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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Battlestar Galactica Revived 0.97 "The Remove Ships From ... Update"  (Read 21058 times)

Razor98566

  • Ensign
  • *
  • Posts: 36
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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 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:
  • Several missions, two of which created by TysonMcnuggets as I used his mod as a basis for this one.
  • The Cylons and the Colonies are present on the campaign map, the Colonies inhabit the Helios Alpha and the Cylons inhabit the Zanus system!
  • Several, playable Battlestars, Basestars, support ships as well as Vipers, Raiders and Raptors and a few civilian ships!
  • All ships are integrated into the campaign, meaning they're buyable in markets and can be found in patrolling fleets.
  • Authentic BSG weaponry, including Battlestar Artillery, Cylon missiles and the iconic Dual Point Defense Flak!
  • Nexerelin and Version Checker compatibility

Planned features/WIP stuff:
  • General Balancing, this is an ongoing process and will always be on this list :x
  • Polishing

Download v0.97
Older versions:

Pictures:
Spoiler
Colonial Military:


Colonial Civilians:


Cylon Military:


Cylon Civilians:
[close]

Feel free to leave some feedback! ^^

So say we all!
« Last Edit: January 15, 2024, 01:20:48 AM by Razor98566 »
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Chairman Suryasari

  • Captain
  • ****
  • Posts: 378
  • The Deployer of John Lennon's.
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Re: [0.9.1a] Battlestar Galactica Revived 0.1
« Reply #1 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.
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Razor98566

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  • Posts: 36
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Re: [0.9.1a] Battlestar Galactica Revived 0.1
« Reply #2 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.
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Razor98566

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  • Posts: 36
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Re: [0.9.1a] Battlestar Galactica Revived 0.1
« Reply #3 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.
« Last Edit: January 24, 2020, 03:03:37 PM by Razor98566 »
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Razor98566

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Re: [0.9.1a] Battlestar Galactica Revived 0.1
« Reply #4 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
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #5 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
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #6 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
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #7 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
« Last Edit: May 28, 2020, 04:21:45 PM by ebolamorph »
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #8 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
« Last Edit: May 28, 2020, 09:10:37 PM by ebolamorph »
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #9 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...
« Last Edit: May 28, 2020, 11:28:46 PM by Razor98566 »
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #10 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.
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Re: [0.9.1a] Battlestar Galactica Revived 0.26
« Reply #11 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
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Re: [0.9.1a] Battlestar Galactica Revived 0.27
« Reply #12 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?
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Re: [0.9.1a] Battlestar Galactica Revived 0.27
« Reply #13 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
« Last Edit: June 02, 2020, 04:02:45 PM by ebolamorph »
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Re: [0.9.1a] Battlestar Galactica Revived 0.27
« Reply #14 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.
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