[Mod]Battlestar Galactica AP[30/6] [Test version Released]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

[Mod]Battlestar Galactica AP[30/6] [Test version Released]

Post by killerog »

[ external image ]

Features:

--New start
--Ships from the Battlestar Galactica
--New mission to find the BattleStars
--Weapons from Battlestar Galactica
--BSG hotkey to control all new scripts
--Most ships have a unique function allowing the fleet to be self sufficient
--Random Cylon attacks on your BS fleet


Ship Images:

Pegasus
http://i45.photobucket.com/albums/f60/k ... ngame1.jpg
Galactica
http://i45.photobucket.com/albums/f60/killerog/gal2.jpg
New Galactica vs old one
http://i45.photobucket.com/albums/f60/k ... alold1.jpg
Flattop
http://i45.photobucket.com/albums/f60/killerog/Flat.jpg


Download and install the latest version from ::
www.sbmod.co.uk

This mod will come in two parts, but for the moment only part 1 is available. This only effects videos and sounds.

Once in game do the following:
Go to the options menu and run the Load BSG states option. You will get a message saying it has been successful. This reads in data that the scripts will use.

Credits::

Hawkbs implementing ships etc for reunion and TC.

Thanks to JCC for creating and fixing a large part of this new mod.
Thanks to mark_a_condren for help with the new menu system.

Modeling:
Coxxon (most of the old ships)
David Kerin (cylon tanker, ship of lights)
Kreargh (Shipyard) :o
Last edited by killerog on Sat, 9. Mar 13, 15:43, edited 17 times in total.
Image
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Placeholder for random stuffs
Image
longbow1
Posts: 146
Joined: Tue, 3. May 11, 01:15
x4

Post by longbow1 »

woohoo! :D
Magnu
Posts: 601
Joined: Mon, 4. Aug 08, 14:01
xr

Post by Magnu »

So many mods, so little time.

The ships look great, I'm already convinced.
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

Is there a script I can use, that sets all my vipers to automatically resupply 160 Viper KEW ammo each landing? for the moment I'm just setting them each individually, but for 3 ships and such... yea

edit: bahh, forgot to mention, weapons:The Vipers got sweet weapons. The KEWs take out most fighters in a few seconds, but the cylon Raider guns ain't too great. Maybe find something they can use as well? or drop the shield max on the vipers a bit to compensate.

edit: Oh, pics on Valkyrie??

edit: is speed and turning on the battle and basestars being redone?
Last edited by TonyEvans on Mon, 12. Mar 12, 05:33, edited 4 times in total.
Bishop Weyland
Posts: 192
Joined: Tue, 17. May 11, 11:59
x3ap

Post by Bishop Weyland »

Good news can't wait :)
Please Killerog can you make new textures for Viper Mk7 , Mk2 and Raptor too? sorry for my english :)
good luck
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

There's a new model for both the MK2 and MK7, both not finished but I will include them in the first version in a useable state. Both still a massive improvement over the old low poly models.

@ Tony Not yet but it is on my list if there isn't one in AP already. Ill check the raiders guns out. Not really done any balancing yet, hopeing for feedback from you guys on that. (same goes for speed ect)

Valkyrie has yet to be touched but its the next BS on the list to be made. I want to finish of the other two plus some of the civy ships before I start on yet another ship.

I will release the mod after wed sometime, at uni and only have my laptop with no files until wed night.
Image
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

killerog wrote:@ Tony Not yet but it is on my list if there isn't one in AP already. Ill check the raiders guns out. Not really done any balancing yet, hopeing for feedback from you guys on that. (same goes for speed ect)

Valkyrie has yet to be touched but its the next BS on the list to be made. I want to finish of the other two plus some of the civy ships before I start on yet another ship.
Ah, balancing :). These are just ideas from me.

Battlestars: Set max speed anywhere between 65 and 95. I managed to mod mine down to 90 something and it felt great. Basestars would probably be just a little bit slower, or the same.


Speeds Min;Max ::: NewMin;New Max
Viper Mrk II 278;390---------N/C;N/C

Viper Mrk VII 275;495---------N/C;410 (Had problems with going too fast) Crashing into ships while trying to turn)

Colonial Raptor 350;350---------300;300 (Heavier Ship w/ More payload)

Assault Raptor 200;200---------N/C;N/C (Heavier Ship w/ More payload)

Blackbird 1400;1400--------350;430 (I assumed the model wasn't complete, but it's got the same speed flaw as the Mrk VII pew pew screech boom)

Colonial Shuttle 200;200---------150;200 (Well shielded, has defensive turrets, and is more of a transport lots of fun to fly).

Raider Mrk I 100;350---------250;350 (Often described as being bulky with little agility. Probably warrants slower speed but heavier shields)

Raider Mrk II 200;500---------360;420 (Great work done on the model! Minor detail, but when facing away from a planet/ship, the object in question can be seen behind the red "eye")

Heavy Raider 100;250---------200;200 (Bring it up to speed match with Assault Raptor, then perhaps add similar turrets (both laser and missile).

Galactica/Atlantia/Pegasus/Valkyrie/Basestar: Change max speed to anything between 65 and 85, then half their maneuverability. I've had issues where the Galactica launches all her fighters, then turns and crushes almost all of them. Many a raptor have also been lost

Just new speed suggestions from me. I mostly fly the Mrk II, since I like the looks better, so my experience with anything else is just testing and 4-minute fun flights

Edit: Oh I'm such a nerd... need a life. In the meantime:

I noticed the Pegasus turret slots didn't match up (or didn't seem to). For the moment I've got all the even slots as Railguns and the odd slots as New Flaks. Looks pretty great in fights. Galactica has a similar setup for her top/bottom guns. [ external image ]
[ external image ]
[ external image ]

Yup big pictures. Tried to make smaller but no luck, so apologies there.
longbow1
Posts: 146
Joined: Tue, 3. May 11, 01:15
x4

Post by longbow1 »

TonyEvans wrote:
killerog wrote:@ Tony Not yet but it is on my list if there isn't one in AP already. Ill check the raiders guns out. Not really done any balancing yet, hopeing for feedback from you guys on that. (same goes for speed ect)

Valkyrie has yet to be touched but its the next BS on the list to be made. I want to finish of the other two plus some of the civy ships before I start on yet another ship.
Ah, balancing :). These are just ideas from me.

Battlestars: Set max speed anywhere between 65 and 95. I managed to mod mine down to 90 something and it felt great. Basestars would probably be just a little bit slower, or the same.
hate to say this but i think the current specs are fine, guess once their fully upgraded, yours could be the default values

if you watch resurrection ship pt 2 and exodus pt 2 the battlestars are actually rather quick and manuverable
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

longbow1 wrote:if you watch resurrection ship pt 2 and exodus pt 2 the battlestars are actually rather quick and manuverable
Thats true. Exodus pt2 shows Pegasus coming in very quickly. That was not <90 speed, but closer to 150 speed, in X terms.

And the episode where Galactica jumps out to find the remains of the Hub, looking for the missing freindly base ship, shows Galactica turning quite sharply and generating a lot of acceleration before jumping.

And if you go back to the original series, the Battlestars were supposed to be almost as fast as the vipers, if you were prepared to use the fuel.

Personally, I dont agree with the whole "flys like a brick" thing for capital ships. Menuevering and speed is a function of how you build the systems for them, not an actual dynamic. They dont need to be slow if you generate enough thrust in any particular direction. In terms of BSG, totally different culture, so license is there to change the dynamics of the ships. They dont need to conform to X norms.
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

apricotslice wrote:
longbow1 wrote:if you watch resurrection ship pt 2 and exodus pt 2 the battlestars are actually rather quick and manuverable
Thats true. Exodus pt2 shows Pegasus coming in very quickly. That was not <90 speed, but closer to 150 speed, in X terms.

And the episode where Galactica jumps out to find the remains of the Hub, looking for the missing freindly base ship, shows Galactica turning quite sharply and generating a lot of acceleration before jumping.

And if you go back to the original series, the Battlestars were supposed to be almost as fast as the vipers, if you were prepared to use the fuel.

Personally, I dont agree with the whole "flys like a brick" thing for capital ships. Menuevering and speed is a function of how you build the systems for them, not an actual dynamic. They dont need to be slow if you generate enough thrust in any particular direction. In terms of BSG, totally different culture, so license is there to change the dynamics of the ships. They dont need to conform to X norms.
Aye, and I'd totally agree with you, if half the AI pilots had the sense to know to stay at least 5km away from the cap ship. I think most maintain a "follow" distance of like 1km. I've been flying 500m, had the Atlantia change course, and instantly become aquainted with her engine section. Speaking canon, they should be able to move very quickly and with great maneuverability, but so far as survivability, I'd prefer to be on the safe side.
I'm also thinking balancing in regards to X ships. I love sending Galactica into a xenon-occupied sector and often calling in the Pegasus from Heretic's End guard duty to finish off a station or a few battleships. Oh well, still totally up to the majority.

and just a lol moment, but in that same series, a collision-course Raider could wipe out the entire bridge, and a single missile can kill off an entire basestar. Realistly, TOS ain't a good place for reference. Great story, amusing acting, cool ships, but sometimes a bit far fetched

Oh, and can we agree on having the movement speed of the turrets increased by maybe 4x.

http://www.youtube.com/watch?v=MPlNKJCTjwg

@ ~ 0:19, those railguns were moving quite quickly and with accuracy.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

TonyEvans wrote:and just a lol moment, but in that same series, a collision-course Raider could wipe out the entire bridge, and a single missile can kill off an entire basestar. Realistly, TOS ain't a good place for reference. Great story, amusing acting, cool ships, but sometimes a bit far fetched
The original series was still in "wagon train to the stars" period of Hollywood. They had to sell such series as westerns taken to the stars, because the studios didnt understand anything except westerns.

Hence the science was under-developed because it was being written for people who had no idea what science fiction was.

The same "fighter crashes into the bridge and takes out the bridge crew" was done in Star Wars as well. Same era, same thinking.
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

apricotslice wrote:
TonyEvans wrote:and just a lol moment, but in that same series, a collision-course Raider could wipe out the entire bridge, and a single missile can kill off an entire basestar. Realistly, TOS ain't a good place for reference. Great story, amusing acting, cool ships, but sometimes a bit far fetched
The original series was still in "wagon train to the stars" period of Hollywood. They had to sell such series as westerns taken to the stars, because the studios didnt understand anything except westerns.

Hence the science was under-developed because it was being written for people who had no idea what science fiction was.

The same "fighter crashes into the bridge and takes out the bridge crew" was done in Star Wars as well. Same era, same thinking.
Lots of things I could say about different scenarios, but we should be focusing on how we can merge the BSG universe and the X universe. My primary concern is as stated before, one wrong turn and half, if not all, of the fighter wing is wiped out, or worse yet the Capitol ship turns intself into another battlestar, or a station. It's not a hastle I think anyone would want.

Oh, and just found this

http://www.youtube.com/watch?v=oShM7Bcml0w

If you're referring to 2:00, then it's still a pretty slow turn, and its movement ain't too superb either.
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

okay, another thing to balance...

Weapon range. Just for a bit of fun I spawned in ehh, 175 Mrk II self-outfitten Cylon Raiders. For heavier hitting, I threw in 6 basestars. What I was noticing is I was forced to move almost point-blank range to even have my turrets fire. Any chance to consider increasing the Railgun range to 15 or 20k? As in the video before, and according to Killerog's model scales and X universe scales, the fighting ships should be far, far apart from eachother.
User avatar
Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
x4

Post by Spectre01 »

http://www.youtube.com/watch?v=vekVCGapI-4

1:08

That turning speed is pretty decent to me.
TonyEvans wrote:okay, another thing to balance...

Weapon range. Just for a bit of fun I spawned in ehh, 175 Mrk II self-outfitten Cylon Raiders. For heavier hitting, I threw in 6 basestars. What I was noticing is I was forced to move almost point-blank range to even have my turrets fire. Any chance to consider increasing the Railgun range to 15 or 20k? As in the video before, and according to Killerog's model scales and X universe scales, the fighting ships should be far, far apart from eachother.
It pretty much comes down to engine limitation. Maximum gun range in X3 is 10km. Which the AI turrets can actually track. Anything greater than that, it won't shoot if given to script controlled turrets.
Last edited by Spectre01 on Tue, 13. Mar 12, 05:34, edited 1 time in total.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

TonyEvans wrote:okay, another thing to balance...

Weapon range. Just for a bit of fun I spawned in ehh, 175 Mrk II self-outfitten Cylon Raiders. For heavier hitting, I threw in 6 basestars. What I was noticing is I was forced to move almost point-blank range to even have my turrets fire. Any chance to consider increasing the Railgun range to 15 or 20k? As in the video before, and according to Killerog's model scales and X universe scales, the fighting ships should be far, far apart from eachother.
You can certainly increase the range, but will they fire ? Target aquisition isnt that long is it ? I mean, I use guns with 6km range, but they rarely start firing until the range is 4kms.
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

Spectre01 wrote:http://www.youtube.com/watch?v=vekVCGapI-4

1:08

That turning speed is pretty decent to me.
TonyEvans wrote:okay, another thing to balance...

Weapon range. Just for a bit of fun I spawned in ehh, 175 Mrk II self-outfitten Cylon Raiders. For heavier hitting, I threw in 6 basestars. What I was noticing is I was forced to move almost point-blank range to even have my turrets fire. Any chance to consider increasing the Railgun range to 15 or 20k? As in the video before, and according to Killerog's model scales and X universe scales, the fighting ships should be far, far apart from eachother.
It pretty much comes down to engine limitation. Maximum gun range in X3 is 10km. Which the AI turrets can actually track. Anything greater than that, it won't shoot if given to script controlled turrets.
Ah, I loved that part of the movie. I've watched it I think twice in the past month or so.

Though just curious, would you not be pretty upset if you had 20 vipers a few raptors and you anywhere near the Galactica when she does that type of move? I think I would be, but that's just me

oh, and didn't know there was a engine limitation on that. I thought that guns never fired uber-long-distance because in normal X Universe that kind of range was absurd, to say the least. I wonder if there could be some kind of usage of missile turrets on the basestars and battlestars. I brought it up to killerog once and there was a minor discussion on it, but I think the decision then was to leave it alone.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

The Galactica now has 8 (I think) missile turrets. Pegasus doesn't so it can have its forward facing guns still. But I will put missile turrets on any BS that doesn't have fixed front guns. Trade off between number of guns and using APs new missile system.

There is a engine limitation when it comes to weapon firing range. Basically anything you think of that deals with the turrets in this game you have to rethink as you will hit one of those limitations. Something I really really hope is not in X-R so I can then add the 100 + turrets on each BS and have them fire at the ranges that should do. Fingers crossed.
Image
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

killerog wrote:The Galactica now has 8 (I think) missile turrets. Pegasus doesn't so it can have its forward facing guns still. But I will put missile turrets on any BS that doesn't have fixed front guns. Trade off between number of guns and using APs new missile system.

There is a engine limitation when it comes to weapon firing range. Basically anything you think of that deals with the turrets in this game you have to rethink as you will hit one of those limitations. Something I really really hope is not in X-R so I can then add the 100 + turrets on each BS and have them fire at the ranges that should do. Fingers crossed.
Are we adding missiles to the Basestar as well? I don't think, at any point in the show, it had actual weapons.


edit: dang. I've started using the Pegasus since its got great fighter and bomber capabilities, but when I launch the Raptors they, well. They fly like normal, then before they get to the edge of the pod they crash themsleves into the ground. I've lost half a dozen raptors so far. This just me, or anyone else?
TonyEvans
Posts: 1055
Joined: Sun, 15. Jan 12, 05:53
x4

Post by TonyEvans »

Speed and maneuverability for capital ships apart, anyone second my opinion on the fighters and such (or, of course, disagree with)?

Edit: I read on a galactica wiki, the BS Galactica is supposed to be able to hold 4 squadrons of 20 vipers (80). The current hangar size for the Galactica is 80. If that 4s of 20v's is filled, there's no room for the raptors. Possibly add 10 more hangar slots as to allow maybe 5 assault and 5 colonial vipers?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”