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Messages - Razor98566

Pages: 1 [2] 3
16
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.60
« 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 Talon (freighter)
  • The Hydra (tanker)
  • The Cerastes (liner/armed personnel transport)

The military ship being:
  • The Revenant (midline ship, rivaling the Defender and the Valkyrie)

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

TL;DR:
  • Shiny new Cylon civilian vessels and one new military vessel
  • Projectiles have a new look
  • Guardian got a new sprite
  • Zanus and Helios Alpha economy rework
  • Minor tweak in both systems generation
  • Descriptions for all items, ships and planets have been added
  • New missile turret sprite for the Colonials
  • Changed the size of the turrets based on their class(large, middle and small)
  • Balancing

17
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.50
« 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:
  • Cilivian ships for the Colonies have been added (a tanker, a freighter and two transports)
  • The Erebus has been changed from a combat focused ship to a more CBT Freighter like role
  • A new Colonial ship has been added "The Defender", it should take the role of the Erebus
  • Heavy sprite reworks (Galactica, Mercury, Valkyrie, Intruder, all fighters except the Raider MK1)
  • Sprites for several weapons have been created meaning you no longer see empty slots on hard points or in the market screen etc.
  • Version Checker support added
  • As always balancing changes including weapon stat and ship stat changes

18
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.40
« 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:
  • Changed weapon names
  • Added Cylon weapons and placed them on variant
  • Added new sound for the Colonial missiles and Cylon weapons
  • Balancing, as always
  • Removed Herobrine

19
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« 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:
  • Size, hardpoints, min crew and price of ships have been adjusted
  • Damage, price, range and flux output of weapons have been adjusted
  • A few missions have been added
  • Other, minor graphical adjustments
  • A new start for a Nexerelin campaign has been added to both factions

Link as always in the op.

20
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« 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

21
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« 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.

22
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.26
« 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.

23
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.26
« 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...

24
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.26
« 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]

25
Hi - just real quick, from the error, it looks like this may be to do with a weapon script or a custom ship system, but it's hard to say for sure. So if you have any of those in your mod, that'd be something to look at.

I think it might be the custom weapon, I deleted the custom system before testing to make sure it's not related to that. ^^
I might redo them, I didn't touch them when copying over from the old version, maybe it's time to change that!

Thank you very much! ^^

26
I hope this doesn't count as necroing since it's not been that long.. tho I still don't know what exactly I should change. Sometimes the error does not occure and sometimes it does in every time I start the encounter(I have been testing this behaviour lately and there seems to be a problem with specific setups in the campaign, sometimes involving a station and sometimes just a fleet of pirate raiders. :$

It's not bound to the Cylon fleets or starbases, as stated in my op.

27
Hello there,

I'm getting this nasty NullPointerException when engaging either a starbase or a cylon fleet(not sure if it's really them but it's always happening when fighting a starbase e.g the one above Jangala). I couldn't track it down any further yet, it happens when I have got only my mod active or in combination with any other mod(Nex, radar, console commands and some others).

It's not happening when fighting in simulations or missions, those are working perfectly fine as much as I was able to test it so the basic ship systems SHOULD work. It's only crashing during campaign map fights.

Error from the log
Pastebin
I would appreciate any help, also here's a link to my mod just in case anyone wants to test it or look through the code ^^
Mod download

28
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.1
« 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

29
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.1
« 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.

30
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.1
« 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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