View Full Version : Battlestar Galactica MOD V2.0 release
February 13th, 2006, 09:14 PM
I've been promising it for a while, so here it is! There are some things that are already being tweaked and worked on. Until I churn out another update, Enjoy!
Changed Galactica's long range gun from a missile launcher to a long range version of the Flak cannon, this looks a lot more like the show then the missiles.
-Galactica's siluette has been updated
-Galactica's anti-cap ship guns have a more noticeable smoke trail
-Galactica's guns have been tweaked and moved to allow more missiles/fighters through and given more realistic firering arcs
-Galactica can launch 3 wings (12 total) of Vipers
-Basestar missiles now target fighters
-Basestars fire more missiles
-Cylon missile sprites have been changed to look more "Cylon"
-Basestars can launch 8 wings (24 total) of Raiders
-Fixed some minor "features" in my "code" that lead to some preatty random crashes
February 17th, 2006, 03:02 PM
Yes I replaced the original with the update (no need to keep the old one around when there is a newer one)
February 17th, 2006, 09:50 PM
Yeah, the new one is good enough to dispose of the last one. It only needs a few changes, smoke for the long guns, more fighters for both sides, and more missiles for the Cylons.
February 18th, 2006, 07:04 PM
Did you watch the show last night?
I think it's fair to assume that Galactica has the same armaments as the Pegasus. When Lee brought the Pegasus around to open fire on one of the Basestars, two distinct types of ammunition were fired out of the forward-facing guns. There were long-range simple projectile weapons (like your long-range Flak cannon). However, there were also projectiles of some kind that left a massive smoke trail & also glowed yellow/orange which suggests that they are missiles.
February 22nd, 2006, 02:46 AM
Yeah I did notice that. But I assume that because Pegasus is a newer ship, she would have what Galactica has and then some. I don't think that Galactica has fixed main guns like Pegasus does, since in every battle I've seen she is broadsiding her opponents. However I have also seen schematics (mostly for the old series) for Galactica where they mention a "missile battery." I am going to err on the side of caution and keep things the same until I see proof or significant evidence otherwise.
On another note, I have released an update. This pushed my MOD up to version 2.2 (and I used to think that I wasn't going to update as often as I have been). I am looking for top-down views of Colonial Rapters, Pegasus, and Cylon Heavy Raiders (preferably high-res or screen caps from the show) so I can add them into my MOD. I will be making a full conversion if I can find (most of) these three ships, but until I do this MOD will stay low-key.
February 23rd, 2006, 04:43 PM
As I mentioned in my last post I am looking for topdown views of Rapters, Heavey Raiders and the Battlestar Pegasus. I might have a shot of a Raptor (although it isn't very good). I am going to need some help looking for pictures of these ships. Any help in locating these ships would be greatly appreciated.
February 23rd, 2006, 05:56 PM
On a side note:
This morning I watched the mini-series again. From what I saw, the Raiders' ammunition had a blue glow, where as the Vipers' glowed orange. I'm going to have to compare with some later episodes, but I don't remember if this was only used in the pilot or not.
Might be an interesting touch; a nice way to differentiate the two during larger-scale encounters.
February 23rd, 2006, 06:11 PM
All Cylon weapons have a distictive blue glow to them and all Colonial weapons have a simular red/orange glow. I also have Season one and two (thank god for DVR's) and when I have the time I'm going to start going through them. But until then I'm limited to internet searches and they aren't showing much.
February 24th, 2006, 04:22 PM
Just tried this for the first time, pretty nifty http://forum.shrapnelgames.com/images/smilies/happy.gif
One thing you might consider with the smoke trails, make a new more "elongated" smoke sprite (e.g. oval rather than circular) so you won't have to set the particle effect's RATE value so low. I think you could cut the number of particles in half pretty easily without changing the looks too much.
February 28th, 2006, 03:25 AM
I took a shot from the show of a smoke trail and made it into a sprite. It looks really good, as long as I keep it under a certain size. After that it starts looking... well just weird. I've also been playing around with the sprites that are already in the game, but still no real inprovements, just different looks. And even though I've cut down the number of particles on screen, I still get gaps in the smoke trails and with the elongated sprites it looks even worse then before. I'm not done playing around yet, so I might still be able to make this work.
[EDIT] Question removed, just me being an idiot =b~ [\EDIT]
March 12th, 2006, 06:58 PM
This is a great mod. The Galactica is a hell of a ship! It's only real weakness is against lots of annoying Zorg fighters and the Deep Space Hunters (or whatever the cloaking ships are). Once those ships decloak and you order the Galactica to attack, and then they cloak again, your Vipers stop moving and lose all their orders. You end up having to pause the game and reissue commands whenever the ships decloak. It's probably nothing you can help, but it's a little annoying. Perhaps Digital Eel themselves could change the code to make fighters not sit around and act lost whenever their target cloaks itself.
I was also surprised to see how weak the Cylon bases stars are compared to the Galactica. You can easily take out 2-3 of them with just the Galactica. If you have powerful shields, the base star can't even penetrate the shields.
Great stuff though.
March 13th, 2006, 12:33 PM
I'm glad that you like the MOD. It's always great to hear how much people like your creation.
I've always been concerned about the strength, or rather lack of stregnth, of the Basestars. But since I'm trying to keep this as close to the new series as I possibly can, and there is next to no information about the Basestars, I have no idea how to beef them up realistically.
All that I do know is that the Basestars rely on their Raiders for their power. In the new series they hang back out of the fight while they launch Raiders and missiles. But as soon as they get into the fray, they are easily overpowered by a single Battlestar.
While I haven't been working on my MOD recently (damn school work, don't my profs know that I have a life outside of school?!) I have plenty of new ideas on how I can tweak the strength of the Basestars to make them more of a threat to Galactica.
But until I get a break and have some free time, that won't get done.
April 16th, 2006, 05:35 PM
Okay I am new to the game and sofar I am loving it and I decided to DL some mods.
Every mod works for except this one. Everytime I start the mod I got thrown back to my desktop.
Any ideas how I can get this mod to work?
June 21st, 2006, 10:43 PM
Like BorStonefist, I'm also unable to run the BSG 2.0 mod. For some reason, it fails to launch. I'm going to try all the various screen resolutions to see if that might be the problem, but so far I've tried 800x600 and 1024x768 without luck.
June 22nd, 2006, 06:46 PM
Just checked this again, works fine here. Are you playing on Mac or PC?
June 22nd, 2006, 07:22 PM
It's not a Mac thing.
Just tried this Mod on my worst Mac (2 x 500 MHz G4) and it seems to work fine.
Only used a low res screen though.
I'll try it tomorrow on my PowerBook, and see how it flies on that.
I can also get to have a good look at this Mod then too!
p.s. Thanks for the Mod OmegaMagus, I'll give some feedback when I've had a proper play with it ;-)
June 22nd, 2006, 08:30 PM
I'm running on WinXP.
June 25th, 2006, 10:57 AM
Aha, I think I just found the solution to the problem of the WW failing to launch when you select the BSG mod!
I was running version 1.0, as installed from the retail CD. I spotted a patched version with various enhancements and bugfixes on shapnelgames' website, which upgrades the game to version 1.1. After installing this, WW launches & supports the mod just fine.
The patch can be downloaded from http://www.shrapnelgames.com/digital_eel/Weird_worlds/6.htm
July 19th, 2007, 12:21 AM
Does anyone know where to download the latest version of the mod?
July 22nd, 2007, 07:23 PM
Does anyone know where to download the latest version of the mod?
Simply click on the word "Attachment" in the heading of the first post in this thread.
I've just tried it, and downloaded version 2.2 of the Mod :-)
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