Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Razor98566 on January 19, 2020, 11:22:24 AM

Title: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"
Post by: Razor98566 on January 19, 2020, 11:22:24 AM
Hello there,
after TysonMcnuggets partially revived the original, discontinued BSG mod by Spiketail118 I decided to update the rest of the ships and make them spawn in normal faction fleets and markets.
After some work I managed to create the two factions and give them a small home system on the map. The Zanus and the Helios Alpha system were created!
I added some civilian ships and reworked several sprites.

Thanks to the images of unusualsuspex (https://www.deviantart.com/unusualsuspex) on Deviantart, his work over there is truly amazing and without his artworks many ships would still look at little more out of place ^^


Current features:

Planned features/WIP stuff:

Download v0.97 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.97)
Older versions:
Spoiler
Download v0.96 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.96)
Download v0.95 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.95)
Download v0.90 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.90)
Download v0.85 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.85)
Download v0.80 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.80)
Download v0.70 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.70)
Download v0.60 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.60)
Download v0.50 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.50)
Download v0.40 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.40)
Download v0.30 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.30)
Download v0.27 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.27)
Download v0.26 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.26)
Download v0.25 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.25)
Download v0.1 (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.1)
[close]

Pictures:
Spoiler
Colonial Military:
(https://i.imgur.com/BDcstD3.png)

Colonial Civilians:
(https://i.imgur.com/DBjiC7J.png)

Cylon Military:
(https://i.imgur.com/aRhuoJN.png)

Cylon Civilians:
(https://i.imgur.com/vmBQsSI.png)
[close]

Feel free to leave some feedback! ^^

So say we all!
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.1
Post by: Chairman Suryasari on January 19, 2020, 04:37:23 PM
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.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.1
Post by: Razor98566 on January 19, 2020, 10:17:26 PM
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.

Thank you! ^^
I salvaged what I could from the original mod, I'm not the best when it comes to creating art assets but changing them to fit the style of the game is definitely on my list.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.1
Post by: Razor98566 on January 24, 2020, 10:10:06 AM
Hello there,

I have hit a little wall and I don't know how to get around it, I don't want to create another thread since it's about this mod.

So far I have succefully implmented a small system for the colonies, fleets are spawning, trading works and they're creating missions. Everything seems fine... untill I try to fight against a fleet of theirs. The ships are spawning with no arming, both in the fleets of the colonies, as well as when they appear in the fleets of the vanilla factions.

I already did some bug hunting with a few nice people from, the discord but we didn't find the cause. I added the variants to the default_roles, added them to the factions file(including probabilities), I gave the only colonial planet some industrie and orbital works just to rule that out and added some BPs to the factions file, just to make sure it's not because they have no access to the standard weapons.

If anyone has an idea what I could do or change to make the variants appear, I would be very grateful!

I'll copy and paste the I think to be important files here and if anyone wants to do some deeper detective work, I'll also link the build I'm currently using.

the_colonies.faction:
Spoiler
Code
{
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!",
}
},
[close]

default_ship_roles.json
Spoiler
Code
{
# 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":{
},

}
[close]

new_caprica.json(from campaign/econ)
Spoiler
Code
{	
"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"
]
}
]
}
[close]

NewCaprica.java
Spoiler
Code
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);
    }
}
[close]

BSGen.java (from data/scripts/world)
Spoiler
Code
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);
}
}
[close]


EDIT:

It might have to do something with the weapons, I changed the variants ingame name to see if they're being used and surprisingly yes. But since I can buy the weapons on the market AND the variants spawn with them if I use addShip from console commands it might have to do something with the factions not being able to utilise them?

EDIT 2:

Problem has been solved through adding autofit tags/some tags from the vanilla weapons.csv file. I might have to adjust them later on again but for now it works.

Thanks to @Vayra#1312/Hive Queen Vayra from the discord for the help, wouldn't have found it by myself probably ^^

I'm deleting the "newer" build now as it's not ready yet.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.1
Post by: Razor98566 on January 31, 2020, 12:27:47 PM
So guys, it's time for the first update to this mod!

What has changed?
The positive:
- The Twelve Colonies of Kobol and the Cylons are now present on the world map, creating missions and are connected to the market with their own stations and planets
- Nexerelin compatibility has been added
- Changed sprite for the Hades Basestar to be a little les low res, it still doesn't fit with the overall graphic style of the game but it's better than before imo
- Removed the ability to combat jump, might add it again later but I htought it's a little annoying to hunt your enemies for what feels like an eternity just because those toasters decide to jump around like crazy
- Added descriptions for both factions

The negative:
- There's one nasty bug that occurs when fighting against Cylon ships on the campaign map, I haven't been able to track it down yet but I feel like it's not thaaat bad (you should save before battles or avoid the Cylons at all, if you really want to circumvent it, other ships don't seem to be impacted by this and it doesn't happen in every fight, maybe avoid the Cylon's system Zanus for now :/...)

What I would like to see happen in the next update?
- Fix this nasty bug and others that may pop up like they always do :x
- Do some balancing (maybe reduce hard points to and optimize the layout, change some values to be more balanced)
- Maybe, just maybe overhaul some of the graphics (this probably won't happen with the next update but should happen before 1.0 release)

The link to the new version has also been added to the main post

Download (https://github.com/Razor98566/Battlestar-Galactica-Revived/releases/tag/0.25)
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: Razor98566 on May 27, 2020, 11:16:05 AM
Hello there,

third release, nothing major. Fixed some bug, one of which was a really nasty one that caused constant crashes...
Download in the OP.
Changelog:
Spoiler
This release contains one critical bug fix, two weapons made the game crash all the time. I removed those two for since I didn't seem to use them all that much, they're just not important right now... I might add them back at a later date but for now it's important that stuff works ^^
I also added sounds for the Battlestar artillery and missiles(missiles will be changed later, those are WIP) and I changed the graphic for the Hades Basestar, it's less realistic but at least higher res and doesn't looks as blurred.
And at last, both factions have been made a selectable starting faction in Nexerelin with three small fleets.

- Fixed a nasty bug by removing both the "CEC-Z12 Thaxion-KEW" and the "MEC-A6 Thaxion-KEW"
- Added sounds for Battlestar Artillery and missiles and assinged stock flak cannon sounds
- Temporarily changed the Hades Basestar sprite
- Added both factions as a starting faction in Nexerelin
[close]
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: ebolamorph on May 28, 2020, 03:51:52 PM
so with the cylon start in the nexelrein mod, do you play as humanoid cylons instead of a human being? Need to know for roleplaying reasons as i have a plan for a nexelrein based playthrough using this mod
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: ebolamorph on May 28, 2020, 04:17:09 PM
discovered a bug in the large fleet start of the cylon start in nexelrein. the standard mkii basestar you start with has all its ordanance points locked away. all 2586 of them save for what paltry few points i can recover by removing the raiders. plz fix. have OP idea for that ship

EDIT: stripping the ship of its loadout solved this as a stopgap measure. if anyone else has this issue strip the basestar
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: ebolamorph on May 28, 2020, 05:51:54 PM
okay, i found a rather odd issue with playing as a cylon in nexelrein. The zanus system produces 0 antimatter fuel. They dont sell antimatter fuel either. This means after i run dry (due to being hostile with everyone) aquiring new fuel is near impossible.

Also the ai seems to have trouble firing most bsg themed weapons. im not seeing the ai use it most of the time

However this also opens a window of profitable oppurtunity to profit off of the cylons fuel deficit

generated a new sector a few times. no volitiles nearby. gonna keep trying
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: Razor98566 on May 28, 2020, 11:26:50 PM
Hey,

I haven't implemented any portraits or complex dialogue yet, so for now you're human as far as I can say (tho you can always say otherwise for yourself/roleplay reasons ^^).
Thank you for the feedback, I'll try to fix most of the bugs as far as possible.

The AI not firing the weapons might have to do with the huge number of them on the ships and thus very cluttered weapon groups, tho I am not quiet sure about that since I don't know how the AI exactly works and decides when to fire what weapon. I thought about reducing the amount of weapons on some ships and or open up firing arcs so the AI can blast in all directions, not sure which way to go yet. Gonna test what works best! ^^

The fuel problem could have to do with my lazy setup for their industry and missing knowledge of how it works back when I created the system. I'll try to correct it.

Also thank you for finding them, would have taken some time for myself to find them, especially the one with the cylons not producing fuel. xD

I also wanted to setup some things like comm relays in both systems, it's so annoying to not see where to sell drugs etc...
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: Razor98566 on May 29, 2020, 04:12:13 AM
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.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.26
Post by: ebolamorph on June 02, 2020, 02:41:36 AM
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.

with the ship design and weapon design visually will it ever be scaled down to the vanilla games size? A basestar shouldnt be that much larger than a legion or maybe about  the size of a dominator or whatever the battleship for the sindrian dictat was
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: ebolamorph on June 02, 2020, 02:45:01 AM
also going to do a test with the weapons themselves. just updated and reenabled the mod so im going to test the weapons with a save that was preexisting. are they attainable through blueprints?
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: ebolamorph on June 02, 2020, 03:33:03 AM
ships of other factions cannot use bsg weapons. the weapons simply do not fire. So it isnt an ai issue. my diable avionics ships TRY to use the dual railguns just fine. The things wont fire though. please look over the code for all bsg weapons. If the railguns have trouble then other weapons are going to have the issue of not being able to fire too
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: Razor98566 on June 03, 2020, 10:14:22 AM
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.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: ebolamorph on June 05, 2020, 07:47:11 AM
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)?
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: Razor98566 on June 07, 2020, 03:49:34 AM
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 can't really say anything about that right now, I want to bring in civilian ships and freighters(freighters for both sides, Cylons don't really have any civilian ships, giving them the Olympic Carrier would be funny tho). Right now I would like to polish the content and ships that are there right now
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.27
Post by: Razor98566 on June 28, 2020, 07:12:45 AM
Hello there,

in this release I mainly tackled the fact that the ships were just way too big. Some ships got some minor and one in particular a big graphical adjustment/s, almost all ships have been resized(with the exception of the Cygnus and the Basestar MKII I think).

All ships have gone under heavy maintenance and thus had their weapon hardpoints heavily reduced and balanced. Hitpoints, damage output as well as price and range have been reduce/adjusted. I'm way too lazy to list every change I made but if you're curious you can look it up in the corresponding .csv files yourself. Through some minor testing in missions I found the changes to be good and well more balanced than before but this is heavily wip(as is everything else in the mod) and I haven't had the time to test it out in a campaign yet.

Speaking of missions, I added some missions with maybe more or less interesting scenarios to get into some quick action.

With the changes made I think this mod has made a huge step into being a more balanced and playable experience, there's still a lot to do and balancing still needs heavy improvment though it's way more balanced than before. Graphics are fine as they are right now, I'm in no way talented enough to create better sprites, I'm happy enough to have found a better Hades Basestar sprite! ^^

In the next update I'm hoping to tackle the economy of both the Helios Alpha and Zanus systems, those need heavy adjustments to be more viable I think but we'll see!

As of now I hope the people playing this mod have a more enjoyable experience and feedback is always welcome!

Just a note at the end, old saves are in no way compatible with this release as it's not just some small changes made, please have that in mind when starting with the new version.

TL;DR:

Link as always in the op.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.40
Post by: Razor98566 on August 28, 2020, 04:31:05 AM
Hello there,

In the last update I mentioned that I would rework both the Zanus and the Helios Alpha systems but I got kinda distracted with the weapons so I think I'm finished tackling those for now!

Now with this update the Colonies and Cylons finally share no weapons (Point Defense weapons aside) anymore!
I reworked the spacecraft and planetcraft size weapons to be called Cylon machine gun and Colonial railgun, same goes for the missiles.
Reworked the sounds for the Colonial missiles and added sounds for the Cylon machine gun.

Added a sprite for the Cylon machine gun, also balanced it and included it on fitting variants.
I took some inspiration from the fight against the colony in which you could see some Cylon turrets in action.
I thought it would be most fitting for them to have blue projectiles and be a rapid firing salvo machine gun.
The small machine gun variant is able to target fighters and missiles as well, I'm planing on exchanging the Point Defense of the Basestar MKI with just more small machine guns, just to seperate the Basestar MKI a little more from a Battlestar, tho I wasn't sure if I should really do that so I just decided to postpone that change and think about it some more.

A very important fix I implemented was the hints and primary role for the weapons, the AI should use them now as they are intended (at least in my tests it did).

Link as always in the OP!

TL;DR:
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.50
Post by: Razor98566 on September 14, 2020, 10:35:48 AM
Hello there,
with the 0.50 update we're reaching a, what I consider to be fairly, playable state of the mod!

Civilian ships for the Colonies have been added, sprites have been reworked again, a war ship for the Colonies "The Defender Class" has been added and as always significant balancing changes have been made. Stuff should be kinda balanced now. At least in some tests I made I was quiet happy with how things went in battle. BSG ships are no longer bulwarks that can wreck through fleets alone and that's good. Missiles still seem kinda heavy hitting but that could also be because ai ships dont have as much pd as they could? I don't know for sure, I'm definitley still watching how things go and change stuff when needed.
Support for the version checker has also been added with this release!

TL;DR:
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.60
Post by: Razor98566 on October 06, 2020, 06:48:02 AM


Hello there,
with the last update several colonial civilian vessels found their way into the sector, the Cylon fleet remained mostly unchanged(except for balancing of course) and that's gonna change with this update!

All ballistic projectiles have been changed, the Colonial Artillery now fires two projectiles at once (as seen in the show).
The projectiles are way flashier now and are varying in size and colour (for the Colonials at least, the Cylon projectiles are all the same colour but different in size).

As teased in one of the updates before both the Zanus and the Helios Alpha system have been reworked in economy and random objects that spawn!
Both systems stay similar in economic strength but have been toned down to not be too overpowered in ship production. Ressources and industry has been "normalised" and should be on par with what I have gathered from the vanilla systems and from other mod factions.

The missiles and other ballistic weapons of the Cylons and the Colonials now differ in size depending on the size of the weapon, missile turrets for the Colonials have been reworked to look different from the Cylon turret.

Added descriptions for everything currently in the mod, all ships, weapons and systems/planets now have a description although some of them need some work/are a little rough but at least it's there!

The Guardian finally has a new sprite!

The 0.6 release marks the arrival of several old first war vessels for the Cylons!
Three of them being civilian and one midline military ship.
The civilian ships being:

The military ship being:

Those new sprites are generated by BSG:Deadlock screenshots and some editing/polish afterwards.

TL;DR:
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.60
Post by: joe130794 on October 12, 2020, 02:52:15 AM
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 :)
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.60
Post by: Razor98566 on November 05, 2020, 12:37:52 AM
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 :)

Hello there,
Thank you for the comment! ^^
I haven't gotten around to actually play his mod yet, too lazy to download a lower version that works with his mod xD.
But I digged through his files out of curiosity and I really liked what he was doing there.

One of the things I'm still unsure about is the scaling of my ships and that I have too little in the lower end I think.
But it's a real pain to rescale everything again, changing the position of bound polys and weapon placements is such a pain >_>.

Balancing wise it's all starting at a relatively high mid range I think going up to rivaling other capital ships and if properly equipped outmatching them when commanded well.
Well if it wasn't for the Defender/Erebus and the Intruder there wouldn't be much for the early game
I'm not really sure what to do in that regard, I already managed to tone it down to a level at which I think it is kinda okay tho. Just a few updates before one Battlestar could go toe to toe with most Battlestations/Star Fortresses which wasn't what I wanted :x

I'm currently working on implementing two TOS ships tho, just to have some laser pewpew in the mod which I was really missing.
Still need to think about more smaller early game ships tho but there just isn't much there in the BSG universe and I don't wanto to start including too much non canon stuff. :/
Maybe some more Deadlock ships would do the trick?


Feel free to check everything out and leave some feedback! ^^
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.70
Post by: Razor98566 on November 13, 2020, 08:57:27 AM
Hello there,
so this was supposed to be a rather small update but midway through the changes I wanted to make some kind of spontaneous urge of "just add another small thing" has struck me and here I am trying to summarize most of it!

So what was the goal of this patch and what has been added/changed?

Originally I just wanted to do some smaller things that were bugging me, like adding a contrail to the missiles or balance stuff(mostly just tweaks in the ship_data.csv and weapon_data.csv) but I had some free time and decided to add both a TOS Basestar and Battlestar as well as their laser turrets and "super weapons" namely a Colonial and a Cylon Pulsar Cannon and a Heavy Tylium missile launcher!
The capital ships play similar to their RDM counterparts but only have access to the energy weapons, the Pulsar Cannon and the Heavy Tylium Missile. They are weaker in armour and hitpoints but have a good 360° shield. Right now their standard variants come with ViperMK2s and Raider MK1s, I wasn't sure if I should do Classic Raiders and Viper MK1s, maybe with a following patch :).

The second big part of this update revolves around all existing Sprites. I have done some extensive play testing and came to the conclusion that, even after the first sprite shrinks, the sprites are still way too big. So I have changed every ship again to fit in with the rest of the Sectors's ships! Now the Mercury-Class isn't twice the size a Paragon anymore and that's really good. Playing with a mixed fleet of both bsg and vanilla or other mod faction's ships feels way better.
Together with the sprite's rework I have changed some projectiles, the biggest the aforementioned missiles. All of them have some kind of contrail based on the series and what fits in-game. The dual point defense cannons have a new projectile and edited explosion as well. Some other minor tweaks to other projectiles have been thrown in there but I can't remember the specifics.

The next big part of this update is balancing. The last update made some nice progress towards BSG ships being in line with vanilla balancing and with this update we continue that path. I have done some more extensive play testing in that regard, tested several scenarios and what a ship can do with what weaponry and I'm really happy with the results. You can't just take a Mercury or Jupiter-Class and wreck havock across the sector! The Cygnus was toned down a bit as it was way too powerful and I adjusted several weapon arcs so you can't just shoot every gun at every angle.

I also added starts for the new TOS ships in Nexerelin.
New missions have been added.

TL;DR:
- Two new ships, the Artemis Battlestar and the Hades Basestar (both TOS ships, renamed the old Hades Basestar to Basestar MK1 and changed the sprite to be the one from Deadlock, which is considered the canon model for it)
- Added new energy weapons for both factions
- Added Two large weapons, the Heavy Tylium Warhead and the Pulsar Cannon (Cylon and Colonial variant)
- All sprites have been shrunken down in size
- Projectiles and missiles have been edited, missiles now have a longer contrail (no those are no chemtrails, we're keeping the sector clean ^^)
- HEAVY balancing changes
- Nexerelin starts with the new ships have been added
- New missions have been added (Battle of the Ionian Nebula (both Cylon and Colonial variants), Battle of Cimtar (TOS))
- Removed Herobrine

Download link as always in the OP.
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.70
Post by: Feralcus on February 02, 2021, 12:00:00 PM
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.)
Title: Re: [0.9.1a] Battlestar Galactica Revived 0.80
Post by: Razor98566 on March 07, 2021, 08:59:25 AM
Hello there,
with this update we add an important ship to the Cylons, the Resurrection Ship!
It's functionality is similar to what you'd expect, it is "reviving" Raider MKII squadrons in battles and has minimal weaponry (4 small missiles launchers). It is intended to be a support vessel that adds around 15 Raiders to the fight.
Some other additions with this update are TOS Fighters for both the Cylons and the Colonials (Raider MKI and Viper MKI with laser guns and shields and their own sprites), it was kinda distracting to see and hear the TOS fighters use the same weapons as the RDM ones so I changed them up to have a different sprite (Viper MKI and a different color and green markings for the TOS Raider MKI) and more fitting weaponry as well as shielding.
I know that the TOS fighters never had shielding in the series but I took some freedom to add it to them, you can always disable the shields in the "ship_data.csv" if you really want to
The Resurrection Ship has also been added to the Combat Large starting fleet when using Nexerelin.

Another big thorn in my eye was the turret sprites. I changed them all to not look as place holderish as they did before!
(Last thing from my "polish this stuff asap" list checked!)

Link as always in the OP!

That's it, stay tuned for the next updates!

TL;DR:


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.)

Thank you very much!
Yep, I think it was around 130 PD turrets for either side of the Battlestars xD
Title: Re: [0.95a] Battlestar Galactica Revived 0.85
Post by: Razor98566 on April 17, 2021, 07:43:22 AM
Hello there,

I originally planned this update to be just a small bump for 0.95a compatibility but as my mod kind of won't launch without Nex I had some more time to add a some more content so here we fraking go.

With this update we see the addition of the Ragnar Anchorage and the Resurrection Hub to the game!
I always wanted to give the two factions some unique stations to solidify the concept of them somehow jumping in to the sector and trying to use as much of their own tech as possible. With the resurrection ship being added with the last update it was only natural to add the Resurrection Hub as well, for the colonies I decided to go with the Ragnar Anchorage. It didn't seem to be actually armed in the series but the Daidalos in BSG Deadlock had some missile launchers and viper launching bays so we'll just go with the explanation that the colonies decided to arm that thing some more to have a station capable of defending itself, same goes for the more heavily armed Resurrection Hub.

Although the hub has a wide array of missiles it's heart of defense is the resurrection. Since the resurrection ships can already resurrect a swarm of raiders I thought about how to turn that up a notch and so I had the idea to let the hub revive 2 Basestars MKII! The standard loadout doesn't seem to use the missiles that much so I think it is fine to spawn in 2 Basestars that try to defend the hub.

While the hub has it's resurrection the Ragnar station has it's heavy array of KEW Batteries and PD guns. Entering it's combat zone isn't something for the light hearted folks.


TL;DR:

Known problems:
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: Razor98566 on December 17, 2021, 02:38:15 AM
Hello there,

after a long break from modding to focus on my job I finally managed to finish the next patch!

With this update we see the addition of almost all missing ships from BSG:Deadlock which means that almost all important canon war ships are now in the game. The Cylon Colony and the Djerba Basestar are still missing, I left out ships like the Minerva, the Jupiter variants or the Cylon Medusa as they wouldn't add much to roster I think.
I have also added two new guns namely two autocannons, one for each side. Those are somewhat competent mid size anti material guns with small anti fighter capabilities.
They have been added to bring a little variety to the weapon roster, especially on ships that are too small for artillery or heavy machine guns.

Oh and the version number has been bumped to the most recent Starsector Patch!


So say we all!


TL;DR:

The following ships (15) have been added

The Colonies (9):

The Cylons (6):

The following weapons (2) have been added:

Other changes:

Known problems:
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: pucin on December 30, 2021, 08:59:10 AM
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.
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: Razor98566 on January 05, 2022, 03:13:50 PM
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! ^^
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: ebolamorph on November 08, 2022, 03:35:31 AM
I cant wait to play this brautiful mod again. Out of curiosity, willships in the background of battlestar galactica be added? Like the firefly?
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: ebolamorph on November 08, 2022, 04:42:53 AM
Out of curiosity,  will you make it so the cylons sre friendly with the remnants, since theyre both factions of ai?
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: ebolamorph on November 12, 2022, 04:34:29 PM
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
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: OldPayphone on January 25, 2023, 09:52:24 PM
I get an error when trying to use this mod:

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
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: OldPayphone on January 29, 2023, 05:46:51 AM
I get an error when trying to use this mod:

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
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.
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: slamminabw on April 10, 2023, 10:53:30 AM
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

The mod is intentionally setup that way. I'm not sure how comfortable you are with modding, but it is an easy fix to get everyone using vanilla again.
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: slamminabw on April 10, 2023, 11:05:18 AM
Hey fellow BSG fans!

I'm a "stealth" modder in the sense that I typically only mod for myself. However, I know how time crunching modding can be, and given the slow process with this BSG mod I thought I'd post and touch base with the community. My altered version of this mod is NOT available anywhere and will not be posted anywhere until I get permission from the author or the author goes silent for no less than six months. Sorry folks, but don't even ask. I'm not interested in getting into any mod drama and want to respect the work that has been put into the mod so far.

That being said, here is what I've done so far.

-Balanced all weapons in alignment with vanilla.
-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.
-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.

To-Do:

-Balance ships to vanilla.
-Add ship equipment and hullmods to ships as appropriate.
-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 fleet composition for Colonials and Cylons
-General polish of descriptions and contrast between the original series assets and reimagined series assets.

Happy to share my files with the mod author!
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: Irvokatti on April 11, 2023, 10:48:06 AM
Hey fellow BSG fans!...

...Happy to share my files with the mod author!

This is really good news! I hope and wish that this gets a go ahead. I really like the BSG mod, but most annoying part was that other factions used so many BSG ships in their fleets. Can't wait to play this mod again!
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.90 "The Return of the King Update"
Post by: slamminabw on April 12, 2023, 10:08:48 AM
Completed:

-Balanced all weapons in alignment with vanilla.
-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).
-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.

To-Do:

-Balance ships to vanilla.
-Add hullmods to ships as appropriate.
-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 fleet composition for Colonials and Cylons
-General polish of descriptions and contrast between the original series assets and reimagined series assets.
-Tune weapon balance closer to vanilla, rather than personal preference, if mod author approves release.
-Balance OP and credit values across the board and tinker with general economic balance within the mod.
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.95 "The Siege Update"
Post by: Razor98566 on April 16, 2023, 12:14:26 PM
Hello guys,

sorry for the long silence, some private things distracted me big time (mostly work, yikes!) but I got around to add a few things I wanted to do for some time now.

The changelog is on github linked in the OP but in short:
Two playable fighters have been added (the Taipan Heavy Fighter for the Colonies and the Vespid Heavy Bomber for the Cylons, both with built-in weapons so no custom loadout might change that if demand is there).
Added two new weapons, Colonial Siege Artillery and Cylon Nuclear MIRV Launcher. Those two give both factions some better siege ability against star bases and I wanted to do some MIRVs so that was a good opportunity for that.

@slamminabw I am honored that you did those things to the mod honestly!  :D
Shoot me a DM if you want so we can talk about it.  Esp. balancing and the rats tail that comes along with it was always the department where I'm most unsure about what to do.
But in general: if you (that goes for everybody) wanna do something with the mod just do it I don't care ^_^
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.95 "The Siege Update"
Post by: slamminabw on April 23, 2023, 07:31:00 PM
Hey everyone! I've reached out to Razor and we will keep you posted moving forward. Not sure if we're going to merge, have two separate versions, or what. Stay tuned though! All good vibes and energy.

A quick note about balance...it is subjective. I've done my best to get everything out of the smash-all power fantasy and aligned with vanilla while remaining lore friendly. Expect magazines for ballistic weapons, inferior missiles for Colonials, inferior ballistics for Cylons, etc. Whether it is a merged mod or separate version I'm expecting some negative feedback, but please remember we're talking about something subjective in a game we love. I'm open to feedback, just don't be a butt about it, ya know?

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) 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.


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 missile behavior. I'm really struggling to create agile, high tracking, missiles for the Cylons and frequently end up with an abnormal amount of misses. Considering changing all Colonial missiles to torpedos, or something close to a torpedo in terms of tracking. Regardless, I can't seem to get the missiles right. They're either slow and accurate or fast and useless.
-Figure out why Cylon weapons keep showing up in Colonial markets at campaign launch and vice versa.
-Ensure Cylon access to Tylium weaponry in alignment with lore. Add Cylon wing with nuclear capabilities.
Title: Re: [0.95.1a] Battlestar Galactica Revived 0.95 "The Siege Update"
Post by: slamminabw on April 28, 2023, 10:54:57 AM
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.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Razor98566 on July 01, 2023, 11:13:00 AM
Hello there,

I just bumped up the version number so the game loads the mod again.
Should work as it did before, didn't get around adding anything in the meantime sadly but I hope slamminabw and I get something out in due time.

Link as always in the OP.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Lowest Hegemon on July 02, 2023, 12:45:35 AM
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.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Razor98566 on July 07, 2023, 01:46:52 AM
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.

Ty for the feedback ^^

Honestly I just thought they had shields like the capital ships but after looking further into it they seem to only have some form of thermal shielding around the cockpit (the Vipers at least).
I wasn't sure if I should make the Cylon's and Colonial's weaponry available for other factions, same goes for their ships in the fleets of other factions.

Until now it was my "headcannon" that after they arrived in the Sector the other factions just took some of their equip/blueprints etc. and integrated that into their markets/fleets.
Wouldn't be hard to change tho and I do not really care about it, so if you guys think it would be better if the Colonials and Cylons kept their stuff to themselves that's fine. I'll think about it for the next update  :).
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Stukov81 on July 27, 2023, 02:00:29 PM
love this mod. not sure yet what i think about the power of the ships :=
i'd vote for keep their ships to themselves
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: GoofyStariondx on August 02, 2023, 09:25:10 AM
The ships from this mod are too common and are mostly in every bounty fleet in the game. It would've been better if the ships are kept only on their sole factions, the Colonies and the Cylons. I would rather see vanilla factions stay true to their fleet designs. I think it is noteworthy that the BSG ships seems underwhelming due to not having shields (a great disadvantage against heavy flux opponents), maybe adding a Battlestar with shield technology can also be considered so it can fulfill role as a true capital ship. Either way, great mod! Even im surprised to see a BSG mod in Starsector.  :) :)

(Edit: My bad, it appeared that there is a battlestar that had shields, apparently its the TOS Artemis)
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: OldPayphone on September 06, 2023, 12:12:40 PM
I'm really enjoying this mod but this mod still has the same problem from the last versions where every fleet I go up against is pretty much made up of the ships from this mod, no matter what faction I am up against. It's rare when I get vanilla ships or other ships from other mods.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Razor98566 on September 23, 2023, 05:31:11 PM
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)
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Lowest Hegemon on September 24, 2023, 05:39:30 PM
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.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: joe130794 on September 25, 2023, 03:48:19 AM
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.

I suppose thinking about it, There might be the possibility to have hangars equipped with normal craft so either some vipers or raptors or a mix, And then have a rapidly launching ship system to despatch some emergency vipers that could function as point defence/intercept. When I tinkered with a mod a few years ago back for 0.65 I think it was I used the Terminator system as a basis to launch F-302's and wraith darts. since they weren't ftl capable it made sense instead of them entering the battle seperately although with the new hangar system my way is a bit outdated but could function for backup fighters.
Title: Re: [0.96a] Battlestar Galactica Revived 0.96 "The version number bump Update"
Post by: Tabi on November 23, 2023, 08:37:41 PM
I don't suppose a future update will include the type 2 basesta (http://"https://galactica.fandom.com/wiki/1st_Cylon_War_Basestar_Type_2")r seen in Blood & Chrome? The one that the Osiris rams and nukes?

Title: Re: [0.95.1a] Battlestar Galactica Revived 0.95 "The Siege Update"
Post by: WakelessREX on December 29, 2023, 11:18:03 AM
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.

Can we download this somewhere?
Mostly am after BSG ships only being available to the BSG factions
Title: Re: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"
Post by: Razor98566 on January 15, 2024, 01:19:17 AM
Hello everyone,

I have published a small update that removes the BSG ships from the vanilla fleets entirely!
Was trying to wrap my head around making quests, got a prototype ready but that's still not finished at all haha so it'll be some time until those are released.

Quote
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.
If I get some free time/capacity I might think about it tho. The ship design is nice and overall I like the idea of the ship (I also included the Osiris but I did that solely so I could have a stealth ship :P)

Quote
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

This is gonna be a balancing nightmare tbh. Making fighters launch on button press is possible but I think that would require the removal of the combat jumps (I really like those so I won't remove them)
Launching a mass fighter assault would prove to be hella OP tho, this mod is already hard to balance as the BSG type of weapons (ballistic artillery with high fire rate and good range) are pretty OP in Starsector.
I'm not gonna stop anyone from adding that ship system themselves tho would certainly look cool! :)
Title: Re: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"
Post by: IGdood on January 22, 2024, 02:16:42 PM


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
Title: Re: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"
Post by: Razor98566 on January 23, 2024, 03:13:58 AM


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

Ah sorry, silly mistake from me. Fixed the current release. Should work now :3
Title: Re: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"
Post by: Banteen on February 22, 2024, 01:45:13 AM
Honestly you might best off adding the ships from the BSGO game (battlestar galactica online) as I think they're pretty vanilla friendly