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

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TonyEvans
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Post by TonyEvans »

apricotslice wrote:I'm not sure what your trying to do as far as a plot is concerned, but I would stick to the main theme.

Galactica escapes with x ships. You start the game in the bottom right corner of the map somewhere, and the plot involves various people feeding you (Adama) information and requirements that need to be fulfilled. This includes recon of adjacent sectors, gathering resources, fighting cylon patrols and battle groups etc. Object is to move west into the main map, and then north and east to terran space, and eventually to the Moon. Pegasus randomly joins the fleet at some point, and Cain is shot by the escaping prisoner shortly after. You control the fleet, but people give you reasons for doing things.

Early on there needs to be the collection of resources, so that when you hit race space, you can buy food and water by selling resources. After Pegasus joins, and race space allows you to buy mines, you can mine properly and build fighters.

The plot should lead the player by the nose around 2/3 of the map, giving challenges and rewards. Any asset left behind gets attacked and taken out by the cylons.

Object is to arrive at the Moon, with as many of the original ships as possible. Plot can also highlight your demise as people numbers go down as ships are lost.

If all the civ ships are lost, then the cyclons do one last massive assault that continues until the player dies.

If you get to the moon with civs, then plot completed.

Sooo.... This:
Heads up though, if we're trying to follow BSG Canon Killerog (if he goes with it at all) will have a lot of mission scripting to do. Unlikely since he has Uni and probably a thousand and one other things going on.

Mission 1: Starts in Viper. Find Nav Beacon for coords to BS Galactica.
Mission 2: Scan Nav Beacon. Regroup with Starbuck and Hotdog. Fight Cylons and make way back to BS Galactica
Mission 3: Recover Colonial 1 and X amount of Civilian ships.
Mission 4: Bring BS Galactica and Civilian Fleet to Ragnor Station for rearmament.
Mission 5: Escape Ragnar. Spawn in 2 Basestars and 50 cylon raiders. Vipers from Galactica will handle raiders while Galactica tackles basestars. Meanwhile jump the civilian fleet away.
Mission 6: 10 Basestar attacks w/ 50 raiders each every 10 minutes on civilian fleets no matter where they are.
Mission 7: Lead attack on Cylon "Mine" for resources. Add 10,000 energy cells to BS Galactica and ships.
Mission 8: Prompt scout crew of fighters to an unknown sector. Discover Pegasus.
Mission 9: Prompt attack on Cylon battlegroup (to signify the Resurrection Ship)
Mission 10: Cain is killed and control goes to Adama.
Mission 11: Hell if I know it's nearly 4 AM lets work with what's in the game and what killerog may agree to if he gets around to it
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apricotslice
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Post by apricotslice »

I like that, flows pretty much as it should.

Most of that could be done in 1 really large sector, with a set of jump beakons placed for jumping to each time. Then before mission 7, the jump beacon is in the next sector, or a couple along, before we find the mine. That needs something to blow up, and probably a marine landing to capture a storage area. Then shuttle up the ecells.

Writing it isnt a big issue. Between us we can probably come up with a very create plot text. The issue is if someone can code it, or code enough of it that the repetitive parts can be copied and changed easily. If I have something to work with, I can copy and reuse endlessly on something like this. Its the code itself I cant write. But given something to work with, I can do a lot of it. Like the structure you mapped out before crashing, I can work with that to create all the text to inform and progress the plot with. Given code to copy, I could keep coding it endlessly.

So Killerogs input doesnt need to be big on the plot end of this.

Btw, Galactica (both series) had a big impact on me as well, and I still watch the new series every 3-4 months.
DannyDSC
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Post by DannyDSC »

I think will be a good idea to replace the gate on the galaxy with a sort of jump beacon. Small ship must be equipped with "jumpdrive"/FTL to jump in other sector.

Maybe it's hard to include in a mod, or in X ( because the engine ), but I think is the best for a Bsg mod.

I'm crazy eh
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TonyEvans
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Post by TonyEvans »

DannyD wrote:I think will be a good idea to replace the gate on the galaxy with a sort of jump beacon. Small ship must be equipped with "jumpdrive"/FTL to jump in other sector.

Maybe it's hard to include in a mod, or in X ( because the engine ), but I think is the best for a Bsg mod.

I'm crazy eh
Not entirely abusrd except that would prevent all races from getting around. We'd need a jump beacon for every race... and if one race jumps in hostile to another then they'll destroy the opposing jump beacon, and probably the other jump beacons there as well
longbow1
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Post by longbow1 »

i think Killerogs intention is to have the BSG fleets as well as the cylon fleets somehow appear in the X universe, jumpgates included

also, is it a bug the find pegasus mission stops after i find galactica (a result of the mod erasing stuff?), also the MK 7 does not appear to have a model in the game :S, nor does galactica seem to have any (though in red squadron theres around 7)
TonyEvans
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Post by TonyEvans »

longbow1 wrote:i think Killerogs intention is to have the BSG fleets as well as the cylon fleets somehow appear in the X universe, jumpgates included

also, is it a bug the find pegasus mission stops after i find galactica (a result of the mod erasing stuff?), also the MK 7 does not appear to have a model in the game :S, nor does galactica seem to have any (though in red squadron theres around 7)
Aye. I usually go in and manually remove the fighters in the wings so I can put my own ships in :)

so much better hahaha
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apricotslice
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Post by apricotslice »

TonyEvans wrote:
DannyD wrote:I think will be a good idea to replace the gate on the galaxy with a sort of jump beacon. Small ship must be equipped with "jumpdrive"/FTL to jump in other sector.

Maybe it's hard to include in a mod, or in X ( because the engine ), but I think is the best for a Bsg mod.

I'm crazy eh
Not entirely abusrd except that would prevent all races from getting around. We'd need a jump beacon for every race... and if one race jumps in hostile to another then they'll destroy the opposing jump beacon, and probably the other jump beacons there as well
Hence my suggestion that BSG plot starts in a totally new sector without gates, and then travels across as many as possible gateless sectors until the race sectors are stumbled into. The lower part of the map has plenty of space for doing that in. Once in race space, it can be optional. Just use the gates (which provides an interesting protection senario, with the fleet spread out in a line on both sides of a gate) or the plot still provides jump beacons and the gates get ignored for fleet movement, although used for local scouting.
TonyEvans
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Post by TonyEvans »

apricotslice wrote:
TonyEvans wrote:
DannyD wrote:I think will be a good idea to replace the gate on the galaxy with a sort of jump beacon. Small ship must be equipped with "jumpdrive"/FTL to jump in other sector.

Maybe it's hard to include in a mod, or in X ( because the engine ), but I think is the best for a Bsg mod.

I'm crazy eh
Not entirely abusrd except that would prevent all races from getting around. We'd need a jump beacon for every race... and if one race jumps in hostile to another then they'll destroy the opposing jump beacon, and probably the other jump beacons there as well
Hence my suggestion that BSG plot starts in a totally new sector without gates, and then travels across as many as possible gateless sectors until the race sectors are stumbled into. The lower part of the map has plenty of space for doing that in. Once in race space, it can be optional. Just use the gates (which provides an interesting protection senario, with the fleet spread out in a line on both sides of a gate) or the plot still provides jump beacons and the gates get ignored for fleet movement, although used for local scouting.
Well actually... we'd only need jump beacons for the Colonials. We can always spawn in the basestars and make them jump without beacons. I've seen that happen in the Argon campaign, where the argon fleet jumps in but there's no JB.

Speaking of... though: What if the player runs out of EC? I'm hoping we got some kind of plan for that... or could the raptor be made that it doesn't need to use EC to jump?
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apricotslice
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Post by apricotslice »

TonyEvans wrote:Speaking of... though: What if the player runs out of EC? I'm hoping we got some kind of plan for that... or could the raptor be made that it doesn't need to use EC to jump?
There is several ways of doing this.

1. Raptor doesnt need ecells, so can jump ahead and find a source if needs be. But the player must have held back enough to jump Galactica there to get more. If not, game over.

2. Rename Nvidium to Tillium. Mine the Tillium, and the Refinery ship is programmed to produce Ecells at a certain rate while tillium lasts. Then your capture the mine mission becomes reasonable, because first you destroy the existing mine, then you use tillium mine station kits on the mining ships to drop a new mine, and you actually mine the tillium. Keeps you there and defending it for a while. Up to the player if they keep a defence force there and try to hold it, with freighters jumping back and forth to pick up the ec's.

Note though, do Raptors actually have enough cargo space to jump very far ? They were supposed to be able to do 10+ jumps, and the average M4/M3 cant do that.
TonyEvans
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Post by TonyEvans »

apricotslice wrote:
TonyEvans wrote:Speaking of... though: What if the player runs out of EC? I'm hoping we got some kind of plan for that... or could the raptor be made that it doesn't need to use EC to jump?
There is several ways of doing this.

1. Raptor doesnt need ecells, so can jump ahead and find a source if needs be. But the player must have held back enough to jump Galactica there to get more. If not, game over.

2. Rename Nvidium to Tillium. Mine the Tillium, and the Refinery ship is programmed to produce Ecells at a certain rate while tillium lasts. Then your capture the mine mission becomes reasonable, because first you destroy the existing mine, then you use tillium mine station kits on the mining ships to drop a new mine, and you actually mine the tillium. Keeps you there and defending it for a while. Up to the player if they keep a defence force there and try to hold it, with freighters jumping back and forth to pick up the ec's.

Note though, do Raptors actually have enough cargo space to jump very far ? They were supposed to be able to do 10+ jumps, and the average M4/M3 cant do that.
The raptors have 10,000 cargo space :)

I think they'll have enough for a few more jumps than ~10
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apricotslice
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Post by apricotslice »

TonyEvans wrote:The raptors have 10,000 cargo space
Thats a bit excessive isnt it ?

Even in my AMS mod, I'd only give them 5000.

1000 at most would be more realistic. They are after all, pretty small ships. Mostly engine and cockpit.
TonyEvans
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Post by TonyEvans »

apricotslice wrote:
TonyEvans wrote:The raptors have 10,000 cargo space
Thats a bit excessive isnt it ?

Even in my AMS mod, I'd only give them 5000.

1000 at most would be more realistic. They are after all, pretty small ships. Mostly engine and cockpit.
Perhaps though I've never used more than 500, so changing it to 1000 or 5000 won't really matter since nobody's really going to go that high
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apricotslice
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Post by apricotslice »

Heres my distinction.

Raptors are primarily recon birds, and messenger birds. They are not freighters.

So they should have enough ecells for jumping 10 sectors away and back, but not so many that they get used as freighters. For moving ecells from a mine or station to the fleet, a proper freighter should be used.

So it works like this. Raptors scout. Freighters haul cargo. Non-jump shuttles, distribute cargo to fleet ships IS.

So if everything is IS, then shuttles do the transfer of tillium to the refinery ship, and ecells from the refinery ship to fleet ships.

If your getting ecells from a conventional station oos, then it needs a conventional jump capable freighter. Raptors tell you were the station is, but are not capable of doing more than a small movement of ecells. Certainly not enough for fleet need.

On that note, you could also rename ecells to fuel cores or fuel storage containers, which would make more sense. Changes the whole universe, but easier than creating a new ware.
TonyEvans
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Post by TonyEvans »

We should wait for Killerog's comments before we go any further on this, just saying
killerog
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Post by killerog »

Only a quick post before I head up to uni.

Lots of the ship states ect. have yet to be touched so some will be wrong. I did say on the front page the viper Mk7 might be broken. Appears that it is.

For Ecells generation I will use one of the civi ships to generate them using some other resource. I do intend for this fleet to be self-sufficient.

About the first missions. The secotors and text used are currently random and not final. Hence the massive distance and not very useful mission text. It is also the only mission in the game. You can find the other ships but not via mission but via a ship scanner on any MK2 or 7 viper. (Cant remember what ship has it off the top of my head).

I didn't want the plot to match the tv show, as you would all know what happens, it also wouldn't match up to the X-uni way of playing (not much trading with alien races happes in it). But I will take any and all ideas on for what to do with the missions. I like your idea for missions 1 Tony.

If theres anything I have missed im sorry, ill check again later.
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TonyEvans
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Post by TonyEvans »

Killerog : If that's that case just say the word and I can probably work up a good few ideas for a first dozen or so missions.

edit: and why were viper models being redone?
Last edited by TonyEvans on Mon, 26. Mar 12, 14:22, edited 1 time in total.
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apricotslice
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Post by apricotslice »

*whispers quietly*

SHIPS

*end whisper*
longbow1
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Post by longbow1 »

TonyEvans wrote:edit: and why were viper models being redone?
if memory serves me right, the mk 7s didnt look that nice, didnt really match up to the 3" model i have on my PS3 or the one in the shows
TonyEvans
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Post by TonyEvans »

longbow1 wrote:
TonyEvans wrote:edit: and why were viper models being redone?
if memory serves me right, the mk 7s didnt look that nice, didnt really match up to the 3" model i have on my PS3 or the one in the shows
What do you mean on your PS3....

They looked about the same size as the Mrk II, which I thought looked pretty good, might've just been me tho
longbow1
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Post by longbow1 »

TonyEvans wrote:
longbow1 wrote:
TonyEvans wrote:edit: and why were viper models being redone?
if memory serves me right, the mk 7s didnt look that nice, didnt really match up to the 3" model i have on my PS3 or the one in the shows
What do you mean on your PS3....

They looked about the same size as the Mrk II, which I thought looked pretty good, might've just been me tho
i have 3" models of a colonial raptor, the battlestars galactica and pegasus, the viper mk 2 and 7 :D, peggy+mk7 on my PS3, galactica+mk2 on the 360 and the raptor on my PS2

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