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





Joined: 28 Oct 2005
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PostPosted: Sun, 11. Mar 12, 16:44    Post subject: [Mod]Battlestar Galactica AP[30/6] [Test version Released] Reply with quote Print



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/killerog/pegingame1.jpg
Galactica
http://i45.photobucket.com/albums/f60/killerog/gal2.jpg
New Galactica vs old one
http://i45.photobucket.com/albums/f60/killerog/galold1.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) Surprised


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Last edited by killerog on Sat, 9. Mar 13, 16:43; edited 17 times in total
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killerog





Joined: 28 Oct 2005
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PostPosted: Sun, 11. Mar 12, 16:44    Post subject: Reply with quote Print

Placeholder for random stuffs


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longbow1





Joined: 03 May 2011
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PostPosted: Mon, 12. Mar 12, 00:41    Post subject: Reply with quote Print

woohoo! Very Happy

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Magnu





Joined: 04 Aug 2008
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PostPosted: Mon, 12. Mar 12, 00:48    Post subject: Reply with quote Print

So many mods, so little time.

The ships look great, I'm already convinced.

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TonyEvans





Joined: 15 Jan 2012



modified
PostPosted: Mon, 12. Mar 12, 01:59    Post subject: Reply with quote Print

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, 06:33; edited 4 times in total
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Lt. Karl Agathon





Joined: 17 May 2011
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PostPosted: Mon, 12. Mar 12, 02:26    Post subject: Reply with quote Print

Good news can't wait Smile
Please Killerog can you make new textures for Viper Mk7 , Mk2 and Raptor too? sorry for my english Smile
good luck

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killerog





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PostPosted: Tue, 13. Mar 12, 02:21    Post subject: Reply with quote Print

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.


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TonyEvans





Joined: 15 Jan 2012



PostPosted: Tue, 13. Mar 12, 02:53    Post subject: Reply with quote Print

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 Smile. 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.



Yup big pictures. Tried to make smaller but no luck, so apologies there.

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longbow1





Joined: 03 May 2011
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PostPosted: Tue, 13. Mar 12, 04:37    Post subject: Reply with quote Print

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 Smile. 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

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apricotslice





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PostPosted: Tue, 13. Mar 12, 04:48    Post subject: Reply with quote Print

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.


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TonyEvans





Joined: 15 Jan 2012



PostPosted: Tue, 13. Mar 12, 05:00    Post subject: Reply with quote Print

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.

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apricotslice





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PostPosted: Tue, 13. Mar 12, 05:09    Post subject: Reply with quote Print

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.


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TonyEvans





Joined: 15 Jan 2012



PostPosted: Tue, 13. Mar 12, 05:44    Post subject: Reply with quote Print

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.

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TonyEvans





Joined: 15 Jan 2012



PostPosted: Tue, 13. Mar 12, 06:28    Post subject: Reply with quote Print

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.

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Spectre01





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PostPosted: Tue, 13. Mar 12, 06:31    Post subject: Reply with quote Print

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, 06:34; edited 1 time in total
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