was surprised to learn that was the case.

I think back to that little tidbit whenever people talk about size based on a 2d image. A lot of people appear to inherently attribute the objects size based on it's relative size in the picture and discount any thought of distance from the primary object in focus.

+1 vote   media: Titan Factory
ZombiesRus5
ZombiesRus5 Jun 6 2012, 3:40pm replied:

Correct, I designed the original capability to allow a single type of ship to exist and shared it with Maelstrom to use. Maelstrom modified it slightly from my original Highlander ability, but the core is the same.

Also, our Titans will follow a slightly different path to acquire, but will follow "there can be only one" approach.

+2 votes   media: Ravager Class Reaper Titan V2
ZombiesRus5
ZombiesRus5 Jun 5 2012, 5:45pm replied:

Did you know perspective was not accurately drawn by today's standards until the 1400's?

+8 votes   media: Titan Factory
ZombiesRus5
ZombiesRus5 Jun 2 2012, 3:31pm replied:

I go a bit deeper than html, with multi-threaded applications originally with C++ and now Java. Though the current app I'm on does actually have an html front end for the user interface. All the texturing/modeling stuff I self taught myself over the last 3 years.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 Jun 2 2012, 10:14am replied:

Which texture? I have a couple I'm pretty proud of but texturing is very tiring for me compared to coding.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 Jun 2 2012, 10:13am replied:

It would be amazing to work on this mod. Oh wait... it is!

+11 votes   media: Reaper Fleet Update
ZombiesRus5
ZombiesRus5 Jun 1 2012, 7:17pm replied:

We have a well rounded team with Lord_Set, skyline5gtr and myself now. Honestly, texturing is not my forte' so I'm really glad we have skyline5gtr. My background and current field is software engineering (i.e. coder) ;) My priorities are only a slight bit different from skyline's... family, work, motorcycle, modding, sleep.

+1 vote   media: Cerberus Mining Station
ZombiesRus5
ZombiesRus5 May 30 2012, 3:41pm replied:

It's always nice when the first comment provides such insight.

+7 votes   media: Cerberus Culture
ZombiesRus5
ZombiesRus5 May 27 2012, 9:49pm replied:

Oh, and that planet is from SinsPlus.

+1 vote   media: New huds
ZombiesRus5
ZombiesRus5 May 27 2012, 9:44pm replied:

You need a program that can unzip a multi-part rar. 7zip worked, I'm assuming WinRar would work.

I downloaded all four parts and only had to un-zip the first part as all the other parts were found during the unzip process.

+1 vote   article: Beta Download
ZombiesRus5
ZombiesRus5 May 27 2012, 7:45pm replied:

I wanted to make a holographic UI but couldn't quite get to that yet. I might eventually figure it out though.

+1 vote   media: New huds
ZombiesRus5
ZombiesRus5 May 16 2012, 11:47am replied:

ya, we'll have to work on scaling eventually... but it works for now.

+2 votes   media: Cerberus Trade Station
ZombiesRus5
ZombiesRus5 Apr 25 2012, 11:21am says:

This is a fully patched version. You'll only need the Sins of the Fallen R5 if you want the planets, addons, militia or flagship expansions.

+1 vote   download: Sins of the Fallen R5 (Baked)
ZombiesRus5
ZombiesRus5 Apr 3 2012, 8:25am replied:

My weekend work I talked to you about went ok but took very long. Hopefully I'll be able to start dropping in the uv-mapped objects and raw textures by the end of the week starting tomorrow. I may have an opportunity to look at some of the new models too.

+9 votes   media: Cerberus Fleet Update 2
ZombiesRus5
ZombiesRus5 Dec 13 2011, 8:48am replied:

Yes, I retextured the one from Sot13t to clean it up a lot. I'll post a pick of it.

+1 vote   media: Battlestar Rocks!
ZombiesRus5
ZombiesRus5 Dec 9 2011, 10:34am replied:

The icon turned out a bit bright. Though this reminds me I need to check the specular on these textures to see if they are too bright.

+1 vote   download: Cosmos Ad Infinitum (Diplomacy 1.34)
ZombiesRus5
ZombiesRus5 Nov 11 2011, 1:05pm replied:

Definitely, feel free to use this approach.

+1 vote   media: SotF R5 Installation Screens
ZombiesRus5
ZombiesRus5 Oct 20 2011, 5:32pm replied:

Glad you sorted it.

+1 vote   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Oct 8 2011, 1:58pm replied:

It's on Impulse for $10 dollars (Trinity). How much cheaper do they need it ;)

+3 votes   media: HMS Scorpion - Capital Class
ZombiesRus5
ZombiesRus5 Sep 30 2011, 1:15pm replied:

Trinity should be fine. My mod is a bit more complicated to activate and will be increasingly so with new releases as I try for a more plug-n-play approach. Did you follow these steps detailed in the How to install document?

Diplomacy/Trinity 1.21 Instructions
Sins of the Fallen

Select SOTF (D) Rx and press "Enable Mod"
Select SOTF (E) Rx and press "Enable Mod"
and then press "Apply Changes"
New features including the Plague and Nephilim races should now be playable.

+2 votes   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5
ZombiesRus5 Aug 29 2011, 11:50pm replied:

Turned out ok, was really worried he seriously injured his knee but it ended up being a serious sprang.

+1 vote   media: Normandy Sr-1 Systems Alliance Frigate
ZombiesRus5
ZombiesRus5 Aug 28 2011, 11:08pm says:

posting while at the ER for my son....

All the new models look really good. I think this normandy is really excellent.

+4 votes   media: Normandy Sr-1 Systems Alliance Frigate
ZombiesRus5
ZombiesRus5 Aug 28 2011, 12:12am says:

The Sins of the Fallen Complete (D) got packaged with a bad entity.manifest I didn't catch. The entrenchment version is fine. Here's the single file Dl.dropbox.com for those that already downloaded (Just overwrite the entity.manifest under SOTF Complete (D) R4). I'll fix the link for any new downloads.

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5
ZombiesRus5 Aug 26 2011, 6:03pm says:

This one makes a nice 1080p wallpaper

+3 votes   media: Destiny Ascension
ZombiesRus5
ZombiesRus5 Aug 12 2011, 12:38pm says:

That's pretty cool. Good job.

+1 vote   media: My Pegasus model
ZombiesRus5
ZombiesRus5 Aug 5 2011, 10:00pm replied:

Might be much later.

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 6:21pm replied:

Done, copy the Mass Effect Races folder too. Put a theme song in when you start the game.

The carrier skin is more so because I got tired of seeing the gray texture that was on it.

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 5:40pm replied:

We will be adding flairs to the ships. They just aren't on the demonstration ships yet.

Arbitrary lighting doesn't sound very good unless there is a specific light source to illuminate such as the windows on the Normandy.

+3 votes   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 5 2011, 3:59pm replied:

The game has it's own lighting. Is there some other type of lighting you are referring to?

+1 vote   media: Dawn of the Reaper Demonstration
ZombiesRus5
ZombiesRus5 Aug 3 2011, 3:28am replied:

Not much to worry about in this regard. The models all conform very well to Sins standards and LordSet's ability to model with low poly counts is amazing.

Here's a shot of previous concept tests Moddb.com

+2 votes   media: Class Names
ZombiesRus5
ZombiesRus5 Jul 23 2011, 4:24pm replied:

To be honest, I don't really know or care much. They may have been modeled based on that by SolCommand.

+1 vote   article: Hypercorp Race
ZombiesRus5
ZombiesRus5 Jul 12 2011, 4:03pm replied:

Ditto, just wanted to throw some quick pics in to get some flavor. It will end the end be pictures that reflect the council.

+1 vote   media: Council is now a race!
ZombiesRus5
ZombiesRus5 Jun 23 2011, 6:05pm replied:

I'm working on Hypercorp currently. This is one of the Transhuman factions originating from Earth. It's much nicer to have different models to fill the module roles required by sins: Military/Civilian/Factory/Trade/Culture/etc.

+1 vote   media: Hypercorp Military Lab
ZombiesRus5
ZombiesRus5 Jun 20 2011, 9:25pm replied:

it looks like a turret. that's about were the similarity ends.

+2 votes   media: Council Turret
ZombiesRus5
ZombiesRus5 Jun 13 2011, 8:12pm replied:

I've had this stated before on a different ship. Never actually played or messed around with Spore. This is for all intents and purposes an untextured ship. I've only uv-mapped the model to a basic hull texture show it shows in game ok for testing.

+1 vote   media: Various Hypercorp Units
ZombiesRus5
ZombiesRus5 May 8 2011, 6:30pm says:

Uploaded a new image. This model is actually very nice and has a lot of detail in the interior.

+2 votes   media: Titan Dreadnaught
ZombiesRus5
ZombiesRus5 May 6 2011, 3:08pm replied:

Yes, it is compatible with the latest Distant Stars add-on 0.2.1. The checksum has changed from what was originally posted to 457982534 based on my testing.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.6.1
ZombiesRus5
ZombiesRus5 Apr 11 2011, 8:03am replied:

The Cobra Destroyer is intended. I'm planning on adding a new capital ship to each race including vanilla. They will be a little tougher like the Cobra Destroyer but will be unable to bomb planets.

"Also there is no icon for building the planetary shield generator."

I'll add that to known issues. Thanks!

+1 vote   article: Rogue Traders Demo
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:41pm says:

I like this shot.

+2 votes   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:40pm says:

Cleaning up the remnants of the Nephilim planet modules...

+1 vote   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 31 2011, 2:40pm says:

This was a rather huge fleet with lots of capitals built by the AI! 6 Ventrue Scourge (Siege), 4 Ragnarok Scourge (Carrier), 1 Invictus Scourge (Battle) and 1 Enslavor Scourge (Colony)! Plus a shiiit ton of frigates!

+1 vote   media: Sins of the Fallen Screenshots
ZombiesRus5
ZombiesRus5 Mar 16 2011, 9:49am replied:

Just a title that they are being made for my mod and not ripped from somewhere else. The textures are being put together specifically for this mod and will be optimized to conserve memory.

+1 vote   media: Fallen Planets
ZombiesRus5
ZombiesRus5 Mar 2 2011, 6:19pm says:

Here's the original texture... Moddb.com

+1 vote   media: Nephilim Carrier Concept Texture
ZombiesRus5
ZombiesRus5 Mar 2 2011, 6:02pm says:

I have a new download at the main project site (See description). I may add a new one here given the number of downloads...

+1 vote   download: Sins Editor: Eclipse Plugin
ZombiesRus5
ZombiesRus5 Mar 2 2011, 4:06pm replied:

Definitely is. SolCommand made this originally based off Freelancer is my understanding. But it does look tight in the game.

+1 vote   media: Rogue Frigate
ZombiesRus5
ZombiesRus5 Feb 25 2011, 6:18pm says:

Updating the plague feature and needed these two images...

Moddb.com

+1 vote   media: Plague Frigate
ZombiesRus5
ZombiesRus5 Feb 1 2011, 11:22am replied:

Not intentional... Which two sayings? Most of my sayings were modified from various books or made up.

+1 vote   article: Nephilim Dialogue
ZombiesRus5
ZombiesRus5 Jan 27 2011, 1:54pm says:

Cool. I can see it!

+1 vote   media: (WIP)Carrier for the new race.
ZombiesRus5
ZombiesRus5 Nov 23 2010, 6:15pm says:

I updated the instructions to include the link for SinsPlus downloads at Ricks Galaxy (http://ricksgalaxy.homestead.com/links.html) if you didn't already locate it (This links didn't save right originally)

+1 vote   download: SinsPlus Addon (D) Alpha 0.2
ZombiesRus5
ZombiesRus5 Nov 22 2010, 1:50pm says:

The SinsPlus addon should be available soon! It is currently awaiting authorization.

+1 vote   media: How to stack SinsPlus
ZombiesRus5
ZombiesRus5 Nov 22 2010, 1:49pm says:

The SinsPlus addon should be available soon! It is currently awaiting authorization.

+1 vote   media: How to stack SinsPlus
ZombiesRus5
ZombiesRus5 Nov 9 2010, 9:01am says:

Quick note: Full downloads and patches must be installed in the same order of release. Simply download Alpha 0.2 then apply patches in sequence on top of the Alpha 0.2 original installation.

Skipping a patches will not work and will require you to reapply all patches again in sequence if this occurs.

Thanks, ZombiesRus5

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.2 Patch
ZombiesRus5
ZombiesRus5 Oct 29 2010, 10:53am says:

Love seeing this with the Logo! Thanks for the nice compliments too!

+2 votes   media: Aphrodian Syndicate Capitolship
ZombiesRus5
ZombiesRus5 Oct 28 2010, 7:52pm says:

The current download is for Diplomacy 1.011 current. An Entrenchment 1.051 version will be released but the date for this is still TBD.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2
ZombiesRus5
ZombiesRus5 Dec 28 2014, 9:43am replied:

When a mod crashes like that you will need to go into the 1.82 mod directory where you installed the mod and delete the EnabledMods.txt file which will disable any mod causing you issues.

You should only have one militia but that should cause a mini-dump. What is your checksum? What are your system specs?

I did the same activation in the same order you have listed above and it worked ok. I'll try deactivating the DLC's on my end and see what happens.

If you check back, let me know the answer on those two questions.

+3 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 7:25pm replied:

It sounds better when you do it ;)

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 27 2014, 7:25pm replied:

Not that I'm aware of. There was a problem showing an older Plague background if colonial and plague were loaded together. Can't recall if that is just fixed internally or in the last build.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 27 2014, 5:54pm replied:

Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.

You can add the Rogue after Core if you don't want the race selectable, but the assets need to be loaded.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 27 2014, 3:48pm replied:

I also added the Baked (Single Folder Version) for folks that wanted to try the main mod without all the configurable options.

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 27 2014, 3:33pm replied:

BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (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 27 2014, 12:22pm replied:

Do you have an onboard graphics option on your motherboard? Is it disabled?

+1 vote   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 27 2014, 12:07pm replied:

It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.

Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.

Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.

Yamato shield: should be fixed now internally. Will do some more testing to verify.

Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.

Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.

Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.

Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.

The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 5:48pm replied:

I agree on Full Colors... I'm redesigning that research now.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 5:30pm replied:

That is pretty odd for sure. I've never had the mod hang my system. Are you running on 64bit or 32bit?

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 26 2014, 5:08pm says:

I have a couple of minor suggestions for Armada III :)

1) Move the info card to the bottom of the game window. You have a few research tree items that you can't fully read because they display directly next to the Research window. PM or reply to me here if you are interested in this and I'll lookup how I did it.

2) Change the zoom distance on your ships to not allow zooming in all the way. I know some players like having that option but it causes a few minor issues. The first being some models become see through because the zoom is far too close when rotating the camera. The second is some textures look better from a distance allowing for better immersion in my opinion. Players can still move closer to some ships with the arrow keys if necessary.

+2 votes   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 26 2014, 5:06pm replied:

Delete or edit the EnabledMods.txt file. Or create a bat file on your desktop that does the same thing.

+3 votes   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:40pm replied:

See comment below...

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 26 2014, 4:36pm says:

Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.

I'll look at the colonial defense platform to see if I agree.

Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.

I'll be changing the target conditions for the Plague titan as it's over the top now.

Music is not so much my area and a lot was suggested/provided from other people playing the mod.

Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 25 2014, 12:24pm replied:

I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 25 2014, 12:14pm says:

Merry Christmas!

+2 votes   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 25 2014, 10:59am replied:

Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 10:36pm replied:

You need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 24 2014, 5:55pm replied:

Are you restarting Sins after initially activating the mod?

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5
ZombiesRus5 Dec 23 2014, 10:34am replied:

Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.

Moddb.com

+1 vote   mod: Star Trek: Armada 3
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:32pm replied:

I'm doing some testing with the LAA enabled exe. It doesn't take much for the mod to exceed 2GB if you aren't careful or even crash as it gets close on non-laa enabled (my system seems to be 1.7 - 1.8 for instability).

+1 vote   mod: Sins of the Fallen
ZombiesRus5
ZombiesRus5 Dec 19 2014, 3:15pm replied:

Trying to make progress when able. UnassumingWhiteGuy is potentially working on some more voice overs. If we had some more people step up we could probably finish the voice overs for the Colonials.

+1 vote   mod: Sins of the Fallen
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 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 11 2015, 5:36pm replied:

The are actually. Each row represents a faction.

+2 votes   media: Faction Themes
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 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
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