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  #11  
Old February 2nd, 2006, 08:41 PM

MajorDiarr MajorDiarr is offline
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Default Re: Battlestar Galactica Mod Update

Wow, the shot gun style firing really does make it much more like the show, especially at close range. To really make it like the show, I think adjusting the timings of each weapon for each slot would really add a lot. They can be balanced so they do the same amount of damage per second but some of the guns can fire a little faster with a slightly longer reload, or reload faster with longer refire. Doing that would make the firing effect more random looking. Also, they're termination distances should be varied a little.

The damage for the point defense guns should be rased some, they don't kill fighters fast enough.

Galactica looks much much better now.
  #12  
Old February 3rd, 2006, 02:28 AM

OmegaMagus OmegaMagus is offline
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Default Re: Battlestar Galactica Mod Update

While messing around with the settings I stumbled across something that works better then the shotgun effect. A high rate of fire machine gun, that wobbles. Basically I took the randomness of the shotgun fire and made it fire one round instead of multiple rounds. This randomizes the fire really well and sounds like multiple guns instead of one. I'm tweaking the damage so that it can take out fighters really well but not cap ships.

I'm also playing around with the Viper's guns, they seem to either be doing not enough or way too much damage.
  #13  
Old February 3rd, 2006, 05:47 AM

OmegaMagus OmegaMagus is offline
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Default Plans for 2.0

Looking towards the future I see that there really isn't much for me to do with this MOD once I've balanced things as much as I can... So the next thing I'll do is add in the Cylon ships. I already have the graphics (yes they are the right side up) and I'll start working on them soon. Expect the first working version of Battlestar Galactica 2.0 next weekend sometime.
  #14  
Old February 3rd, 2006, 03:31 PM

MajorDiarr MajorDiarr is offline
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Default Re: Plans for 2.0

Is the wobble really built in, or is it because the ship doesn't have a targeting computer. You should put the best targeting computer in to see what happens.
  #15  
Old February 3rd, 2006, 08:55 PM

OmegaMagus OmegaMagus is offline
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Default Re: Plans for 2.0

It is built in, I basically applied the randomness of the shotgun effect to a single bullet so most of the shots made go wide. Included a screenshot.
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File Type: jpg 404118-flak_gun.jpg (34.3 KB, 267 views)
  #16  
Old February 3rd, 2006, 09:09 PM

OmegaMagus OmegaMagus is offline
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Default Bug

I'm having trouble playing with my MOD. Can anyone else get the nonsimulator part of the game to work without crashing?

-FIXED-

don't know what caused it but I fixed it... I think
  #17  
Old February 3rd, 2006, 10:04 PM

OmegaMagus OmegaMagus is offline
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Default Last update before 2.0

This is the last update before 2.0 unless there is something I just HAVE to fix. Nothing special in here.
-Flak cannons now fire more randomly
-Flak cannons can no longer target cap ships (too powerful if the could)
-Viper guns no longer have a clip
-Viper guns do slightly more damage
-Viper guns range was increased by a small amount.
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File Type: zip 404127-battlestar V1.2a.zip (94.8 KB, 232 views)
  #18  
Old February 4th, 2006, 02:27 AM

MajorDiarr MajorDiarr is offline
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Default Re: Plans for 2.0

That looks pretty good, can you combine that with the shot gun parameter?
 

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