[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]

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

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Argon Destroyer
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Post by Argon Destroyer »

First, Sorry for my bad english :)
Second thanks for your job with adaptating thats wonderfull mod.
And at Third, i have a question - can M6/TS safe dock and undock from Galactica/Pegasus/Valkyrie manualy by user or only by navigation scripts?
Thanks and with best regards A.D.
garethworsley
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Joined: Wed, 30. Dec 09, 02:44
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Post by garethworsley »

Hi, just installed your mod pack from killerog's site and it looks amazing just one problem parts of the galactica appear black, have I done something wrong here, as did not see this problem come up in earlier posts :(
garethworsley
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Post by garethworsley »

Sorry ignore my last post, just reloaded the game and all the textures are there now, nice work! ;)
Igor.tverd
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Post by Igor.tverd »

Killerog thank you for this great mod. In fact I have stopped playing until I set up everything perfectly for this mod. Now I've done all the testing and tweaking I can for now and I have couple questions and suggestions and some other stuff I noticed. Some of this have already been mentioned.

S1: Assault Raptor should probably be turned into M8, it's more of the bomber then a fighter.

N2: Only 2 civilian ships can dock anything: Majahual (can dock 1 TS/TP/M3/M4/M5) and Gemenon Super Freighter (can dock 1 TS/TP/M3/M4/M5). All other civ. ships have no docking scenes.

N3: No body files for Cylon Heavy Raider and Blackbird

N4: Cylon Basestar has only two working turrets and the ship turning rate is much lower then in the show.

N5: Battlestar Valkrie has some minor turret problems, basically turret area coverage is too big which causes them to shoot through the ship.

Q6: I have just finished some game starts for this mod and I was wondering if I can have your permission to release them?

I'm sorry if it's sounds like I criticizing, I'm really not. I like this mod and use it more then anything else.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Igor.tverd wrote:Killerog thank you for this great mod. In fact I have stopped playing until I set up everything perfectly for this mod. Now I've done all the testing and tweaking I can for now and I have couple questions and suggestions and some other stuff I noticed. Some of this have already been mentioned.

S1: Assault Raptor should probably be turned into M8, it's more of the bomber then a fighter.

N2: Only 2 civilian ships can dock anything: Majahual (can dock 1 TS/TP/M3/M4/M5) and Gemenon Super Freighter (can dock 1 TS/TP/M3/M4/M5). All other civ. ships have no docking scenes.

N3: No body files for Cylon Heavy Raider and Blackbird

N4: Cylon Basestar has only two working turrets and the ship turning rate is much lower then in the show.

N5: Battlestar Valkrie has some minor turret problems, basically turret area coverage is too big which causes them to shoot through the ship.

Q6: I have just finished some game starts for this mod and I was wondering if I can have your permission to release them?

I'm sorry if it's sounds like I criticizing, I'm really not. I like this mod and use it more then anything else.
Thanks for the bug reports I will take a look when I have a chance. And yes you can release the game starts.
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Igor.tverd
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Post by Igor.tverd »

Thanks :)

I just found another 9 bugs:
1. TS/TP/TM can dock to battlestar "Valkirie", but can't undock.
2. When undocking from Valkirie in the playership, it gets stuck. Similar to the problem mentioned before
The Flattop ship had a couple issues, I landed just fine, but when i went to take off, I got stuck immediatly, and couldnt do anything but access menus, couldnt select any ships, couldnt move. Had to use cheat script to warp to another sector to get free. Also the engines just appeared as blue disks floating behind the ship.
3. Battlestar "Pegasus": When undocking in M8/TS/TP as a playership - same problem as above.
4. Here's the really weird one. I only encountered it twice, first time on accident and after it took me ~20 launches to replicate it. Basically sometimes Galacticas launch tube "door" closses before the ship (in my case Colonial Raptor M3) is able to get out, causing the said ship to crash into it.
5. Majahual and Gemini Super Freighter can only dock 1 ship each, not 4 & 6 as defined in Tships file.
6. Colonial Shuttle turning rate and acceleration rate are extremely low. It's more of flying casket then a ship.
7. Assault Raptor has a minor bug, the cockpit is too far back.
8. Majahuals turret models are stationary
9. Pegasus engines are a little messed up, they have a really weird trail, if you need a screenshot I can dig one up.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
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StealthElement
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Post by StealthElement »

Just wanted to say thank you very much for your efforts on this mod killerog. Speaking as a huge BSG fan it's really appreciated. :)
All of this has happened before, all of this will happen again
killerog
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Post by killerog »

@ Igor.tverd:: Thanks again for the bug report. Cant promise any updates for a while due to uni but I might find some time during Easter to update all my mods.
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garethworsley
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Post by garethworsley »

Does anyone use or does anyone know if Cycrows Advanced Jumpdrive script works ok with this mod as i dont want to install it if its gonna mess things up :-(
Igor.tverd
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Post by Igor.tverd »

garethworsley wrote:Does anyone use or does anyone know if Cycrows Advanced Jumpdrive script works ok with this mod as i dont want to install it if its gonna mess things up :-(
Yup, works fine with BSG. Just for your reference 99.9% of Scripts are compatible with 99.9% of Mods.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
garethworsley
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Joined: Wed, 30. Dec 09, 02:44
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Post by garethworsley »

Damn, I installed the script along with the ware manager and there hotkey manager and now all my save games are corrupted - nevermind.

But i started a new game and the battlestar mod wont work, or atleast i can't get any of the ships to appear in the shipyards, I have tried to uninstall and reinstall the mod btu that does not have seemed to have helped and i have made sure that the script editor is enabled and done a manual save while docked and reloaded as suggested in the topic, does anyone have any ideas?
garethworsley
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Post by garethworsley »

have managed to restore things to the way they were, but it really does not like it when i install either cycrows wares and/or hotkey scripts
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AtomicDryad
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Post by AtomicDryad »

I'm importing this into my custom .dat and I'm noticing a few things...I'm aware of the issues but hope to fix them, however I'm wondering if I did something to screw it up (though I didn't alter the actual tship entires..)

Valk: Two right cockpits, no front cockpit
Celestra: TL, max cargo 97000 (!!!!)...of large size (!?!?!?)
Colonial one: 89376 cargo?
Assault raptor (bomber): 300 cargo, 199 laser regen..
Pan galactic liner (TL) cargo 54064 of size medium
Terran Tyr's laser recharge: 8000. Pegasus: 27046.163. Galactica: 84232.873 o.o


Other weird cargo values
Other issues that might be just balance related.
Engine effects of 272 stock X3 ships changed.

5 minutes later
....I never had the game crash before the loadscreen came up. Yikes.
mscrandall
Posts: 12
Joined: Sun, 9. Nov 08, 01:14
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Galactica doesn't fire weapons.

Post by mscrandall »

First, thanks Hawkbs, Killerog, Coxxon, David Kerin, Kreargh, and all other contributors to this great piece of work.

Second, I know little of gameplay and zero of modding.

X3TC 2.5 (X3 Gold edition)
Mod downloaded from www.killerog.co.uk.
"Mods" folder (with caps M) contains:
-Killerog BSG Ships 0.3.cat
-Killerog BSG Ships 0.3.dat
From Hawkbs BSG ships ver 1.8:
-10.cat
-10.dat

Game started in Viper Mk II, and UI is different (and terrific).
Galactica has loaded:
Front: Proton Pulse Cannon x 2
Up, Left, Right, Down: Flak Artillery Array x 4
Back: Fragmentation Bomb Launcher

When I'm out of sector, Galactica seems to kick teeth in. When I'm in sector, Galactica maneuvers somewhat randomly, fires no weapons, launches the occasional missile (per the 5% default), and only kills by collision.

Did I miss a script or some other thing?

Much thanks in advance

(Corrected where I got 10.cat , 10.dat from)
mscrandall
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Joined: Sun, 9. Nov 08, 01:14
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Post by mscrandall »

Did a fresh install and added only Killerog BSG ships 0.3 mod.

Tried 1 x Cluster Flak Array per turret, added all weapon points to all groups (saw that there was an issue in an older version with G not shooting large weapons). Also tried various combinations of Flak artillery array, PPC, Frag bomb launcher.

Galactica chases enemies around, but still doesn't fire if I'm in sector. The two Viper Mk VIIs do act normally. I'd had a previous issue when using High Energy Plasma Thrower on the Viper I was flying, though. Game would lock up in a fight. Went back to an earlier save and switched to Particle Accelerator Cannons. Lock didn't repeat. Not sure if that is maybe related.

Much thanks in advance for any tips.
AgamemnonArgon
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Joined: Thu, 19. Nov 09, 22:12
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Post by AgamemnonArgon »

I have download this as the first ever MOD yesterday. Tried it, and really good stuff, to say the least.
Downloaded and installed. Bought Peggy and Valkyrie. Still arming Peggy, but took Valkyrie against a Xenon M7. Have some fantastic screens, it took it out in under twenty secoonds. Gauss and Cluster Flak.
Have not tried any others yet. Looks really impressive though. I do not use any other MODs or Scripts. Using X3TC 2.5
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
AgamemnonArgon
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Post by AgamemnonArgon »

You may already know this, but when Peggy and Valkyrie dock the TS, one needs to be Out of Sector for them to undock, otherwise they hold the order, then jump after one leaves the Sector. Peggy will also dock an M7. Very enjoyable MOD.
Incredibly good looking Battlestars.... :)
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
mscrandall
Posts: 12
Joined: Sun, 9. Nov 08, 01:14
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Galactica STILL is hold fire

Post by mscrandall »

OK, so really?

Of the hundred or so people who have downloaded this mod I'm the only one who has a Galactica that doesn't shoot any weapons? I've loaded S, M, and L weps and ensured that all weapons are active on all weapon groupings. I've reloaded the mod with no other mods installed.

Vipers run around and shoot to kill. Galactica drives around and makes pitiful attempts to run into stuff. No weapons fire. None. No configuration of equipped artillery or pea shooters makes a mole of difference. And I'm the only bloke that's botched this up? Noone has any clue as to why on a mod that's been in development since X3R?
killerog
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Post by killerog »

Can anyone else confirm this problem?
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mscrandall
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Post by mscrandall »

Drunk when I wrote that last one and rude. Doesn't excuse me posting like a jerk though. Apologies. Not normally my thing to look a gift horse in the mouth.

Wondering if anyone has a save game file I could test with. Thinking it might be something to do with the same line of saves that had me CTD when I would shoot High Energy Plasma Throwers.

I traded Galactica in for Pegasus with the same results.

Thanks again and sorry for acting out like a jackass.

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