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Author Topic: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)  (Read 28103 times)

joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #30 on: October 25, 2014, 11:25:40 AM »

i tried to edit cylonambush to make it like the battle over new caprica. i added pegasus and some more vipers, more basestars and more raiders and it worked fine but when i start renaming the mission name and description i get the error

Fatal: Error compiling [date.missions.battleovernewcaprica.MissionDefinition]
Cause: parsing compilation unit "com.fs.starfarer.loading.A$1@b3e648
Check starsector.log for more info.

any idea on what is causing this.
i would upload the edited files but it wont let me

i had to edit the battle a little to remove some basestars because i ran out of nukes and gun turret ammo.
it takes ages to kill basestars with just flak guns haha.
« Last Edit: October 25, 2014, 11:55:21 AM by joe130794 »
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Hopelessnoob

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #31 on: October 25, 2014, 01:29:33 PM »

Played through the missions again my one issue is that the standard starfarer escorts don't really work all that great. the vipers kind of just hover around the sides rather than orbiting the ships not sure if its something that can be fixed but great mod over all.
 
Can't wait to see what this ambitious campaign you've got planned will look like
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #32 on: October 25, 2014, 01:59:27 PM »

is that on all the missions. i played through them all with barely using vipers and raptors
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #33 on: October 26, 2014, 07:47:31 AM »

i managed to get my modified mission to work but is there a way to limit the amount of points for ships in battle so not all their basestars are out at once. because my laptop slows down with all the raiders and basestars that enter.
« Last Edit: October 26, 2014, 10:33:22 AM by joe130794 »
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Rushyo

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #34 on: October 27, 2014, 02:50:20 PM »

Status update: Spent around five hours re-writing the campaign's character creation script in the new scripting language introduced in the new patch. Once I've got that working and tested (every branch) going to revisit the balance, specifically the Basestars and Raiders which seem to have been severely gimped with the latest patch.

Played through the missions again my one issue is that the standard starfarer escorts don't really work all that great. the vipers kind of just hover around the sides rather than orbiting the ships not sure if its something that can be fixed but great mod over all.
 
Can't wait to see what this ambitious campaign you've got planned will look like

Undoubtedly an issue, but not a prevailing concern for an early alpha. I'm sure it's possible to come up with more elegant formations and behaviours, but first of all I really need to make sure the escorts aren't horrible imbalanced, as it seems to be at the moment  >:( It's somewhere on the hypothetical TODO list, somewhere alongside 'not using placeholder dialogue' and 'preventing the player from using hundreds of nukes over the course of the campaign'

Quote from: joe130794
i managed to get my modified mission to work but is there a way to limit the amount of points for ships in battle so not all their basestars are out at once. because my laptop slows down with all the raiders and basestars that enter.

Well, I couldn't answer this question a minute ago, but let's have a look. I just had a search through the starsector-core/data/missions folder and picked out a mission that had a name which sounded like it would have lots of ships (hornetsnest). I then opened up the mission definition file and noticed it explicitly states the player has very limited command points. The only thing which looks even remotely like command points is the final argument going in to initFleet, which isn't in the BSG missions.

A quick Google for 'starsector initfleet' brings us to here: http://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/mission/MissionDefinitionAPI.html

That API document defines the optional final argument of initFleet (technically an 'overload', but let's ignore that piece of jargon) to be the 'command rating'. Well, it's not quite command points, but let's give it a shot! Armed with this knowledge, let's see what happens when we change:

Code
api.initFleet(FleetSide.ENEMY, "", FleetGoal.ATTACK, true);
to
Code
api.initFleet(FleetSide.ENEMY, "", FleetGoal.ATTACK, true, 5);

Let me know how you get on  :)
« Last Edit: October 27, 2014, 03:05:42 PM by Rushyo »
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #35 on: October 28, 2014, 04:17:50 AM »

i didnt notice a difference. i hoped to find something to limit the amount of basestars and raiders sent in to remove lag.
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #36 on: November 04, 2014, 03:20:32 AM »

has much happened since the demo?
just wondering how its going
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Hopelessnoob

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #37 on: November 07, 2014, 03:52:33 PM »

Looking forward to an update on this mod.
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #38 on: November 09, 2014, 03:32:29 AM »

yeah its fun to play
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Rushyo

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #39 on: January 17, 2015, 05:02:52 AM »

General purpose update just to let people know progress is still being made on this.

Added scores of random events, fixed a bunch of campaign quirks, and have the political system working fairly comfortably.

Next big task is to put some balancing unit tests so I can survive major patches in the future without having to take a week out to re-balance everything.

Hopefully have something to show in the not to distant future. Maybe even a campaign gameplay video.
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #40 on: January 17, 2015, 05:19:34 AM »

cool cant wait :)
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Rushyo

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #41 on: December 05, 2015, 02:36:36 PM »

Right; let's see how much of the mod 0.7a has broken :-\

If it's not too much might see about working on getting the campaign alpha out.
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TheBawkHawk

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #42 on: December 05, 2015, 03:11:33 PM »

Right; let's see how much of the mod 0.7a has broken :-\

If it's not too much might see about working on getting the campaign alpha out.
Ooooh goodie! I've been excited to try it!
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joe130794

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #43 on: December 06, 2015, 02:59:43 AM »

YES, It's been months since hearing anything. Glad it's still being worked on. Can't wait to try it out.    :)
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Rushyo

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Re: Battlestar Galactica Total Conversion (WIP w/ 0.65a demo)
« Reply #44 on: December 06, 2015, 10:37:11 PM »

That last game could have gone better...



That was after two jumps!
« Last Edit: December 06, 2015, 10:39:03 PM by Rushyo »
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