[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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http://youtu.be/MPlNKJCTjwg
Close-up of the main Railguns and Point Defense guns.
I still wanna stand by making PD flak cannons with make a 1.5km range and with smaller explosions for lag, but we might as well make the primary railguns have maybe a 10km range with larger explosions?
Up to you... just saying: canon
Close-up of the main Railguns and Point Defense guns.
I still wanna stand by making PD flak cannons with make a 1.5km range and with smaller explosions for lag, but we might as well make the primary railguns have maybe a 10km range with larger explosions?
Up to you... just saying: canon
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1.5km is just too short. Maybe 2~3 is ok.TonyEvans wrote:http://youtu.be/MPlNKJCTjwg
Close-up of the main Railguns and Point Defense guns.
I still wanna stand by making PD flak cannons with make a 1.5km range and with smaller explosions for lag, but we might as well make the primary railguns have maybe a 10km range with larger explosions?
Up to you... just saying: canon
And the guns for galactica should be 2 types. 1, 10km non-explosive for anti-ship. And 2, a flak round (like the vanilla cluster flak array) with a range of 5.
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I'm also thinking of the Battle in the Ionian Nebula where the flak barrier was literally point-blank (quick flash back to Anders immediately after launch. He turns to his left and the Galactica with the barrier right beside him).Spectre01 wrote:1.5km is just too short. Maybe 2~3 is ok.TonyEvans wrote:http://youtu.be/MPlNKJCTjwg
Close-up of the main Railguns and Point Defense guns.
I still wanna stand by making PD flak cannons with make a 1.5km range and with smaller explosions for lag, but we might as well make the primary railguns have maybe a 10km range with larger explosions?
Up to you... just saying: canon
And the guns for galactica should be 2 types. 1, 10km non-explosive for anti-ship. And 2, a flak round (like the vanilla cluster flak array) with a range of 5.
Anti-Ship: Well explosive would be nice. Refererring to another Sci-Fi show, Stargate Atlantis, the Daedalus (battlecruiser) used railgun barrage to pummel the enemy ship's hangar destroying a bunch of fighters. If it would be possible to have the shells do area damage, any launching fighters or bombers that would *normally* be a threat can be taken out leaving Vipers to either other Basestars or other fighter/bomber targets.
P.S. : Can we have a smoke trail on the anti-ship rounds like in the show? The shells look good but good isn't a word in the Galactica vocabulary.
010001010111100001100011011001010110110001101100011001010110111001110100 (translate that <--)
Killerog: Is there a way to have two detonation points? Maybe at ~1.5k and another at ~2.5k? Or, if not, I'd say 2.5k and still let them have high impact damage so they can function as in-vid (tear those toasters apart!).
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http://youtu.be/5U8xrpBTCP0longbow1 wrote:if you watch razer, it appears they can change the distance of the flak barrier
Indeed
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Dark-Sun wrote:Hey, im having a little trouble using the downloader to get the mod installed.
when i select which game to get mods for I get an "Unhandled exception"
heres the details from the error message.If I hit continue it takes me to the right selection and I can download Part 1 of the Battlestar Galactica mod but when I select Part 2, its coming up as Part 1. Any help you could give me so I could enjoy this wonderful mod would be greatCode: Select all
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at KillerogModDownloader.KillerogModDownloader.WipeModInfo() at KillerogModDownloader.KillerogModDownloader.tcGameSelectSelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.TabControl.WmSelChange() at System.Windows.Forms.TabControl.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- KillerogModDownloader Assembly Version: 0.0.0.6 Win32 Version: 0.0.0.6 CodeBase: file:///C:/Program%20Files/Killerog/Killerogs%20Mod%20Downloader/KillerogModDownloader.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
TonyEvans wrote:We really should make this clear, as my installer did not work either.killerog wrote:There is not a different download for the mod. I can provide a link but I would rather try and fix what ever problems your are having with the tool first. Both for you and for me in case there is a bug or two i have missed.
What you do is find the program file folder for it, go to the mods, downloads. You'll find somewhere in there a .xml file for BSG Part 1 and 2. open both (in order) and copy-paste the xml into a new internet page. Download and save. When both are done combine the two folders and copy-paste the entire thing into your X3 TC Directory, and overwrite everything (I copied and pasted my entire X3 TC for a seperate install). Then just launch and play.
Make sure you choose the Mod from the startup window.
Edit: http://forum.egosoft.com/viewtopic.php? ... &start=720
Go there, first post on top.
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Nah you're totally fine. Even the thread I quoted in my quoted quoteDark-Sun wrote:ah sorry, thanks for the info. I should have read through the thread more.
my mistake.

*waits for AP conversion*
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Forgive me for being an ignorant noob, but how the Devil do I install this mod?
I've downloaded the installer, and I hit the download and install option for both part 1 AND part 2. I try to install it as a patch, again an option in there, but when I launch the game there's absolutely no "tally ho and away you go in the name of the Colonies" selection option in the new start menu, and from what I can tell there's not a single battlestar, cylon, or viper to be found in the game.
What in the world do I do to install this wonderful mod as a patch? Any help would be greatly appreciated, thank you!
I've downloaded the installer, and I hit the download and install option for both part 1 AND part 2. I try to install it as a patch, again an option in there, but when I launch the game there's absolutely no "tally ho and away you go in the name of the Colonies" selection option in the new start menu, and from what I can tell there's not a single battlestar, cylon, or viper to be found in the game.
What in the world do I do to install this wonderful mod as a patch? Any help would be greatly appreciated, thank you!

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http://forum.egosoft.com/viewtopic.php? ... &start=720
Read that first, follow the instructions.
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Then: When you launch the game, (the .exe) a menu pops up. Options being
Graphic Settings
Input Device
Screenshot Folder
Select Mod Package ( <--- Choose This)
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Select BSG Mod Package, highlight it, and click OK.
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Launch and enjoy
Please note the campaign for it seems to be bugged. I couldn't find Skorpion Shipyards, and there's a lot of weapon/ammo bugs. The viper Kews use like ZZ_ModUseOnly_19_3 or something like that.
If you want to actually build a force, get the Cheat Package so you can spawn new fighters/ships and load them out with the ammo their guns use.
Good luck, and enjoy.
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Killerog: ETA on AP release?
Read that first, follow the instructions.
--- --- --- --- --- --- --- --- --- --- --- --- --- ---
Then: When you launch the game, (the .exe) a menu pops up. Options being
Graphic Settings
Input Device
Screenshot Folder
Select Mod Package ( <--- Choose This)
--- --- --- --- --- --- --- --- --- --- --- --- --- ---
Select BSG Mod Package, highlight it, and click OK.
--- --- --- --- --- --- --- --- --- --- --- --- --- ---
Launch and enjoy

Please note the campaign for it seems to be bugged. I couldn't find Skorpion Shipyards, and there's a lot of weapon/ammo bugs. The viper Kews use like ZZ_ModUseOnly_19_3 or something like that.
If you want to actually build a force, get the Cheat Package so you can spawn new fighters/ships and load them out with the ammo their guns use.
Good luck, and enjoy.
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Killerog: ETA on AP release?
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killerog wrote:Sorry not really paid too much attention to X3 last couple weeks with car stuff and uni work, plus I was waiting for the new patch as it included a fix I needed.
Now the patch is out once I get home on wed ill start working on the mod and get a version out on either sat or Sunday
noezzzzz!!! I be out of state on the weekend...
frak me