I guess not by a long shot. You know, it takes times to get a hold of how a game works and how to change it without break it. And since XR is a completely new game on a completely new engine, I'd say at least 5 to 6 month after its release.TonyEvans wrote:Am curious but will you redo this again for rebirth?
[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 465
- Joined: Tue, 23. Dec 08, 10:15
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
@ Spectre01 : Just quickly, i will keep the main guns for the peg due to its special fixed guns. It will not have a missile turret unless Jcc's idea works out. Ill check out the images later today.
@ TonyEvans : I wouldn't mind making it for X-R as the 1 ship limit kind of works for this mod(stay in the Galatica). But that all depends on what we can change, or how many mods i decide to do, take part in or if my job i will hopefully get after uni takes up too much of my time. So lots of ifs at the moment. But i have no intention of leaving this forum anytime soon
@ TonyEvans : I wouldn't mind making it for X-R as the 1 ship limit kind of works for this mod(stay in the Galatica). But that all depends on what we can change, or how many mods i decide to do, take part in or if my job i will hopefully get after uni takes up too much of my time. So lots of ifs at the moment. But i have no intention of leaving this forum anytime soon


-
- Posts: 5
- Joined: Fri, 3. Feb 12, 15:25
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 5
- Joined: Fri, 3. Feb 12, 15:25
Either way sounds good to me as long as i get to play. =)
Basically this i s how it has been working (not working) so far..
I install the download tool and fire it up (as administrator, i run W7 x64).
The program starts but when i try to switch to the TC option or any other option i get an error message. I can ignore this error message, switch to TC and download the mod but it doesnt seem to install, it just downloads.
At this point if i close the dowloader and try to start it up again it wont load, i just get an error message saying that the program have encountered a problem and needs to close.
I have no doubt the problem is on my side as other people are using it just fine, but i cant figure out what is wrong. =/
Any help/ideas would be apreciated.
Basically this i s how it has been working (not working) so far..
I install the download tool and fire it up (as administrator, i run W7 x64).
The program starts but when i try to switch to the TC option or any other option i get an error message. I can ignore this error message, switch to TC and download the mod but it doesnt seem to install, it just downloads.
At this point if i close the dowloader and try to start it up again it wont load, i just get an error message saying that the program have encountered a problem and needs to close.
I have no doubt the problem is on my side as other people are using it just fine, but i cant figure out what is wrong. =/
Any help/ideas would be apreciated.
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 5
- Joined: Fri, 3. Feb 12, 15:25
Uuuh.. Never mind any of that. Feeling a bit embaressed atm. I just reinstalled both the game and the downloader directly under C: instead of in the Program Files folder (where i have been successfully installing all my programs for the last 15 or so years) and now its working perfectly. I guess program files is just for looking pretty these days and not for installing stuff. ^^
Thanks for taking the time to try and help though, it is very much appreciated. Hope i didnt cause you half as much confusion as microsoft did me. =)
Thanks for taking the time to try and help though, it is very much appreciated. Hope i didnt cause you half as much confusion as microsoft did me. =)
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 5
- Joined: Fri, 3. Feb 12, 15:25
-
- Posts: 1055
- Joined: Sun, 15. Jan 12, 05:53
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.
-
- Posts: 10
- Joined: Sun, 18. Nov 07, 22:13
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
Meh up to you. My mod I can decide how I publish it. If you don't like my choice plenty of others to chose from.
Edit: Bit of an update. Started work on a new viper Mk7 model and its coming along nicely. This is due to the one in the mod not loading correctly and it will be your new starting ship, it will have an inbuilt scanner to allow you to find new ships. So really needed to be redone before I released the mod.
So before I release the new version I need to:
--Finish the Viper
--Texture remaining parts of the Flattop
--New a bit more bug testing
Edit: Bit of an update. Started work on a new viper Mk7 model and its coming along nicely. This is due to the one in the mod not loading correctly and it will be your new starting ship, it will have an inbuilt scanner to allow you to find new ships. So really needed to be redone before I released the mod.
So before I release the new version I need to:
--Finish the Viper
--Texture remaining parts of the Flattop
--New a bit more bug testing

-
- Posts: 1055
- Joined: Sun, 15. Jan 12, 05:53
Just asking to make sure...killerog wrote:Meh up to you. My mod I can decide how I publish it. If you don't like my choice plenty of others to chose from.
Edit: Bit of an update. Started work on a new viper Mk7 model and its coming along nicely. This is due to the one in the mod not loading correctly and it will be your new starting ship, it will have an inbuilt scanner to allow you to find new ships. So really needed to be redone before I released the mod.
So before I release the new version I need to:
--Finish the Viper
--Texture remaining parts of the Flattop
--New a bit more bug testing
Are you planning on adding more lights to some of the models? Ships like Galactica and such really need it. It'd be nice to do a manual landing and actually be able to see the runway, just saying

Also, could be nice to add lights to like the vipers and raptors, even if just to make more visible during fighters for the extra special canon feeling.
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 1055
- Joined: Sun, 15. Jan 12, 05:53
Alright cool.killerog wrote:Yeah I will be, I need to texture and do the landing bays at some point in the future.
Also further note(s): I did see you're redoing the vipers, so I'll have to put up there, take off the turrets for the Mrk VII as well as decrease all viper's general speeds. 3-500 is now, but ~200-250 might be a bit better. Raiders going probably 275-300 due to better Cylon designs. Decrease speed and maneuverability of the Battlestars a lot, they feel more like corvettes than full-fledged battlestars. Question then statement: Can the area/radius in which a flak-ord explodes be modified? Instead of say a 150m radius it gets like 300? If so, maybe doulbe it radius and increase the firing rate of the flaks. Lastly: My flak cluster arrays on both TC and AP don't do the area-effect damage they should. I'll fire into a crowd of fighters and not do anything. I read that it was supposedly patched with TC, but I could find no such patch and AP doesn't have any patches to be gotten.
/walloftext off
P.S. :Chances are I said some of these, but just putting em up in case I didn't.
coolbeans
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
I will go around and sort the balancing out of ships either before or after I release the early beta. But they are good suggestions
Any fixes in TC are in AP so the flak should be working. I have already played around with it already but cant remember the values I have given it off the top of my head.

Any fixes in TC are in AP so the flak should be working. I have already played around with it already but cant remember the values I have given it off the top of my head.

-
- Posts: 1055
- Joined: Sun, 15. Jan 12, 05:53
I'll have to poke around on other TC/Ap forums then, cause I just re-updated mine and AP won't do area damage. will test with TC later.killerog wrote:I will go around and sort the balancing out of ships either before or after I release the early beta. But they are good suggestions![]()
Any fixes in TC are in AP so the flak should be working. I have already played around with it already but cant remember the values I have given it off the top of my head.
Good luck on the mod and anything I can do, I'm for it.
To Others: I'm still fuzzy on what the verdict was for the PD/Flak turrets? Are they one and the same or we keeping them seperate? I still see no use to having rapid-fire non-explosive rounds against something as small as a Cylon raider or whatnot.
-
- Posts: 15
- Joined: Sun, 24. Jun 07, 07:33
-
- Posts: 1055
- Joined: Sun, 15. Jan 12, 05:53
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31