View Full Version : Battlestar Galactica 2.0
February 8th, 2006, 03:53 AM
To show that I haven't been sitting on my hands for the past several days, here is an alpha prerelease. This will allow you to play as the Cylon Basestar. I did my best to base it off of the new show, although I am sure I have missed a few details. Which is why I am giving this out, in hopes that the finer details will get worked out before I finish Battlestar Galactica MOD v2.0. Enjoy!
February 9th, 2006, 05:25 PM
You did a better job on this than the Galactica, or so I think. The ship's image is nice and clean around the edge. The Raiders don't quite look grey or silver enough but it's hard to see them anyway.
On a related topic, I didn't like how the weapons worked in either mod, so I ended up modding them to my liking. Just treat these files as patches and drop them into their respective mod files. That means you have to have the mods in the game directory already.
The first one is a mod to your missile, meant for the Basestar, the file in this zip has to be put right into the items directory, where it will over-write the old Basestar missile file. It adds smoke trails, flame plumes, and flames when shot down. This can also be used with the Battlestar mod by the same method, since they use the same weapon. [EDIT] Apparently, I screwed up a parameter, this one has it fixed.
This file replaces the flak guns for the Battlestar. You can put the file from the zip right into the game's directory, if the battlestar mod folder is already there it will over-write any old files automatically. In this one the timing of each gun is slightly different, the firing pattern is different, and the explosions are different. I think the effect is slightly better.
Tell me what you think, OmegaMagus.
February 9th, 2006, 07:37 PM
I love what you did to the missiles! I've been trying to get them just right for a while now and never could nail the look down.
I personally don't like the shot gunning of the flak guns, I don't think it lines up with the show all that well. Which is why I stuck with the "wobbly" machine gun look. But it is something that I will look into since they do seem to be a point of focus.
The Raiders I left on the white side because they are a lot harder to see the darker they get, and I didn't want it to seem like the Basestar has invisible fighters. I'll probably end up making them a shade or two darker.
One last thing. I'm trying to decide if I should keep the Basestar as a playble ship, or if I should make it into a new race. Let me know what you think.
[EDIT] I'm going to keep the Basestar as a playable ship. That means I'm going to keep it as a seperate MOD. IF (that is a big if) I decide to do a MOD or Total Conversion that "follows" the TV show then I will make it into a non-playable alien race.
February 9th, 2006, 08:20 PM
No problem on the missiles, I'm glad you like it and I didn't really think you would like the flak gun change that much. However, I still think there are some aspects worth using. Mainly, the explosion sprite I used, I think it's much better than the expanding circle explosion. You can just copy and past that line out of my version onto yours. It just needs a random angle of 30 or 50.
It should be playable but as a seperate race within the Battlestar Galactica mod. That way you can have them fight each other in the simulator. There are three other ships to add as well, a super Basestar, which may be a Raider factory, the heavy Raider, and the Resurection Ship.
February 9th, 2006, 08:54 PM
Final prerelease before I combine my Battlestar and Basestar MODs into a single uber-MOD.
-Combined MajorDiarr's additions to the Basestar's missile with some of my own. (THANKS MAJORDIARR!)
-Basestar's missiles fire out in random directions (looks better when attacking, but makes them useless for shooting at empty space)
-Raiders are slightly darker and larger
February 10th, 2006, 01:20 AM
The width of the smoke trail is good, although I think it could stand to be slightly, maybe a pixel, wider, as is the random launch angle, it is far more like the show with that. However, I think the smoke trail is far too subtle since I remember it being far more visible at a distance in the show. Increasing the number of particles laid down may help a little, as well as decreasing the random Y placement slightly. Other than it's great.
The Raiders also look a bit better. The guns, I would remove the muzzle flair though, it looks like engine flair. They need blue gun particles too, although I'm sure you're getting to that, in the mean time you could try setting the gun particle to 34 34.
February 10th, 2006, 05:18 AM
The only problem with laying down more smoke particles is that the game engine has a preset limit. The more you lay down the more likely you will get gaps or sudden stops in the smoke trail. I made the smoke trail stand out more by making the smoke particles larger as well as taking away their random placement (doesn't look as good, but I don't think you will be concentrating on the smoke trails while the Galactica and a Basestar are fighting it out).
I already made the Raider guns shoot blue particles (first thing I did after I posted the last release). I also made the Raider missiles fire faster and made their smoke trail more visible (both to look like the show and to stand apart from the Viper missiles).
Not too long ago (read: few hours) I stumbled across a wiki site that is all about the Battlestar Galactica universe and I am using their technical data to finish both the Galactica and the Basestar. Here are some details of what I have done so far to finish this thing:
-I have removed two of Galactica's flak turrets and modified the remaining two so they give the apearance of 20 flak turrets shooting two rounds about ever 2 seconds. I also upped their damage to compensate for the diminished amount of fire.
-I added two point defense cannons that (some what) give the appearance of about 392 cannons shooting 200 rounds a second. They do next to no damage.
Some things I am thinking about adding:
-I am playing with the idea of adding anti-fighter missile launcher(s) to the Basestar (since the basestar has no guns and some sort of anti-fighter weapon).
-Both the Galactica and the Basestar have nuclear weapons, Galactica's are very limited while the Basestar's are not. I don't think that this kind of super-weapon would be appropriate for this MOD, but still think the idea of making that kind of a weapon is pretty cool.
Just to show how close I am to finishing 2.0, I have combined the Basestar and Raider ships into the Galactica MOD. So now you can play as either of them in the simulator, pit fleets of both against each other, watch them in the main screen, and fight the Cylon ships in the game!
I attached a picture for your viewing pleasure.
February 10th, 2006, 07:19 AM
In the mini-series, the BSG takes a direct hit from what was probably a 1 megaton nuke and the only damage it took was hull breaches in something like ten compartments. But that's still 100 times stronger than the weakest missile in game.
I seem to remember that number for the guns being wrong, I counted them all a while ago but then again it might be right. And I still don't remember the BSG ever firing missiles.
February 10th, 2006, 01:57 PM
I don't know about hte number of point defense cannons (all the numbers I've seen seem too big to me) but everywhere I look the numbers are in the hundreds. As for the missiles, the most recent example of Galactica using them is in season 2 episode 12 (The episode where they attack the Resurection ship). I've attached a screenshot and circled the missiles.
February 10th, 2006, 08:07 PM
I remember those firing from the main guns.
February 10th, 2006, 09:10 PM
After watching the episode in slow motion, I agree the missiles do seem to be fired from the main gun area on both the Galactica and the Pegasus.
The attached screen shows a better view of the battle. Yellow are Battlestar missiles and red are Basestar missiles.
February 12th, 2006, 04:21 AM
The flame jets of the Cylons missiles seem to be about three times longer than the orange rounds, just to note it.
Go to 22:49, you can see the shots firing from the main guns, then the camera pans to the Basestar. If you look very carefuly, you can track a shot from the left side of the ship as the camera pans to the right. Some of the shots apear to be made of two glows, then can switch to one. I think I've figured it out, the large guns fire unguided rockets. It explains the balistic paths, it explains the smoke trails, it explains the occasional double glow. The reason they would want unguided rockets and to fire them from guns is simple, the guns give them some near instant acceleration so their flight time is shorter, the rounds actualy gain speed during longer range attack which increases their effective range, cylons can't jam a mindless rocket.
Or the rounds are just smoking hot when fired or are burning some sort of tracer meterial, which may be a better explanation in some ways, as it explains why the big rounds, point defense rounds, and fighter rounds all glow.
The Cylons use guided missiles because they can, the Colonials probably have nothing that can jam Cylon systems. They use guided missiles because they have to in order to get through the point defense guns and the guns can't be jammed because they're human operated.
February 13th, 2006, 01:32 AM
It looks like the two Battlestars are firering their main flak turrets right into the baststars. Smoke trails are there, but from their main flak turrets? I don't know, I'm going to leave my MOD the way it is until I can figure that little bit out.
As for my MOD, it won't be ready for a few more days, got caught up with the Olympics and school work. Don't worry it is very close to being done... and then after that... Who knows Total Coversion maybe not to far away.
February 14th, 2006, 04:02 AM
It makes sense because either way, the shots fire balisticaly. And it doesn't make sense for the big gun's shots to be the same flak rounds fired earlier on, they have to have anti-armor rounds as well.
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