Nice starting! It need a adjustment to the size of the ships and the level of detail of the ships itself, what make Ship on Starsector look appealing despite being 2D sprite is attention to detail and style it have, your ships have big point in originality in my book, but need some work to make it fit with the rest of the game, your fleet look have different ship from different assets, and some look 3D baked as 2D image. Overall it's good starting point, keep the good work! It's nice to see some original ships added to the game.
{
id:"bsg_colonies",
#Colonial Orange
"color":[250,218,94,255],
"baseUIColor":[250,218,94,255],
"darkUIColor":[248,222,126,255],
"gridUIColor":[250,218,94,255],
"brightUIColor":[249,166,2,255],
"displayName":"The Twelve Colonies of Kobol",
"logo":"graphics/logos/Colonies_logo.png",
"crest":"graphics//logos/Colonies_logo.png",
"displayNameWithArticle":"The Twelve Colonies of Kobol",
"shipNamePrefix":"BSG",
"shipNameSources":{
"GREEK":1,
"ROAMN":1,
},
"description":"TBD",
"names":{
"old english":1,
},
"variantOverrides":{
},
"hullFrequency":{
"tags":{
},
"hulls":{
},
},
"shipsWhenImporting":{
"tags":["bsg_pack"],
"hulls":[
],
},
"knownShips":{
"tags":["bsg_pack"],
"hulls":[
"bsg_galactica",
"bsg_mercury",
"bsg_erebus",
"bsg_valkyrie",
"bsg_cygnus",
],
},
"priorityShips":{
"tags":[],
"hulls":[
"bsg_galactica_variant",
"bsg_mercury_variant",
"bsg_erebus_variant",
"bsg_valkyrie_variant",
"bsg_cygnus_variant2",
],
},
"knownFighters":{
"tags":["bsg_pack"],
"fighters":[
"bsg_vm7_wing",
"bsg_vm2_wing",
"bsg_raptor_wing",
],
},
"priorityFighters":{
"tags":["bsg_pack"],
"fighters":[
"bsg_vm7_wing",
"bsg_vm2_wing",
"bsg_raptor_wing",
],
},
"knownWeapons":{
"tags":["bsg_pack", "base_bp", "lowtech_bp", "midline_bp", "hightech_bp", "missile_bp"],
"weapons":[
"SCSCMS",
"SCSCMM",
"SCSCML",
"MEC-A6",
"CEC_Z12",
"DRGM1",
"DRGM3",
"KEWDPDM1",
"KEWDPDM3",
"CWHM1",
"CWHM3",
"SCSDRGL",
"SCSDRGM",
"SCSDRGS",
"PCSDRGL",
"PCSDRGM",
"PCSDRGS",
"PCSCMS",
"PCSCMM",
"PCSCML",
"SCSDPD",
"FSMG",
"FSCW",
],
},
"priorityWeapons":{
"tags":["bsg_pack", "lowtech_bp"],
"weapons":[
"MEC-A6",
"CEC_Z12",
"DRGM1",
"DRGM3",
"KEWDPDM1",
"KEWDPDM3",
"CWHM1",
"CWHM3",
"SCSDRGL",
"SCSDRGM",
"SCSDRGS",
"PCSDRGL",
"PCSDRGM",
"PCSDRGS",
"PCSCMS",
"PCSCMM",
"PCSCML",
"SCSDPD",
],
},
"knownHullMods":{
"tags":[],
"hullMods":[
],
},
# "shipRoles":{
# "fighter":{
# "bsg_vm7_wing":5,
# "bsg_vm2_wing":10,
# },
# "bomber":{
# "bsg_raptor_wing":10,
# },
# "combatMedium":{
# "bsg_cygnus_variant2":10,
# "bsg_erebus_variant":5,
# },
# "combatLarge":{
# "bsg_valkyrie_variant":10,
# },
# "combatCapital":{
# "bsg_mercury_variant":5,
# },
# "carrierLarge":{
# "bsg_galactica_variant":10,
# },
# },
"factionDoctrine":{
"warships":10,
"phaseShips":3,
"fighters":10,
"carriers":2,
"bombers":2,
"medium":15,
"large":5,
"capital":1,
"officerQuality":5,
"shipQuality":10,
"numShips":3,
"shipSize":4,
"aggression":3,
"minPointsForCombatCapital":10,
"minPointsForLargeCarrier":30,
"largeCarrierProbability":1.0,
"combatFreighterProbability":0.1,
"combatFreighterCombatUseFraction":0,
"combatFreighterCombatUseFractionWhenPriority":0,
"autofitRandomizeProbability":0.1,
"commanderSkillsShuffleProbability":0,
"commanderSkills":[
],
},
"illegalCommodities":[
"drugs",
"organs",
"hand_weapons",
],
"music":{
"theme":"music_diktat_market_neutral",
"market_neutral":"music_diktat_market_neutral",
"market_hostile":"music_diktat_market_hostile",
"market_friendly":"music_diktat_market_friendly",
"encounter_neutral":"music_diktat_encounter_neutral",
"encounter_hostile":"music_diktat_encounter_hostile",
"encounter_friendly":"music_diktat_encounter_friendly",
},
"internalComms":"sindrian_diktat_internal",
"portraits":{
"standard_male":[
"graphics/portraits/portrait_diktat01.png",
"graphics/portraits/portrait_diktat03.png",
"graphics/portraits/portrait_diktat04.png",
"graphics/portraits/portrait_diktat07.png",
"graphics/portraits/portrait_mercenary01.png",
"graphics/portraits/portrait_mercenary03.png",
"graphics/portraits/portrait13.png",
"graphics/portraits/portrait15.png",
"graphics/portraits/portrait23.png",
],
"standard_female":[
"graphics/portraits/portrait_diktat02.png",
"graphics/portraits/portrait_diktat05.png",
"graphics/portraits/portrait_diktat06.png",
"graphics/portraits/portrait_diktat08.png",
"graphics/portraits/portrait_hegemony03.png",
"graphics/portraits/portrait_hegemony04.png",
"graphics/portraits/portrait_mercenary02.png",
"graphics/portraits/portrait16.png",
],
},
"custom":{
"offersCommissions":true,
"engagesInHostilities":true,
"buysAICores":true,
"AICoreValueMult":2,
"AICoreRepMult":1,
"buysSurveyData":true,
"hostilityImpactOnGrowth":true,
"punitiveExpeditionData":{
"vsCompetitors":true,
"vsFreePort":false,
"canBombard":true,
"territorial":true,
},
},
"ranks":{
"ranks":{
"factionLeader":{"name":"President"},
},
"posts":{
"factionLeader":{"name":"President"},
},
},
"fleetCompositions":{
"patrol":{
"displayName":"Colonial Scouts",
"maxFleetPoints":60,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[2, 5],
"bsg_cygnus_variant":[2,8],
"bsg_vm7_wing":[1, 1],
},
},
"attack":{
"displayName":"Colonial Strike Team",
"maxFleetPoints":220,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[1, 5],
"bsg_cygnus_variant":[1, 5],
"bsg_galactica_variant":[1, 2],
"bsg_vm7_wing":[5, 10],
"bsg_vm2_wing":[5, 10],
"bsg_raptor_wing":[2, 5],
},
},
"systemDefense":{
"displayName":"Colonial Task Force",
"maxFleetPoints":890,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[3, 10],
"bsg_cygnus_variant":[3, 10],
"bsg_galactica_variant":[2, 5],
"bsg_mercury_variant":[1, 5],
"bsg_valkyrie_variant":[2, 6],
"bsg_vm7_wing":[5, 10],
"bsg_vm2_wing":[5, 10],
"bsg_raptor_wing":[2, 5],
},
},
"supplyConvoy":{
"displayName":"Colonial Supply Convoy",
"maxFleetPoints":147,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[1, 3],
"bsg_cygnus_variant":[1, 3],
"bsg_valkyrie_variant":[2, 3],
"bsg_vm7_wing":[1, 5],
"bsg_vm2_wing":[1, 5],
"bsg_raptor_wing":[1, 2],
},
},
"fuelConvoy":{
"displayName":"Colonial Fuel Convoy",
"maxFleetPoints":147,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[1, 3],
"bsg_cygnus_variant":[1, 3],
"bsg_valkyrie_variant":[2, 3],
"bsg_vm7_wing":[1, 5],
"bsg_vm2_wing":[1, 5],
"bsg_raptor_wing":[1, 2],
},
},
"personnelConvoy":{
"displayName":"Colonial Personnel Convoy",
"maxFleetPoints":147,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[20, 30],
"marinesPercent":[5, 10],
"ships":{
"bsg_erebus_variant":[1, 3],
"bsg_cygnus_variant":[1, 3],
"bsg_valkyrie_variant":[2, 3],
"bsg_vm7_wing":[1, 5],
"bsg_vm2_wing":[1, 5],
"bsg_raptor_wing":[1, 2],
},
},
},
"dialogue":{
"greetingFriendly":"Identify yourself, this colonial fleet is on a peaceful mission!",
"greetingNeutral":"Please don't interrupt this official colonial mission. We will fire when provoked!",
"greetingHostileAggressive":"Action stations! Action stations! Set condition one throughout the fleet, engage!",
"greetingHostileTimid":"We identified your fleet as hostile, back off or we have to engage!",
}
},
{
# should be a copy of "combatSmall", minus variants that are annoying to fight in low numbers
# for example, no Hyperions or fast beam-based kiting loadouts, or ships with damper field
"combatSmallForSmallFleet":{
},
"combatSmall":{
"bsg_cygnus_variant2":10,
},
"combatMedium":{
"bsg_cygnus_variant2":10,
"bsg_erebus_variant":10,
},
"combatLarge":{
"bsg_valkyrie_variant":10
},
"combatCapital":{
"bsg_mercury_variant":10
},
"combatFreighterSmall":{
},
"combatFreighterMedium":{
},
"combatFreighterLarge":{
},
"civilianRandom":{
},
"carrierSmall":{
},
"carrierMedium":{
"bsg_valkyrie_variant":10,
},
"carrierLarge":{
"bsg_galactica_variant":10,
},
"phaseSmall":{
},
"phaseMedium":{
},
"phaseLarge":{
},
"phaseCapital":{
},
"freighterSmall":{
},
"freighterMedium":{
},
"freighterLarge":{
},
"tankerSmall":{
},
"tankerMedium":{
},
"tankerLarge":{
},
"personnelSmall":{
},
"personnelMedium":{
},
"personnelLarge":{
},
"linerSmall":{
},
"linerMedium":{
},
"linerLarge":{
},
"tug":{
},
"crig":{
},
"utility":{
},
"orbitalStationLowTech":{
},
"battlestationLowTech":{
},
"fastAttack":{
},
"escortSmall":{
},
"escortMedium":{
},
}
{
"starSystem":"new_cyrannus",
"markets":[
{
"entities":["new_caprica"],
"faction":"bsg_colonies",
"size":10,
#"submarkets":["open_market", "black_market"],
#"tariff":0.5,
"startingConditions":[
"habitable",
#"urbanized_polity",
#"regional_capital",
#"orbital_station",
#"military_base",
#"orbital_burns",
#"luddic_majority",
#"organics_complex",
#"jungle",
"population_6",
"inimical_biosphere",
"organics_plentiful",
"farmland_adequate",
"extreme_weather"
],
"industries":[
"population",
"farming",
"heavyindustry",
"spaceport",
"mining",
"heavybatteries",
"militarybase",
"starfortress_mid",
"orbitalworks"
]
}
]
}
package data.scripts.world.systems;
import java.awt.Color;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.JumpPointAPI;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.OrbitAPI;
import com.fs.starfarer.api.campaign.PlanetAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.impl.campaign.ids.Factions;
import com.fs.starfarer.api.impl.campaign.ids.StarTypes;
import com.fs.starfarer.api.impl.campaign.ids.Terrain;
import com.fs.starfarer.api.impl.campaign.procgen.StarAge;
import com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator;
import com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.AsteroidFieldParams;
import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
import com.fs.starfarer.api.util.Misc;
public class NewCaprica {
public void generate(SectorAPI sector){
StarSystemAPI system = sector.createStarSystem("New Cyrannus");
system.getLocation().set(5000,5000);
system.setBackgroundTextureFilename("graphics/backgrounds/background1.jpg");
LocationAPI hyper = Global.getSector().getHyperspace();
//TODO find background img
PlanetAPI star = system.initStar("cyrannus", // unique id for this star
StarTypes.RED_GIANT, // id in planets.json
1000f, // radius (in pixels at default zoom)
1500, // corona radius, from star edge
5f, // solar wind burn level
0.5f, // flare probability
2f); // cr loss mult
system.setLightColor(new Color(255, 210, 200)); // light color in entire system, affects all entities
PlanetAPI a1 = system.addPlanet("new_caprica", star, "New Caprica", "rocky_metallic", 50, 150, 5000, 100);
a1.getSpec().setGlowTexture(Global.getSettings().getSpriteName("hab_glows", "sindria"));
a1.getSpec().setGlowColor(new Color(255,255,255,255));
a1.getSpec().setUseReverseLightForGlow(true);
a1.applySpecChanges();
a1.setInteractionImage("illustrations", "urban01");
a1.setFaction("bsg_colonies");
JumpPointAPI jumpPoint1 = Global.getFactory().createJumpPoint("nc_jp_1", "New Caprica Jump-Point");
OrbitAPI orbit = Global.getFactory().createCircularOrbit(star, 0, 500, 150);
jumpPoint1.setOrbit(orbit);
jumpPoint1.setRelatedPlanet(a1);
jumpPoint1.setStandardWormholeToHyperspaceVisual();
jumpPoint1.setCircularOrbit( system.getEntityById("new_caprica"), 60, 3000, 100);
system.addEntity(jumpPoint1);
// Automatic generation of entities after a certain radius to fill a bit the system
float radiusAfter = StarSystemGenerator.addOrbitingEntities(system, star, StarAge.AVERAGE,
3, 10, // min/max entities to add
180, // radius to start adding at
5, // name offset - next planet will be <system name> <roman numeral of this parameter + 1>
true); // whether to use custom or system-name based names
system.autogenerateHyperspaceJumpPoints(true, true);
//Getting rid of some hyperspace nebula, just in case
HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * 2f;
float radius = system.getMaxRadiusInHyperspace();
editor.clearArc(system.getLocation().x, system.getLocation().y, 0, radius + minRadius, 0, 360f);
editor.clearArc(system.getLocation().x, system.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
}
}
package data.scripts.world;
import java.awt.Color;
import java.util.List;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.JumpPointAPI;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.OrbitAPI;
import com.fs.starfarer.api.campaign.PlanetAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.impl.campaign.ids.Factions;
import com.fs.starfarer.api.impl.campaign.ids.StarTypes;
import com.fs.starfarer.api.impl.campaign.ids.Terrain;
import com.fs.starfarer.api.impl.campaign.procgen.StarAge;
import com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.SectorProcGen;
import com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.AsteroidFieldParams;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.campaign.Faction;
import com.fs.starfarer.api.EveryFrameScript;
import data.scripts.world.systems.NewCaprica;
import com.fs.starfarer.api.impl.campaign.shared.SharedData;
@SuppressWarnings("unchecked")
public class BSGen implements SectorGeneratorPlugin {
public void generate(SectorAPI sector) {
(new NewCaprica()).generate(sector);
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("bsg_colonies");
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("bsg_cylons");
FactionAPI bsg_colonies = sector.getFaction("bsg_colonies");
FactionAPI bsg_cylons = sector.getFaction("bsg_cylons");
bsg_colonies.setRelationship("hegemony", 100);
bsg_colonies.setRelationship("tritachyon", -50);
bsg_colonies.setRelationship("pirates", -100);
bsg_colonies.setRelationship("independent", 20);
bsg_colonies.setRelationship("bsg_cylons", -100);
bsg_colonies.setRelationship("player", 20);
bsg_cylons.setRelationship("hegemony", -100);
bsg_cylons.setRelationship("tritachyon", -100);
bsg_cylons.setRelationship("pirates", -100);
bsg_cylons.setRelationship("independent", -100);
bsg_cylons.setRelationship("bsg_colonies", -100);
bsg_cylons.setRelationship("player", -100);
}
}
Hello,
I just uploaded a small update, changelog in the op or on the github page!
The most important part, thanks to @ebolamorph, should be that the Cylons and Colonies now produce Fuel!
I'm thinking about doing some balance changes next update, probably including a reduction in hard points and changes to fire angles so the AI has an easier time firing the guns. Not sure what works well etc., needs testing when changes have been done.
Hey,
I definitley plan to revamp the graphics(including a massive downscale in size), I just wanted to get things running smoothly for now. I maybe have to test that some more, but I have seen AI use the weapons on several occasions(especially a star fortress utilizing Battlestar Artillery and totally wrecking my support ships in the proccess xD) but it's all in a rough state right now so it could have several causes. What I observed was that the AI doesn't seem to use the max range of most bsg weapons, I'll fix that when I get to balance weapons and ships.
I think you should be able to find blueprints, I found some on my savegame(namely some KEWs, Vipers and I think an Erebus) so they should appear.
Hey,
I definitley plan to revamp the graphics(including a massive downscale in size), I just wanted to get things running smoothly for now. I maybe have to test that some more, but I have seen AI use the weapons on several occasions(especially a star fortress utilizing Battlestar Artillery and totally wrecking my support ships in the proccess xD) but it's all in a rough state right now so it could have several causes. What I observed was that the AI doesn't seem to use the max range of most bsg weapons, I'll fix that when I get to balance weapons and ships.
I think you should be able to find blueprints, I found some on my savegame(namely some KEWs, Vipers and I think an Erebus) so they should appear.
In that case are there plans to adopt fanon designs or cut designs from bsg canon? Or even the firefly class transport (as seen iirc in episodes 1 and 5 of season 1 of bsg trs. the same cg artiat that did the firefly was in bsg trs and added that in as a cameo of sorts)?
I'll check this out later, I quite liked Rushyo's Battlestar mod, They were shrunk down really well and quite balanced but I think real life got in the way for him and it was unfinished, I did some tinkering with the version I had downloaded putting in extra Battlestar's and stuff. Good luck with it :)
You are doing the lords work.
(I actually remember playing a version way the hell back with the old "Full size", fully loaded ships and holy damn, they blasted the refit screen through a wall and good luck not crashing when they opened fire with there 9000 turrets XD So glad to hear ya downsized'em.)
Hi, signed up to say. The hydra tanker replaces 60-80% of ships in the npc bounty fleets and is present in almost every fleet of the game. I have 90+ mods and he replaced all.
Hi, signed up to say. The hydra tanker replaces 60-80% of ships in the npc bounty fleets and is present in almost every fleet of the game. I have 90+ mods and he replaced all.
Hey, thanks for the feedback. Didn't notice that before but the ships are too present in general, I'll tune the numbers down a bit with the next update! ^^
I get an error when trying to use this mod:Nevermind, I found out that it is dependent on the Nexerelin mod. Wish that was said on the front page/mod description. With that, is there a way to remove the requirement of having to receive a commission just to buy ships and weapons? Out of all the faction mods, this is the only one that does this and it's fairly annoying. Forcing us to align with the colonies completely really forces us to play the game one way just to use these ships.
Fatal: Error Loading [data.scripts.world.BSGen]
Cause: File 'data/scripts/world/BSGen.java' Line 39, Column 38:
Imported class "exerelin.campaign.SectorManager" could not be loaded
Hi, signed up to say. The hydra tanker replaces 60-80% of ships in the npc bounty fleets and is present in almost every fleet of the game. I have 90+ mods and he replaced all.
Hey, thanks for the feedback. Didn't notice that before but the ships are too present in general, I'll tune the numbers down a bit with the next update! ^^
Ive noticed that every fleet out there is using either cylon or colonial vessels. Its to the point where im not findong ships from pther mods in other fleets
Hey fellow BSG fans!...
...Happy to share my files with the mod author!
Find it a bit weird that cylon ships are sold in non cylon markets, and that viper mk1's have shields, but a great mod nonetheless.
Hey guys,
I am currently working on a new version, I'll nerf their spawn rate so they don't spam vanilla fleets :)
I thought about adding more ships with shields but then I would have to go a little into the non canon territory idk how I feel about that.
Would adding more armor or flux solve that problem? I am terrible at balancing so any input would be much appreciated. ;D
Also the I think about deleting them completely from vanilla fleets, maybe that'd be a better choice for the general public. ^^
(I'll keep them in my private version tho :P)
Hey guys,
I am currently working on a new version, I'll nerf their spawn rate so they don't spam vanilla fleets :)
I thought about adding more ships with shields but then I would have to go a little into the non canon territory idk how I feel about that.
Would adding more armor or flux solve that problem? I am terrible at balancing so any input would be much appreciated. ;D
Also the I think about deleting them completely from vanilla fleets, maybe that'd be a better choice for the general public. ^^
(I'll keep them in my private version tho :P)
Probably better to remove them from vanilla fleets altogether, shields aren't in battlestar galactica so removing shields wouldn't be a bad thing, but instead of adding on armour or flux it might be good to give battlestars an ability to deploy all of their equipped vipers en masse from the sides of the ship while all other kinds of strike craft launch normally from the hangars, might be a bit too much to ask so if is too much it might just be better to give them something akin to ablative armour that the invictus has or a new activatable system that replaces shields that makes them tankier.
Completed:
-Balanced all weapons in alignment with vanilla.-Tune weapon balance closer to vanilla, rather than personal preference, if mod author approves release.
-Removed fighter weapons from being present in markets.
-Reduced availability of Cylon weapons,wings, and ships unless commissioned.
-Staggered availability of Colonial weaponry, wings, and ship.
-Made some Colonial equipment available for mercenaries.
-Added nuclear and sweeper Raptor wings.
-Created a "Micro Tylium Warhead" with reduced yield for the nuclear Raptor variant (No new animation or sprite. Sorry folks, not my wheelhouse). The MTW is not available in stores in any capacity at this time to prevent it being equipped on ships in the campaign.
-Adjusted values between Cylon and Colonial wings for greater distinction.
-Added ship equipment and hullmods to wings as appropriate.
-Fine tuned all wing behavior and roles to mimic lore.
-Balanced all wings to vanilla.
-Removed default BSG asset usage by vanilla factions.
-Adjusted BSG lore in descriptions regarding lasers and shielding to align with a more logical timeline (lasers coming after guns rather than before) for non-BSG nerds.
-Commissioned Crews integration: Colonial Ballistic Expertise (increased ballistic damage) and Cylon Automated Efficiency (reduced supply consumption).
-Added ship equipment for all ships based on ship role and lore.
-Added the Civilian-Grade Hull mod for all civilian/non-combat ships.
-Added built-in hullmods to ships as appropriate.
-Created a "Cylon Hacking Beam" utilizing the vanilla Ion Beam turret asset. It fires an invisible beam (I just made the beam black with zero opacity) designed to emulate Cylon hacking capabilities. Takes a large energy slot with a high flux cost and does little damage, but absolutely lays on the EMP devastation.
-Created a "Quad Point Defense Cannon" for Colonials. Takes a medium ballistic slot and basically doubles the amount of rounds put out compared to its small counterpart. Also has an increased range.
-Adjusted rarity parameters for all weapons.
-Fixed an issue where TOS Basestar was missing a built in large weapon by giving it a Cylon Hacking Beam.
-Added enhanced tags for all weapons to ensure the AI can utilize them effectively and so players can depend on autofit to a greater degree.
-Added EMP damage to weapons as appropriate.
-Fine-tuned missile behavior. Based on my research the Colonial Navy did not use guided missiles due to concerns about them being hacked or manipulated. Therefore all Colonial missiles have been transitioned to a rocket/torpedo format. Cylon missiles now have exceptional guidance capabilities as well as maneuverability. Given that the Colonial change made the "Colonial Fighter Warhead" useless against other fighters, I'll be reformatting all but one Viper wing into an interceptor role with the Raptor wings operating as bombers and support. The remaining Viper in the fighter role will mimic the Viper's capabilities in the Adama Manuever episode and the assault on the Cylon's refinery, with the ability to engage other small craft while carrying a small unguided munition.
-Ensure Cylon access to Tylium weaponry in alignment with lore.
To-Do:
-Balance ships to vanilla.
-Fine tune Cylon diplomacy to ensure hostility towards all organic factions.
-Fine tune Colonial diplomacy to ensure hostility towards all non-organic factions.
-Fine tune Cylon and Colonial diplomacy to ensure hostility towards each other. Last run it only took a couple of weeks and they were neutral with one another.
-Fine tune fleet composition for Colonials and Cylons
-General polish of descriptions and contrast between the original series assets and reimagined series assets. ONGOING
-Balance OP and credit values across the board and tinker with general economic balance within the mod. ONGOING
-Figure out why Cylon weapons keep showing up in Colonial markets at campaign launch and vice versa.
-Add Cylon wing with nuclear capabilities.
-Adjust Colonial Viper wings to ensure alignment with lore post missile-fix.
I don't suppose a future update will include the type 2 basestar seen in Blood & Chrome? The one that the Osiris rams and nukes?I don't think I will include that one tbh. I'm not a big fan of B&C as is, for example the overpowered Galactica is just absolutely insane and I think all ship roles needed are fulfilled tbh so I don't really see the need to bloat the fleet rosters even more.
it might be good to give battlestars an ability to deploy all of their equipped vipers en masse from the sides of the ship while all other kinds of strike craft launch normally from the hangars
I get an error trying to load the mod.
Unable to load some kind of resource
18235 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [Battlestar Galactica Revived.version]
18374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [Battlestar Galactica Revived.version] resource, not found in