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Topics - Rushyo

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Modding / Total Conversion - Removing existing star systems/ships/spawns
« on: October 30, 2014, 11:23:35 AM »
Tried dropping this one in the 'minor modding questions' thread but I'm beginning to suspect the answer isn't as minor as I'd hope, esp. with the latest patch...

I'm producing a total conversion of the campaign with the aim of having none of the core games star systems or ships involved (or, indeed, markets of any kind). I'd managed to hack together some crude methods of trying to stop these things spawning in the first instance, but they pretty much fell to pieces with the latest patch. I was wondering if anyone has tried this before and has any tips for reliable methods of stripping out the existing game start behaviours?

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Modding / Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« on: October 20, 2014, 05:14:58 AM »
Welcome!



I'd like to announce this mod which I've been working on for quite a long time in and around other projects since about a year ago. It has no relationship to the other (seemingly defunct) Battlestar Galactica mod and is based upon very different design principles.

The primary intent is to provide a total conversion that offers a new, unique playing experience: a strong focus on survival over power building.

The player will control a small fleet of military and civilian vehicles. They will make tough choices about what happens to the people and ships in their fleet in order to maximise their chances of surviving until they reach their objective (creating a new human colony). The fleet will be under constant pressure from the Cylon threat. That fleet will contain human factions, each with their own agendas and requirements that will need to be considered during the journey.

There will be a constant looming threat posed by the Cylons. There will be no right decisions and every choice will have a consequence. Every decision will incorporate some aspect of peril. There will be Cylon agents working within the fleet to destablise the player's authority, in addition to the clear and present danger posed by the Cylon fleets. In addition, the human factions within the fleet will act on their own if they are given too much berth and undermine the player's ability to control the destiny of the fleet.

There will be three distinct phases to the campaign:

    The Invasion. Accrue resources by meeting up with other survivors whilst dodging significant unknown threats. Survive just long enough to get what you need and then escape from the core systems.
    The Chase. Make your way between star systems performing (somewhat randomly chosen) events to maintain enough fuel and morale to continue your journey. Search for edges that might get you farther whilst dealing with the friction between the fleet's various factions. Survive just long enough to find a viable colony.
    The Goal. Based on the decisions made previously, you have to overcome the final hurdles on your way to a colony. Utilising every resource you have managed to retain through the previous stages you must overcome the consequences of your previous actions to finish the game. Survive just long enough to see your fleet disband and receive a score based on the viability of your colony.


Would you like to know more?: The full High Level Design Document: http://rushyo.com/#bsgmodhld

Screenshots: Alpha 2: https://www.dropbox.com/sh/56y5uupppwkdsk9/AACVTkTQ9KRfNFIJaO6Tw30Aa?dl=0

Project Status: Closed alpha. 75% of way towards open beta.

Downloads: Demo Alpha Build for 0.65a RC1 (Contains single missions + simulation ships)

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