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November 16th, 2003, 08:03 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Battlestar Galactica
Possible mapping bug:
In the Canceria system, the warppoint to Aeriana is in the middle of the system, right next to Canceria II.
Also, the left and right firing points on the Colonial BattleStars are on the wrong side (mirror imaged)
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Quite a nifty mod so far.
The battlestars are so painfully slow, though. Hard to complete those long mission runs...
I have yet to learn how to accept losses so I don't use my fighters as much as I should.
I think I need to bug Aaron about friendly fire a bit...
For the fleet command jobs, I noticed "Cylon Terrorist attacking ships ..."
These could probably be reworded to something like "Cylon ship X is ravaging the Y system and reinforcements are required"
[ November 16, 2003, 20:33: Message edited by: Suicide Junkie ]
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November 17th, 2003, 12:30 AM
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Corporal
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Location: Chicago
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Re: Battlestar Galactica
Thanks for the comments everyone-- you have no idea how much it means to me that you're enjoying the mod. SJ, thanks for the heads up-- I'll implement those changes ASAP. Now I just gotta figure out why the $#*&% cylon basestars aren't stocking fighters like they're supposed to. If I can figure it out, I'll have a patch posted early this week.
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November 17th, 2003, 12:58 AM
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Shrapnel Fanatic
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Re: Battlestar Galactica
Perhaps they need more cargo bays to hold the fighters in...
BTW, feel free to use ideas from my mod...
- Shield Generators provide a small amount of regen (1/500th of the "shields maximum" each second for P&N)
- Crew quarters increase crew capacity and provide hull repair points.
Those were the things I missed most.
I can't stand watching the enemies coast around with permanent shield damage after combat.
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November 17th, 2003, 01:55 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Battlestar Galactica
There is not enough space to place the fighter bays on the Basestars and thus the fighters. (edit-> clarification: if no bay is present, no fighters will be placed).
Lower the percentage of shields and armor. I tried 25% for shield and armor and that yielded 2 fighter bays on a Basestar at average difficulty, and 1 fighter bay at easy difficulty.
Perhaps even better would be to use the overrides for baseships to place more fighter bays, so you would still have high shields/armor for the Attackstars. I do think though that 90% for weapons+shield+armor is a tad too much and that leaves no room for other goodies.
I also noticed that you call for fighter bays on 'Attackstars 1', but there is no such design. Not sure if that is a relict or a typo.
Hope that helps,
Rollo
[ November 16, 2003, 23:57: Message edited by: Rollo ]
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November 17th, 2003, 02:29 AM
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Corporal
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Re: Battlestar Galactica
That did it! You're the man, Rollo!
Oh, and yes, I did catch that Attackstar business. It's now Attackstar 2 C that carries fighters.
[ November 17, 2003, 00:31: Message edited by: Drake113 ]
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November 17th, 2003, 03:28 AM
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Brigadier General
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Re: Battlestar Galactica
well, I am glad that helped .
some more stuff:
- There are two typos with the Basestar Layout. the slots for Armor 2-2 and Armor 3-1 have a facing of 1 instead of 2 and 3 respectively (you can blame Slotmodder )
- The firing points for the attackstars are way off. Use the SHOWFIRINGPOINTS cheat to check.
- The Epsilon system doesn't show in the sector map after it has been visited. I suspect that has something to do with bad linking of warp points. (<--- edit: not true. see reason and fix in next post).
- When you leave Delta to the north, you arrive in Hades at the southern WP instead of Epsilon. (edit: fix also in next post)
- I tested the Attackstar 2 C. It doesn't have fighter bays. If you want to use that as a small carrier, you'll have to use the overides for this design in Main_enemies.txt
[ November 17, 2003, 02:06: Message edited by: Rollo ]
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November 17th, 2003, 04:04 AM
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Brigadier General
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Re: Battlestar Galactica
okay, got it figured out .
In Campaigndata.txt this fixes the WP:
Map ID := 19
Map Name := Delta
Map Display Name := Delta System
Map Map Filename := Maps_Delta_Map.txt
Map System Type := Cylon
Map Enemy Appearance Group := Cylon System
Map Music Filename := BSG6.mp3
Map Number of Connections := 2
Map Conn 1 Entrance ID := 1
Map Conn 1 Destination Map Number := 18
Map Conn 1 Dest Entrance ID := 2
Map Conn 1 Connection Type := Two Way - Always
Map Conn 2 Entrance ID := 2
Map Conn 2 Destination Map Number := 15
Map Conn 2 Dest Entrance ID := 2
Map Conn 2 Connection Type := Two Way - Always
To fix the display of the Epsilon system correct a typo in Main_QuardrantMap: Epsilon instead of Epsillon
Hope that helps to get a new Version sooner ,
Rollo
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November 18th, 2003, 12:04 AM
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Corporal
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Re: Battlestar Galactica
Thanks for all your feedback, folks. I've posted a newer Version in the same URL, which is here (11 MB), and for you guys who have already downloaded the mod, you can get the patch here (.5 MB). As always, feedback and bug reports are appreciated!
Changes--
*Fixed Basestar firing points (Attackstars... well, they're better)
*Basestars now have proper tonnage capacity and carry fighter bays
*Resolved Battlestar flipped weapons
*NPC Battlestars now have standardized loadouts
*Cosmetic fixes to Warp Point locations
*Colonial and Cylon fighters have more authentic-looking shots
*Reskined Colonial Starbase
*Moved Data folder to campaigns for more authentic ship naming
*Next Campaign name changed from "Behind Enemy Lines" to "The Secret of the Cylons"
*Shield Generators now regenerate
*Crew Quarters add to crew size, hull regen
*Delta-Epsillon warp connection fixed
*Fleet Command mission text now more accurate
[ November 18, 2003, 05:51: Message edited by: Drake113 ]
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November 18th, 2003, 01:39 AM
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Shrapnel Fanatic
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Re: Battlestar Galactica
Do you think you could not name it Campaign 4? There is little reason to do so, and it might lead to confusion about it being meant as taking place after the 3rd campaign... That, and if everyone starts doing that, there could end up with a lot of Campaign 4s. Also, if MM ever releases a new campaign, it might well be entitled Campaign 4. Arbtrary names are allowed.
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November 18th, 2003, 03:18 AM
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Corporal
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Re: Battlestar Galactica
Point taken, IF. I'll change the titles accordingly.
In other news, I spotted a problem with the Main_Components.txt file in the patched mod, specifically with the stuff I stole-- er, borrowed, from SJ. The Life Support systems are underpowered for the ammount of crew on a Battlestar, and thus, your crew will start dying off when the game starts (!). I'll revise the patch tomorrow, but until then, if you can open up Main_Components.txt and change the part under "Life Suppport" that reads this:
Effect 1 Type := Prevent Crew Death
Effect 1 Base Amount := 1.0
To instead read this:
Effect 1 Type := Prevent Crew Death
Effect 1 Base Amount := 2.0
your crew will thank you for it.
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