Battlestar Galactica Colonial Fleet Mod - Please Help!

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ThePorkchopExpress
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Battlestar Galactica Colonial Fleet Mod - Please Help!

Postby ThePorkchopExpress » Tue Jun 12, 2012 4:22 am

She's just about finished, just need to fine tune a couple of things then I can start uploading it. Which might prove to be a problem as I've got a terribly slow internet connection.

::Update::
Dont know if this will work... but after much trial and error and grinding of teeth... I present to you, The Battlestar Galactica Colonial Fleet ship pack for Gratuitous Space Battles.

http://www.mediafire.com/?nrz70sa23va0k ... k7fucej2yj

Features:
*New weapons based on equipment seen on the show plus logical additions based on their technology and versatility required by a combat fleet.

*Examples: Gauss cannons, Rail guns, conventional artillery, kinetic weapons, flak batteries, gatling guns, emp warheads, missiles, torpedoes, rockets, nukes, bombs, knives, clubs, rocks, and sharpened sticks.

*All the ships in the Colonial Fleet as seen on the Re-imagined TV show and a couple from TOS. Plus other hypothetical ship classes based on contemporary naval vessels in WW2.

*Examples: Battlestars, Battlecruisers, Heavy Cruisers, Light Cruisers, Destroyers, Frigate/Destroyer Escorts, Escort Carriers, Fighters, Shuttles, Bombers, plus Civilian craft.

*New sounds and cannon flash graphics, New turrets and module icons.

*New modules and components: Engines, Armour, EMP shielding, Damage control teams, Hanger deck crew, DRADIS scanners, Electromagnetic Pulse Generators, Crew quarters, ect.

*Ships, Weapons and Equipment balanced with other races in the fields on DPS, Cost, Weight, Hit points, and effectiveness.

with new Scenarios to follow. A Cylon mod should follow soon given their lack of variety of ships, fighters, and weapons.

Image

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Just need to finish the text files for 3 or 4 civilian ships and she's all done.
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Re: Battlestar Galactica Colonial Fleet Mod

Postby ThePorkchopExpress » Tue Jun 12, 2012 4:50 am

Comments and Questions are welcome... as are suggestions and feed back, This is my 1st attempt at a Mod so it's bound to have some quirks.
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Re: Battlestar Galactica Colonial Fleet Mod

Postby AcePalarum » Tue Jun 12, 2012 1:18 pm

This looks shiny! :) I look forward to playing around with the colonials. Nice work!
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Re: Battlestar Galactica Colonial Fleet Mod

Postby magnus392 » Tue Jun 12, 2012 7:03 pm

This is pertinent to my interests.
Babylon 5 Mod
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6946
B5 Shadows Mod - Beta-
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7103
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Re: Battlestar Galactica Colonial Fleet Mod

Postby ThePorkchopExpress » Tue Jun 12, 2012 11:27 pm

they may not stay shiny for long... negative shield bonuses for all ships eh.. cept the TOS Galactica.

With there only being 3 classes of ships, I'm trying out a scheme where different classes of chips will only have the power to mount weapons designed for them and smaller ships. So you wouldnt be able to mount say.. an 1800mm gauss cannon to a light cruiser. Or even a heavy cruiser turret to a light cruiser.

I'm also trying out a bit that seemed to make sense at the time... Frigates and Destroyers firing the same missiles as larger ships... like they do on our planet. But being smaller, they just do it at a slower rate of fire. I give even the smallest civilian ship a surprising sting. Those damn humans can be really resourceful when they need to be.

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Re: Battlestar Galactica Colonial Fleet Mod

Postby flavoredpickle » Tue Jun 12, 2012 11:34 pm

Perhaps set extremely high power costs, and give the 'larger' ships a default power output to support several of these weapons.
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Re: Battlestar Galactica Colonial Fleet Mod

Postby ThePorkchopExpress » Tue Jun 12, 2012 11:49 pm

Yup, thats the route I went. Since battlestars have their own armor and engines... they have uber power reqs too. But the ships dont have enuf juice to max out all the mods and weapons with battlestar stuff. Usual load out is maybe 6 main weapons, 4 engines, and 4 armor. the rest being filled with flak guns, missile defense, damage control, landing bays, ect ect

Battlestars have a lot of slots... but they have a high cost.. 10 points per slot x 2.

I couldnt figure out a way to make the point defense guns look similar to gatling guns, so they just look like yellow lasers.
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Re: Battlestar Galactica Colonial Fleet Mod

Postby flavoredpickle » Wed Jun 13, 2012 2:47 am

perhaps on the beam effect .dds file, you could make a small projectile in the center surrounded by alpha so it looks like a stream of bullets. check out the modding guide to see how to make beam effects, http://positech.co.uk/forums/phpBB3/posting.php?mode=quote&f=23&p=34370
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Re: Battlestar Galactica Colonial Fleet Mod

Postby magnus392 » Wed Jun 13, 2012 3:08 am

Well don't nuke things too much, what I did was packaged a recommended load out for each hull in the B5 mod. I have no idea if anyone followed the suggestions, but hey I did my part to offer a show accurate mod.
Babylon 5 Mod
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6946
B5 Shadows Mod - Beta-
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7103
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Re: Battlestar Galactica Colonial Fleet Mod

Postby dafrandle » Wed Jun 13, 2012 4:20 pm

where is cylons, i want cylons
having a job has allowed me to understand why Archduke Astro has no time to work on his mods
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Re: Battlestar Galactica Colonial Fleet Mod

Postby Praetors » Wed Jun 13, 2012 4:40 pm

dafrandle wrote:where is cylons, i want cylons


lol, same here, i tend to like more Cylon Designs :P
PI: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5698
TP: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6928
TG: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7659

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Re: Battlestar Galactica Colonial Fleet Mod

Postby ThePorkchopExpress » Wed Jun 13, 2012 9:20 pm

I'm working on the Cylons too eh. I've got the graphic work done on most of them, just need to write up the txt files and balance stuff out.

I dont know how good either mod will be, but I can assure you it will be more entertaining than Galactica 1980.
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Re: Battlestar Galactica Colonial Fleet Mod

Postby Praetors » Thu Jun 14, 2012 4:09 am

Nice! I cant wait to fill everything with missiles =D
PI: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5698
TP: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6928
TG: positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7659

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Re: Battlestar Galactica Colonial Fleet Mod

Postby magnus392 » Sat Jun 16, 2012 8:01 am

ThePorkchopExpress wrote:Yup, thats the route I went. Since battlestars have their own armor and engines... they have uber power reqs too. But the ships dont have enuf juice to max out all the mods and weapons with battlestar stuff. Usual load out is maybe 6 main weapons, 4 engines, and 4 armor. the rest being filled with flak guns, missile defense, damage control, landing bays, ect ect

Battlestars have a lot of slots... but they have a high cost.. 10 points per slot x 2.

I couldnt figure out a way to make the point defense guns look similar to gatling guns, so they just look like yellow lasers.


Add a custom bullet texture, set the size fairly small and the rate of fire really high with frequent salvos:)
Babylon 5 Mod
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6946
B5 Shadows Mod - Beta-
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7103
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Re: Battlestar Galactica Colonial Fleet Mod

Postby magnus392 » Sun Jun 17, 2012 9:37 pm

Disregard the above comment. The Point defense is a beam weapon, and I didn't have a lot of success changing the art to bullets...the code stretched them out making them look silly.
Babylon 5 Mod
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6946
B5 Shadows Mod - Beta-
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7103

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