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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

BattleStar Galactica Mod Available

Image de Isopsyco
Soumis par Isopsyco le Jeu, 2007-08-23 15:22 SE:V MODs

I've just finished the beta release for the BSG Mod

http://hosted.filefront.com/IsoPsyco/ will get you the file.

I have already started a bug list for the mod and it includes the following:

Cylon Organic Armor regenerates too fast
Inventory slots require updating (this I knew, just cut that corner, just eye candy)
FTL drive is notional due to Warp Point Closing script not operational (Malfador Machinations thing, they have to patch the CloseWarpPoint function)

Have already started corrections and other changes, if there are changes or additions (possibly deletions) please let me know.

I went this route because of my mod team seems to have vanished, lack of play testers really limited the bug hunt. I'm relying on the fan base to help out as much as they can.

‹ Negative costs FTL Drive system ›
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Image de Barnacle Bill

Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Jeu, 2007-08-23 19:44

Isopsyco wrote:
FTL drive is notional due to Warp Point Closing script not operational (Malfador Machinations thing, they have to patch the CloseWarpPoint function)

Does this mean you have worked out a way to make ships (or better yet fleets) move interstellar without warp points, except that a bug in the tools MM has provided causes it not to work?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Jeu, 2007-08-23 21:32

Actually yes, I did find 2 ways to have FTL drive game with zero warp points (actually 3 but the third requires the player to manually shut the warp point down).

In the script for either stellar_abilities or the Main_External_Event.CSF files you can specify what or how many warp points you want to close or when to close them (after a ship goes through or after each turn is complete).

As soon as MM gets the function SYS_CLOSE_WARP_POINT to work the mod will already have the first FTL style game. I have it scripted to close warp points after going through them and after each turn is processed, either way there will be no existing warp points at the beginning of each turn.

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Image de Barnacle Bill

Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Sam, 2007-08-25 08:04

Would it work with fleets, or only individual ships?

Is there any control over from where in the system you can warp out or where in the target system you appear (if possible, I'd want it to only work from/to the outer ring of hexes)?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Sam, 2007-08-25 14:33

It works with fleets. Another MM patch needed is the Ability: Must_Have_Ability_Type_XXXXXX in the what can transit warp points, I have a component (FTL drive) required to go through warp points, so if just one of the ships in the fleet doesn't you either have your option set to allow all but non-warp capable ships pass of the fleet halts.

As for the area you can use the FTL/Warp Point creator, I assume you can put constraints by calling a function call SyS_Get_Location_Object and verify it is in the outer hex locations. Don't know if that one would be doable given the programming constraints of SEV.

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Image de Barnacle Bill

Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Sam, 2007-08-25 22:09

Isopsyco wrote:
It works with fleets. Another MM patch needed is the Ability: Must_Have_Ability_Type_XXXXXX in the what can transit warp points, I have a component (FTL drive) required to go through warp points, so if just one of the ships in the fleet doesn't you either have your option set to allow all but non-warp capable ships pass of the fleet halts.

It it takes a special component but that isn't particularly big or expensive, all ships will include it anyway. Seems like there would be a couple of interesting ways to handle that. One would be to just give the ability to all ship engines, so pretty much any ship that can still move can warp out. The other would be to make a special component that was really big and/or used a huge wad of supplies so that it works like in Traveller - jump capable ships are significantly less powerful than non-jump ships of the same size. The supply thing would make it quite like Traveller - in which starships use a significant percentage of their hull volume for fuel and pretty much every ship has to refuel after every jump. To make that work in SEV you'd need a way to make supplies available from gas giants, though. Otherwise, offensive jumps would be do-or-die to conquer a planet in the target system. Or maybe not, if you build tankers (but the AI would have to be taught to build and use them properly).

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Re: BattleStar Galactica Mod Available

Soumis par Lord Shleepy le Dim, 2007-08-26 23:28

Barnacle Bill wrote:
...The other would be to make a special component that was really big and/or used a huge wad of supplies so that it works like in Traveller - jump capable ships are significantly less powerful than non-jump ships of the same size....

But this is a Battlestar Galactica Mod. That doesn't really sound appropriate. In the first episode of the new series, the ragtag fleet performs something like 240 FTL jumps and STILL continues to run for some time before supply becomes a big issue.

Altering the FTL drive to be more costly sounds fair tho - otherwise why would anyone have built non-FTL ships? And like you say, the difference in power/kt between FTL and non-FTL ships would become interesting that way. It would make a nice system of checks and balances. It's not a situation that occurred in the Battlestar Galactica shows - the only things that couldn't do FTL were clunky civilian ships (I don't recall ever seeing a non-FTL military vessel) - but there's no reason that it couldn't have happened in that universe.

The "all engines have FTL capability" idea sounds ok too - although also, not quite in the spirit of Battlestar Galactica, where it is made clear that FTL drives and engines are two different things. Does make for a simpler mod tho.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Fyron le Lun, 2007-08-27 01:36

This setup sounds like it would be hell for the AI.

Isopsyco wrote:
As for the area you can use the FTL/Warp Point creator, I assume you can put constraints by calling a function call SyS_Get_Location_Object and verify it is in the outer hex locations.
Where would you put such constraints? There is no place to put them on the WP opening component. There is no "event" called when a ship creates a WP.


SpaceEmpires.net | Space Empires Wiki

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Lun, 2007-08-27 08:40

Isopsyco wrote:
I have it scripted to close warp points after going through them and after each turn is processed, either way there will be no existing warp points at the beginning of each turn.

That is really interesting. Let's hope MM fix this feature soon.

Imagine exploring the galaxy with no warp points... The enemy can come from anywhere. Maybe you can guess where the WPs will be opened and lay some mines, but I think it would be more interesting to protect your planets well and pretend you don't know where the enemy will come from.

Does the AI create their own warp points properly?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Romulus68 le Mar, 2007-08-28 13:35

Lord Shleeply wrote:

The "all engines have FTL capability" idea sounds ok too - although also, not quite in the spirit of Battlestar Galactica, where it is made clear that FTL drives and engines are two different things. Does make for a simpler mod tho.

If the FTL (SE5 warp creator) consumes the component then it needs to be a seperate component. Otherwise, it will affect the ships system movement after doing a jump assuming there is no repair ship with the fleet.

You need to come up with a set amount of supplies used in a jump. I know in the show they jump often and use fuel to do so, BUT remember they had a refinery ship with them making fuel the whole way. I think they were consuming a large amount of supplies, but had the benefit of the refinery ship. Without that ship they could have not jumped anywhere near the number of times they did.

Idea for determining supply usage per FTL jump: Think of it like what is required in supplies per hex moved now based on ship size. Take that per hex number and multiple it by ten to derrive the amount of supplies used per FTL jump. You can come up with a base number of whatever to extrapolate how much supply is used, but it must be factored by ship size. ie...Frigate uses 50 supply per hex. 50 X 10 equals 500 supply to execute a FTL jump. Assuming the ship had 3000 supply it just used 17%. If the ship was not at full supply it will really limit the ships ability to function after a FTL jump. That would be somewhat of a balancing factor.

You will need a rather large component that can act as a fuel refinery for creating a Refinery Ship. There are several mods that use different version of reactors (gritty galaxy mod) you can draw from to get the bases for a refinery component. Small ships can still utilize solar panels, but rename them as Ramscoops or something of sort.

FTL jumps - If possible there needs to be a few restrictions on jumping. ie....you can't jump within so many hexs of a large astral body due to mass issues. That way you can't jump right next to a colony, etc. This will create safe jump locations in itself as there will be typically several masses in a system, so if you can't jump within say 8 hexs of a mass it creates jump points within said system. These points will be areas that can be mined, defended by bases, fighters stationed there, etc. Heavily populated systems will have VERY narrow and easily defended jump points while sparse systems will be wide open for FTL jumps.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mer, 2007-08-29 09:54

Fyron wrote:
This setup sounds like it would be hell for the AI.

Isopsyco wrote:
As for the area you can use the FTL/Warp Point creator, I assume you can put constraints by calling a function call SyS_Get_Location_Object and verify it is in the outer hex locations.
Where would you put such constraints? There is no place to put them on the WP opening component. There is no "event" called when a ship creates a WP.


SpaceEmpires.net | Space Empires Wiki

good point. How about putting constraints where warp point can be created? Can one limit the distance from a star and or planet?

All this is really moot since the functions for auto closing warp points is not working as of yet.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Fyron le Mer, 2007-08-29 12:42

Sadly, there are no constraints on WP creation other than the range to target system limit (of the component) and the 10 per system limit (hard-coded).


SpaceEmpires.net | Space Empires Wiki

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Re: BattleStar Galactica Mod Available

Soumis par Kilson le Mer, 2007-08-29 12:51

Some where in SEV there is a script or function that checks to see if a Wp is in the outer part of the system.... Now if only we could get a custom script to call that function or script ..

We know its there because when the systems are created we can chose if a warp points are only in outer system or any where, in the game options.

Now if we can beg plead or bribe MM to fix the warp point functions for both the players and AI then we can see if he will open up that code for modders to call on

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mer, 2007-08-29 20:40

OK I've bugged MM about the stellar manipulations and the functions related to the warp point closing options in both the stellar abilities and external event file.

Anyone know if any of the events actually happen in the external event calls? I've played a little and I haven't seen any events, definitely not a warp point closing anyway.

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Re: BattleStar Galactica Mod Available

Soumis par kanaric le Mer, 2007-08-29 21:51

For some reason when i'm using fighters the model for it shows the 4 fighter types flying next to eachother as one unit. This seems to be bugged?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Jeu, 2007-08-30 07:23

kanaric wrote:
For some reason when i'm using fighters the model for it shows the 4 fighter types flying next to eachother as one unit. This seems to be bugged?

See the Space Empire Net post I replied to. You can't separate the shipset inside the mod and use it as stand alone (unless you replace the combat texture map, shipset texture and shipset top down bitmaps) the coordinates and pixel size of those files will not translate (nicely).

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Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Lun, 2007-09-10 21:49

Lord Shleepy wrote:
But this is a Battlestar Galactica Mod. That doesn't really sound appropriate. In the first episode of the new series, the ragtag fleet performs something like 240 FTL jumps and STILL continues to run for some time before supply becomes a big issue.

I've never even seen an episode of the new series, and the original was pretty casual about FTL. I wasn't really thinking about it that narrowly (i.e. specific simulation of BSG, old or new), but rather for an alternative way to play SEV in general. For gameplay, you need some sort of constraint to keep players from just leaping across the galaxy from turn 1. I was exploring possible solutions to that issue.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2007-09-11 15:06

Barnacle Bill wrote:
Lord Shleepy wrote:
But this is a Battlestar Galactica Mod. That doesn't really sound appropriate. In the first episode of the new series, the ragtag fleet performs something like 240 FTL jumps and STILL continues to run for some time before supply becomes a big issue.

I've never even seen an episode of the new series, and the original was pretty casual about FTL. I wasn't really thinking about it that narrowly (i.e. specific simulation of BSG, old or new), but rather for an alternative way to play SEV in general. For gameplay, you need some sort of constraint to keep players from just leaping across the galaxy from turn 1. I was exploring possible solutions to that issue.

I just cut the range at which they can select star systems (about 5-6 light years) by use of a formula, this way I can have several FTL drives spread out through the tech tree also.

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Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Ven, 2007-09-21 15:31

Isopsyco wrote:
I just cut the range at which they can select star systems (about 5-6 light years) by use of a formula, this way I can have several FTL drives spread out through the tech tree also.
What prevents just jumping again the same turn?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2007-09-21 15:56

Currently the FTL drive is set for one use then its "damage" is 100% for the turn. It will regenerate after one turn cycle, so by the beginning of the next turn its at 0% damage.

With the ship size restrictions only allowing one FTL drive per ship that keeps a ship from doing multiple jumps with multiple drives.

The other aspect of another ship with a FTL drive, that took a little doing. Each warp point (or FTL jump point) created will have the ability to "damage" all FTL drives that use that jump point.

My only problem (besides the function ability activation by MM) is the other ability restriction that needs to be activated: 'can only use warp point if have component X', tht also needs to be activated so a non-FTL equiped ship can't tag along in an FTL capable fleet.

All this if MM gets those functions working Smiling

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Re: BattleStar Galactica Mod Available

Soumis par Nicky21 le Dim, 2007-09-23 06:28

Am i missing something or the file does not exist on that download website?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2007-09-23 08:53

Sorry about that, Filefront broke my link, its fixed now.

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Re: BattleStar Galactica Mod Available

Soumis par Barnacle Bill le Ven, 2007-09-28 13:06

Isopsyco wrote:
Currently the FTL drive is set for one use then its "damage" is 100% for the turn. It will regenerate after one turn cycle, so by the beginning of the next turn its at 0% damage.

So you have to put a repair bay on a starship?

Isopsyco wrote:
All this if MM gets those functions working :)

Do you think you can teach the AI to use it?

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2007-09-28 15:19

The FTL component uses a regenerate ability, much easier to control the repair og specific components Smiling Also, you don't have to teach the AI to repair it, its automatic.

Now getting the AI to use the FTL drive will take a little bit but I have the basic script written already.

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Re: BattleStar Galactica Mod Available

Soumis par thirdbatt le Jeu, 2007-11-15 08:15

You know, this almost sounds more like a B5 FTL system.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Jeu, 2007-11-15 09:34

There is only so much one can do to bend the game engine to one's will. The way the WPs originally work, being able to see the WP and fly into it does tailor to B5 more.
In the BSG mod its just a navigational marker, the special graphic effect makes it look like the ship vanishes with the flash of white light (as close to BSG as I could get it).

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Re: BattleStar Galactica Mod Available

Soumis par Netra le Jeu, 2007-11-15 11:33

B5 was awesome..back in its day Sticking out tongue

- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

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Re: BattleStar Galactica Mod Available

Soumis par LD2006 le Ven, 2007-11-16 04:34

Is this mod 1.63 compatible ?

I installed it in the gametypes folder, just like any other mod.
When trying to start a game with this mod, several critical errors pop up:

gametypes\bsgmod\data\settings.txt:

Could not find fields

"Maximum number of ships/units 1-8"
"Planet base repair rate ships/units/facilities"
"Treaty element maximum trade percentage 1-6"
"Treaty element tariff percentage 1-8"
"Alliance rule percentage of votes to pass 1-6"
"Alliance rule maximum trade percentage 1-6"
"Alliance rule turns to add player 1-2"

in record 1

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2007-11-16 18:26

BSG Mod is not 1.63 compatible yet. I have the next release working fine with 1.63 and will have it out in about a week. I'm away traveling and need to get a couple of issues worked before releasing (mainly AI stuff).

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Re: BattleStar Galactica Mod Available

Soumis par LD2006 le Sam, 2007-11-17 09:02

Thats fine.

Thanks for the info.

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Re: BattleStar Galactica Mod Available

Soumis par Mynhardt le Sam, 2007-11-17 10:51

I 'm sitting here infront of my pc so frustrated and ready to give up on the hole mod thing and just play the original game till I'm bored with it and move along to other games. And that is sad cause you guys are putting a lot of effort into these mods and it makes the game enjoyeble for much longer but I just can't get the stuff to work... I've downloaded your mod and are realy exited to play it. It takes dam long to download cause here South Africa their still busy upgrading all the lines for faster bandwith. Ok now I have the files... I extract the file to the dir I presume to be correct as there is't any place telling me to put it Gametype dir right?... Ok so I go into the game and I find the mod when I say new game. Click on it and it gives me errors about number of ships or something. Now what!!!? did I extract it to the wrong dir... Do I need to downlowd other shipsets...What!!? there is'nt any readme s or info on how to do it and if this was only the first time. I tried getting farons quadrent mod and also had problems with not having the right bmp files. After him telling me where i can go get them wich i didn't know either I got them... Now What!!!? Where do I put all the diffrent files... Sorry for the long complaint of a post but as they say if one guy says it you can be sure there is 8 other that that felt the same but didn't speak up...

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Sam, 2007-11-17 18:46

Mynhardt wrote:
I 'm sitting here infront of my pc so frustrated and ready to give up on the hole mod thing and just play the original game till I'm bored with it and move along to other games. And that is sad cause you guys are putting a lot of effort into these mods and it makes the game enjoyeble for much longer but I just can't get the stuff to work... I've downloaded your mod and are realy exited to play it. It takes dam long to download cause here South Africa their still busy upgrading all the lines for faster bandwith. Ok now I have the files... I extract the file to the dir I presume to be correct as there is't any place telling me to put it Gametype dir right?... Ok so I go into the game and I find the mod when I say new game. Click on it and it gives me errors about number of ships or something. Now what!!!? did I extract it to the wrong dir... Do I need to downlowd other shipsets...What!!? there is'nt any readme s or info on how to do it and if this was only the first time. I tried getting farons quadrent mod and also had problems with not having the right bmp files. After him telling me where i can go get them wich i didn't know either I got them... Now What!!!? Where do I put all the diffrent files... Sorry for the long complaint of a post but as they say if one guy says it you can be sure there is 8 other that that felt the same but didn't speak up...

I do apologize for the lack on info in the readme, I do plan on getting that updated when I get it released as an official release on not a Beta. In the interim though, the SpaceEmpire Wiki does have most of the information your looking for, what is available in a mod, what version number it will work with, how to install and such.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2007-12-23 20:39

I've updated the BSG mod and posted (in the process of posting now...)to filefront. Check out the forum over at SpaceEmpire.net for details.

If its not posted yet, its because I'm writing these threads as its uploading...

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2007-12-23 22:33

http://hosted.filefront.com/IsoPsyco/ has the latest version of the BSG mod, two sets one with music and another without.

Works with SEV 1.66

remember still a beta...

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Romulus68 le Lun, 2007-12-24 15:05

What is the 3d max file on your filefront?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Lun, 2007-12-24 16:43

The 3ds Max file is the documentation on how to texture, model, animate and other 3d modeling stuff. Its for the Autodesk 3dsmax but its basically the same for every modeling program. Good reference material that I learned off of.

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Mar, 2007-12-25 10:24

Nice to have music from the series.

The FTL drives are quite expensive, what is reallistic. Even colony ships for the same system need them, so it will take a lot of time to colonize. I´m not complaining, it is a different beggining for the game and it seems really interesting!

But the most interesting caracteristic of the mod is the warp points closing at the end of each turn. You can create them anywhere. Can´t wait until the enemy empires start coming out of nowhere.

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Mod Designer

Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2007-12-25 21:46

Arkonide wrote:
Nice to have music from the series.

The FTL drives are quite expensive, what is reallistic. Even colony ships for the same system need them, so it will take a lot of time to colonize. I´m not complaining, it is a different beggining for the game and it seems really interesting!

But the most interesting caracteristic of the mod is the warp points closing at the end of each turn. You can create them anywhere. Can´t wait until the enemy empires start coming out of nowhere.

Those FTL drives weren't meant to be so expensive, I didn't change them when I found out I had to go with two per ship to get the scripts to work. They'll be some more changes and additions in the next release. You get to the battle debris and salvage event yet? I think you'll get a kick out of that if you thought the FTL/WP closing was cool...

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Mer, 2007-12-26 11:31

Isopsyco wrote:

You get to the battle debris and salvage event yet? I think you'll get a kick out of that if you thought the FTL/WP closing was cool...

Not yet. I started another game because in the first one I chose the Tauri shipset. Now I wanna play with the colonial. The slots for components are the same for both shipsets and looks strange for the Tauri. Good idea to show inner/outer sections with different colors.

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Re: BattleStar Galactica Mod Available

Soumis par General Mengsk le Mer, 2007-12-26 14:34

I haven't tried the mod yet. Does the AI actually use FTL travel? I haven't seen the AI use any stellar manipulation in games I've played so far, so this could be interesting.

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Re: BattleStar Galactica Mod Available

Soumis par MRing le Mer, 2007-12-26 18:37

Isopsyco, I just watched the Razor DVD last night, and finding your mod just made my day. Sticking out tongue I was a big fan of the original series reruns when I was growing up, and like the re-imagined series even better. I just can't stand the practical year long breaks between seasons.

The DVD added some nice things that werent on TV, too. I'd recommend it.

I think all the mods are great, but anything BSG I will naturally be biased in favor of. Isopsyco is a hero. So say we all! Smiling

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mer, 2007-12-26 18:45

General Mengsk wrote:
I haven't tried the mod yet. Does the AI actually use FTL travel? I haven't seen the AI use any stellar manipulation in games I've played so far, so this could be interesting.
I have rudimentary scripts for colonization only, problem is I forgot to change the resource values for the FTL drives, so the AI will take a little time to build the ships.

I do have the AI and the FTL scripts in the works, its a little difficult to set the functions up since there are ALLOT of options you can do with a FTL drive (concerning tactics). I'll get there!

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mer, 2007-12-26 18:47

MRing wrote:
Isopsyco, I just watched the Razor DVD last night, and finding your mod just made my day. Sticking out tongue I was a big fan of the original series reruns when I was growing up, and like the re-imagined series even better. I just can't stand the practical year long breaks between seasons.

The DVD added some nice things that werent on TV, too. I'd recommend it.

I think all the mods are great, but anything BSG I will naturally be biased in favor of. Isopsyco is a hero. So say we all! :)


I'm a huge fan of anything BSG and I too remember the TV series. I really like what Moore did with the new BSG. And of course I bought the Razor DVD the day it was out Smiling I already have many screen shots of the new ships and such. If you look close during the Scorpion Fleet Ship Yards you'll see a Galactica version and several Valkrie types!

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mer, 2008-01-02 21:31

version 3.86 is ready for download at http://hosted.filefront.com/IsoPsyco

I fixed the FTL drive build problem causing long ship build
fixed the component for rock colony module
added research and intel components for ships and bases that actually work (latest scripting success)!

Minor scripting bugs and component fixes over all..

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Re: BattleStar Galactica Mod Available

Soumis par Romulus68 le Jeu, 2008-01-03 12:59

Is it possible for you to post file patches, so the FULL 200+ megs doesn't have been downloaded repeatedly to bring the game to v3.86?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Jeu, 2008-01-03 18:33

Isopsyco wrote:
version 3.86 is ready for download at http://hosted.filefront.com/IsoPsyco

I fixed the FTL drive build problem causing long ship build
fixed the component for rock colony module
added research and intel components for ships and bases that actually work (latest scripting success)!

Minor scripting bugs and component fixes over all..

Thanks! Those are very nice fixes for the mod.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Jeu, 2008-01-03 20:50

Romulus68 wrote:
Is it possible for you to post file patches, so the FULL 200+ megs doesn't have been downloaded repeatedly to bring the game to v3.86?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

Its a pain to track all the files each fix I do, and there are allot of cross links between data files, pictures and shipsets that basically the entire mod gets effected a little in each file.

I know once I get the AI and associated scripts set where I want them the patches will be less and easier to create a single or at least a few file rars.

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Ven, 2008-01-04 19:24

Isopsyco, how exactly the research component works? What are the specific areas you mention in the readme.

"Version 3.86
Implemented Intel and Research capable components for ships (it does accumalate points but will not show directly one the resource number display becasue the points go into specific areas, for Intel points thay currently all go into defense points)"

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2008-01-04 20:40

The research components are broken into the four groups (theoretical, Weapon, social and applied) and within each group a random specific tech is granted research point directly (the reason you won't see it on the over-all point board). I do plan to separate it out even further or try to make a general one to be put into the general research point pool.

My only problem is the function calls don't address a specific way to do what I won't...

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2008-01-04 20:41

oops, the specific areas are every tech area available in the game. I think I may have to adjust that and only do the ones that are available to the player Smiling I think you helped me debug some logic errors!!

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Ven, 2008-01-04 20:53

I just noticed that. I was receiving points for stellar manipulation, but I couldn´t see this area in the research screen.
This kind of research will generate random techs.
"Sir, we just created a new kind of weapon, although that was not the idea of our project!"

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Sam, 2008-01-05 10:05

Thats also the reason I'm going to keep the BSG mod a beta for awhile until I get some good feed-back like this. Its the balance and logic errors that will be needed to be stomped out Smiling

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Re: BattleStar Galactica Mod Available

Soumis par Arkonide le Sam, 2008-01-05 10:40

I imagine there is a lot of work to be done! When I made some changes in SE IV, adding a few technologies or facilities, sometimes it didn´t work as I intended and I had to check it all over again. You add an extra line between two components and the game will not see what is below that line! Nothing so serious, but SE V must be much more complicated, especially the AI.

Nice job so far! Smiling

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Re: BattleStar Galactica Mod Available

Soumis par Dave le Mar, 2008-01-22 01:26

Isopsyco,

Great Mod. Big fan of BSG here and when I saw you had built a BSG Mod I was looking forward to its release.

Great work so far, you were looking for some feedback on your Beta release, so I have some random thoughts of what I've observed so far. Been playing the mod for about four or five days, so there's your reference point on how much time I've spent checking it out.

First of all, I had v1.63 of the game when I uploaded the Mod. I patched up after I loaded your Mod, so I'm not sure if the issues I'm seeing are because of the patch being posted after I uploaded your Mod.

1. You mentioned AI isn't moving outside of its baseline systems except for colonization. In my experience so far, that holds true though I haven't seen any of the AI using FTL in any form yet.

2. You can spin up the FTL on a single ship and jump it, but can't jump a fleet of FTL capable ships simultaneously. The workaround is jump one ship and then have the fleet trail behind using the first ship's warp point.

3. I keep getting a file not found error for the colonial_dreadnought.bmp. It's the skin for the battlestars I think because there's a jpg skin but not a bmp skin for the dreadnoughts. Nice touch putting 'Pegasus' on the flight pods.

4. Modeling of all the other ships I've built so far is outstanding ... I've just gotten to the point where I've got access to all the heavies, but everything from the Mk. 1 Viper to Mk. 7, the Raptor, Colonial One, freighters, transports all look great.

5. During ground combat I've noticed that I can see my forces but the enemy forces are only showing up on the HUD ... they're invisible on the main ground combat screen. Same applies on the few occasions I've come up against an enemy ship in space combat. The ship shows up in the HUD but not on the main view screen. Fighter-class ships show up fine however in both the HUD and space combat view screen.

6. Due to the lack of constant warp points contact is lost with an empire once you're outside of DRADIS range. I know this has been discussed, just confirming.

7. The AI is pretty defensive right now and falls into the same pattern ... you jump into an enemy-occupied system and they bulk up on mines, fighters and ground forces but pretty much stay to themselves until you enter the same hex. Same as #6 ... I know the AI is rudimentary at this point, just wanted to give feedback.

8. I keep getting random research generation saying things to the effect of 'Research station XXX generated 1000 points towards' something that's not on the research tree yet.

9. There are a lot more random elements to this Mod than in the baseline game ... the ship models and the soundtrack alone were well worth the wait and your effort.

Hope the feedback helps. It's a great Mod and if you want more feedback let me know, especially if you need input on specific elements.

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Re: BattleStar Galactica Mod Available

Soumis par Dave le Mar, 2008-01-22 01:37

Dave wrote:

3. I keep getting a file not found error for the colonial_dreadnought.bmp. It's the skin for the battlestars I think because there's a jpg skin but not a bmp skin for the dreadnoughts. Nice touch putting 'Pegasus' on the flight pods.

I just checked Filefront and saw you uploaded a new Colonial file on January 14th with the missing bmp file for the Colonial dreadnought class, went into a saved game and I'm no longer getting the missing image error message for the dreadnought skin so that solved that. Nice job on the battlestar model.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-01-22 08:26

Dave,
Thanks for the feedback, I really do need this type of detail.

As for the random research message, its because I didn't put a qualifying if statement in my scripts, will be corrected in next update.

AI is tricky and I don't think I'll have the AI using FTL anytime soon so I'll just put the WPs back until I do. Still not sure how to handle the empire being cut off for diplomacy.

For #5 I'll have to know which empire you were up against, shipset style if you can determine it. I think I have some coordinate rendering problems I missed.

Thanks for the info on the missing mp/jpeg for the dreadnought, difficult keeping 4 shipsets and a mod updated Smiling

I do plan to polish the mod up and get all the quirks out before adding any new features (but do I have a lot of features to try/implement:))

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Re: BattleStar Galactica Mod Available

Soumis par Dave le Mar, 2008-01-22 12:12

For ground combat (#5) I was up against two different empires, one of them was the Leonis Society and their race image was a picture of Jack O'Neill from SG-1. The other one I don't remember the race name offhand but their race image was a picture of Kara Thrace from BSG.

I saw there was an updated Cylon shipset on Filefront that had been posted this month ... is that newer than the shipset in your 3.86 Mod?

As I see more stuff I'll post it here.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-01-22 17:17

The mod has the latest shipsets, so the Cylon one is either one version behind or current with the mod release. Either way, I still have work to do on that shipset (texture issues and associated picture files...).

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Re: BattleStar Galactica Mod Available

Soumis par pyroman le Jeu, 2008-01-24 13:15

wow hey I just want to say Dude thats sweet I cant wait till the bugs are worked out and I have some free time to play it =D

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Re: BattleStar Galactica Mod Available

Soumis par lookerbc le Lun, 2008-02-25 18:38

is there a update soon or are you still testing Smiling

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-02-26 10:56

actually school has me occupied. There will be an update during my break. I have a list of all the fan reported bugs/wishes/additions and I'll be addressing them.

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Re: BattleStar Galactica Mod Available

Soumis par solanrix le Dim, 2008-03-02 03:09

i may be missing something here but the research components for ships dont seem to do anything...
placed several ships with theoretical reserach thingys and get message at start of each turn saying they have produced 1000 or so points towards a particulat field but when i chek the field has no research done in it?
what am i missing?

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2008-03-02 10:28

I'm still trouble shooting that issue, so your not missing anything. It has to do with the actually research point distribution and what research the player is actually researching. The scripting for these components has never been done before, so I'm breaking new ground and will take some time to find the limits.

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Re: BattleStar Galactica Mod Available

Soumis par Santiago le Dim, 2008-03-02 16:31

solanrix wrote:
i may be missing something here but the research components for ships dont seem to do anything... placed several ships with theoretical reserach thingys and get message at start of each turn saying they have produced 1000 or so points towards a particulat field but when i chek the field has no research done in it? what am i missing?

I found that by putting at least 1% in the tech fields that the ship research components are researching works fairly well, and the levels go up and roll over to the next tech level without micromanaging. Tradeoff is less research available for the tech you want to actually research concurrently.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2008-03-02 19:44

Santiago wrote:
solanrix wrote:
i may be missing something here but the research components for ships dont seem to do anything... placed several ships with theoretical reserach thingys and get message at start of each turn saying they have produced 1000 or so points towards a particulat field but when i chek the field has no research done in it? what am i missing?

I found that by putting at least 1% in the tech fields that the ship research components are researching works fairly well, and the levels go up and roll over to the next tech level without micromanaging. Tradeoff is less research available for the tech you want to actually research concurrently.


Thats good to know, I should reset the script search to current research done by an empire. Now I just need some time...

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Re: BattleStar Galactica Mod Available

Soumis par pyroman le Dim, 2008-03-02 21:16

I was just thinking and the way the warp points dont close but at the end of the turn they close its kinda like it gives the enemy a way to follow you...problem I see with that is you could have one ship create a warp point, have the rest of the ships use it, and then jump again

This of course doesn't matter if you have it set somehow so when you go through a warp point you didn't make you still damage your ftl system. This would also be great when a enemy follows you through a warp point if they are chasing you

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Lun, 2008-03-03 08:37

There are still some functions left unactivated by Aaron, mainly the close warp point after going through (turbulence setting on stellar ability type WP). Once thats activated everything else works well.

I have some script work arounds set to handle some of the possible loop holes, but I'm putting that on hold until AAron installs a function that can tell light year distance from system to system so I can get the AI to use FTL drives.

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Re: BattleStar Galactica Mod Available

Soumis par Sandermatt le Mar, 2008-03-04 09:02

I did only partly read the comments that have already been made. Is there any scenario planned that is like the movie battlestar galactica, where you have only a fleet and no planets. (Or don't you have planets anyway?). And can the ai uuse this mod, I mean can I play this mod in singeplayer?

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-03-04 12:23

The AI can use everything in the mod EXCEPT the FTL drives right now. The hold up is a function request from Aaron for light year distance, once I get that the mod will be fully AI used.

As of now I'll have a release out after finals week that will will re-activate the WP so the AI can leave there home systems.

I do plan on making a scenario like the BSG series once the mod is done (so I have a background for the scenario to work). I have to get some testing done on population growth while planet-less, not sure if thats been done before.

At least I'll have a scenario where the player expands to a point, the AI revolts (into the original Cylons but based on the RDM BSG series) and evolves over time into the new Cylons. If one manages to retain some of the original colonies during the attack then thats where the standard SEV picks up and the story line diverges.

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Re: BattleStar Galactica Mod Available

Soumis par lookerbc le Mar, 2008-03-04 15:29

gee this is getting to be a LONG page does it ever get to turn to another page????

and unless you build a base of some sort, it will be hard to do
a background for the scenario(because you need resources don't you)

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-03-04 16:44

lookerbc wrote:
gee this is getting to be a LONG page does it ever get to turn to another page????

and unless you build a base of some sort, it will be hard to do
a background for the scenario(because you need resources don't you)


Resources can currently be generated in game, intel, research and the three other base ones (rad,org and min) all from ship based components and/or script assistance. What I haven't tested yet is what happens when you have no worlds (I haven't played SEV to the end of a game Smiling).
If you can exist turn to turn without a homeworld then all is good, if not then some work around needs to be created.

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Re: BattleStar Galactica Mod Available

Soumis par solanrix le Sam, 2008-03-22 00:19

hey hey found some maybe bugs...
the high level warp openers are less usefull than lower level ones. i.e shorter range.
the sizes on either the ecm's or dradis(cant remember which) were changing strangley with higher levels, i.e 5 5 10 5 10 in space taken so i fixed that myself.

there tech areas availble to research that give you nothing... shields and energy wepons being the most anoying. should be removed from being researchable altogether if no gains from it.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Sam, 2008-03-22 20:03

I've written that bug down and several others, have the fixes already in the works. I have a major overhaul coming up for the Mod this week. Hopefully Aaron gets his patch out and I can do some scripting as well...

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Re: BattleStar Galactica Mod Available

Soumis par battlespud le Sam, 2008-03-22 20:46

i dont kniw if its there but how about a map to go along with the mod? Also how about no stanard shields. just the ones that mitigate, but dont block all damage ex. the ice shield from gritty galaxy? Also, weak and cheap fighters with an ai emphasis on carriers? So most other ships would be support or bombardment or battleship with cariers being:
all unit carrier,dronmes, fighters troops etc.
battleships
space yard ships
stellar manipulation ships
supply ships?

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Problem

Soumis par battlespud le Dim, 2008-03-23 08:49

The shuttles are tooooooooooooooooooooooooooooooooo small compared to everythimg else. I cant see them in combat or use them.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Dim, 2008-03-23 10:06

I've re-done the fighters and shuttles, I'm combining the stealth, fighters and shuttle types into just fighter subcategories. The specific hull size type will have special abilities so it would be beneficial to build with them.

I also plan to have specific weapon and component restrictions per hull size type using the AI tag system. This way capital ship weapon systems for dreadnoughts and battleships won't be found on frigates, and shuttle and stealth components won't work as well on fighter hulls.

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Re: BattleStar Galactica Mod Available

Soumis par battlespud le Dim, 2008-03-23 10:14

YAY

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Re: BattleStar Galactica Mod Available

Soumis par solanrix le Mer, 2008-03-26 01:08

another teeeny bug, the small armor componets increase in SIZE with each level not structure, so as u get higher levels u can use less armor no greater protection, i just swaped them round in my components file. was also on small emisive.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Lun, 2008-03-31 10:30

solanrix wrote:
another teeeny bug, the small armor componets increase in SIZE with each level not structure, so as u get higher levels u can use less armor no greater protection, i just swaped them round in my components file. was also on small emisive.
Thanks, I do get cross-eyed once in awhile and just don't know what I'm editing....Smiling

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Re: BattleStar Galactica Mod Available

Soumis par solanrix le Mar, 2008-04-01 03:55

hehe well im actualy playing a PBEM game of this with a friend and fixing it as i go and sending him patches... figured may as well tell u wat i find as well.

any reason the interceptors were so darn slow? they cant keep up with frigates... also why do engines start at lvl 5 when u only have one level researched? and warp openers at lvl10 to start with... seemed odd.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Mar, 2008-04-01 15:00

I'm taking notes and appreciate the bug list, most of my errors are unnoticed by me because I script and mod more than I play Smiling

I'll incorporate these and the other bug list showing up on SE net.

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Re: BattleStar Galactica Mod Available

Soumis par Bonfyr le Sam, 2008-04-26 15:01

I've been playing the bsg mod a bit lately. Installed a second copy of the game with the version 1.66 patch instead of the newest to do it too. I love the game. Its going to affect the way I play SEV dramaticly. Can't just defend wp's heavily and leave everything else unguarded now. of course now I get to just bounce around the universe too. I was creating a new ship earlier today though, and as I was adding flight decks and the like to it I noticed that in fact fighter bays which are still available to me are on average better than adding flight deck and flight pods and launch tubes. One recieves more storage in a single fighter bay than on a whole flight deck and weight is 1/3 of a flight pod. Also repair abilities within fighter bays are higher than flight decks or flight pods. Is the intent to use fighter bays on carriers, and the others as stop gap measures or retrofit sort of tools to allow battleships and the like to carry fighters? I like the launch tubes the way they can only launch fighters and not recover them, and it got me thinking. It might be sort of fun to create a fighter support structure which encourages individuals to use some of each of the fighter support bays.

I was thinking something along the lines of a flight deck which was just a cargo compartment with repair capabilities. I noticed that on bsg while the flight deck is indeed connected to launch tubes and flight pods, it is not actually able to launch and recover fighters. It is a place to store and repair fighters.

Launch tubes are excellent the way they are. Like I said it was their design which started me thinking, but if you largely removed the storage component, and repair facilites from flight pods, it would encourage designs which didn't exclude flight decks.

Another think I considered, but remain undecided on is the name for ordinance supply. In the show, they call these storage areas on Galactica "weapons lockers" or "weapons storage lockers" (not sure which cause I was kinda playing the mod while watching bsg when they referred to them and was a little distracted), but it might look funny to have a weapon locker on a fighter too.

One final note. I don't see a sensor which can detect stealthed vessels at any level. Why have stealth capabilities increase? Note too, however, that I have only used colonial tech. It might be in one of the other race tech trees. Didn't play any of them. That would be sacralige in a bsg mod.
Just want to stress though that I do really enjoy playing your mod. I can't wait to see the mods next progression.

Hope everyone finds these ideas interesting, but do whatever you want with them.

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Sam, 2008-04-26 16:12

Your comments are welcome if not a significant help to me finding errors and logical problems (like the flight pod vs fighter bays). If it weren't for homework I'd be scripting and modding Smiling

The next release (when I get some time) will have a working AI that will use the FTL drives with some tactics (Cylon style), also will have several new shipsets along with a cleaned up tech and component set that reflects the stock game closer but still has the BSG style to it.

The latest patch really caused some problems for me in the script functions and other data files that I pretty much had to re-do the entire mod in a batch style so I won't (hopefully) have to do it again.

Again, thanks for input, I've already implemented some of those Ideas to date.

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Re: BattleStar Galactica Mod Available

Soumis par jimbob le Jeu, 2008-05-01 12:19

Iso

Is the FTL now working? I saw another post (http://www.spaceempires5.com/en-US/node/300) in which SJ suggested an alternative way to create hyperspace movement. See the second last message in the thread. Would this be helpful to you?

Cheers
Jim

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Jeu, 2008-05-01 12:33

jimbob wrote:
Iso

Is the FTL now working? I saw another post (http://www.spaceempires5.com/en-US/node/300) in which SJ suggested an alternative way to create hyperspace movement. See the second last message in the thread. Would this be helpful to you?

Cheers
Jim


I did track that thread, but what I'm trying to do in BSG is mainly have the AI use the FTL during game play instead of end of turn. I can do it now, Aaron included a function I requested that will allow me to store systems within range of an empire's FTL capability. I've slowed down on the mod because school is monopolizing my time. If I can get a week solid (which is coming up after the quarters done) I should heve the BSG mod running with FTL used by the AI.

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Re: BattleStar Galactica Mod Available

Soumis par battlespud le Jeu, 2008-05-01 15:14

cant wait, my mods at stand still cause of school as well, though i got a ton of progress i cant test it cause of no simulator and im afraid of proceeding...

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Re: BattleStar Galactica Mod Available

Soumis par Scottmm78 le Dim, 2008-06-01 00:02

Can't wait for the AI to be programed

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Re: BattleStar Galactica Mod Available

Soumis par Isopsyco le Ven, 2008-06-20 22:35

I'm in the middle of scripting the AI to use FTL drives and I'm noticing quiet abit of code change from version 1.64 to 1.74 in allot of the script files. MM has really re-done allot of the under the hood mechanics on how the AI thinks and executes.

Anyway, the FTL use by the AI is actually pretty simple (simple doesn't mean quick, there are plenty of insert functions to place in the existing code) considering how MM re-wrote the ship orders in a better format from the last time I looked at it.

Should have a releasable update to the BSG mod soon, although I completely re-did the mechanics behind some of the ship options and fighters, mainly brought it back to standard format so the AI scripting could be done faster. Will add the components and other additions in latter once I get the AI using FTL.

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Re: BattleStar Galactica Mod Available

Soumis par lookerbc le Ven, 2008-06-20 23:51

Isopsyco wrote:
I'm in the middle of scripting the AI to use FTL drives and I'm noticing quiet abit of code change from version 1.64 to 1.74 in allot of the script files. MM has really re-done allot of the under the hood mechanics on how the AI thinks and executes.

Anyway, the FTL use by the AI is actually pretty simple (simple doesn't mean quick, there are plenty of insert functions to place in the existing code) considering how MM re-wrote the ship orders in a better format from the last time I looked at it.

Should have a releasable update to the BSG mod soon, although I completely re-did the mechanics behind some of the ship options and fighters, mainly brought it back to standard format so the AI scripting could be done faster. Will add the components and other additions in latter once I get the AI using FTL.

I for one can hardly wait Smiling

did ya ever think back in se4 that we could have a FTL mod???

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