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.