BSG addon mod (pr 1.1)
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posted on December 24th, 2009, 9:36 pm
Last edited by Anonymous on January 25th, 2010, 8:15 pm, edited 1 time in total.
Hello All you who care!! Though I was beat by the release of 3.1, I have decided to release this anyway. here is the release of the BSG addon mod preview, version 1.1. This version should have fixed all the bugs(with extreme thanks to blade and ryderstorm, for all their help), and as a treat featrues an all new gui!
Note: This version is not made for FO 3.1, it was made with 3.0.7, thereby doesn't use any of the new features. The next full version will be a non-stand alone mod made for 3.1. This is still just a preview, and will work stand-alone.
Current mod features:
Mercury class battle fleet-
Assult raptor- 2 missiles
viper mk2 - 2 kews, ace statious
viper mk7 - 3 kews, advanced armor, ace statious
battlestar- mercury class
r1 - kew- launches 3 mk2- missiles- FTL
r2 - launches 3 mk7, 2 mk2- a duel forward bounted kew- *mk7s buildable after last deploy*
r3 - launches 5 mk7- 4 forward kews
r4 - 1 raptor *at first deploy*- armor - *alwayse buildable fighters*
r5 - FTL range increase- speed increase- accuracy increase- *extra viper squadd*- also launches 2 raptors
#####Veteran classified, and not included#####
Cylon battlefleet
raiders-2 kews, advanced technology i.e. rate increases, hull strength, ect
basestars
r1 - missiles have three targets - launches 3 raiders
r2 - FTL - 5 raiders
r3 - 6 raiders - special energy rate and hull increase
r4 - FTL unlimited range - missiles target 6
r5 - 8 raiders - single tracking long range missile
#####Veteran classified, and not included#####
*features like launch limitation and build able vipers not available in current version*
|||DOWNLOAD PR, v1.1|||
Todo List:
oh and for got to say in the credits that the missile model and sounds were from Draconis_Sharp, but I edited the textures
Note: This version is not made for FO 3.1, it was made with 3.0.7, thereby doesn't use any of the new features. The next full version will be a non-stand alone mod made for 3.1. This is still just a preview, and will work stand-alone.
Current mod features:
Mercury class battle fleet-
Assult raptor- 2 missiles
viper mk2 - 2 kews, ace statious
viper mk7 - 3 kews, advanced armor, ace statious
battlestar- mercury class
r1 - kew- launches 3 mk2- missiles- FTL
r2 - launches 3 mk7, 2 mk2- a duel forward bounted kew- *mk7s buildable after last deploy*
r3 - launches 5 mk7- 4 forward kews
r4 - 1 raptor *at first deploy*- armor - *alwayse buildable fighters*
r5 - FTL range increase- speed increase- accuracy increase- *extra viper squadd*- also launches 2 raptors
#####Veteran classified, and not included#####
Cylon battlefleet
raiders-2 kews, advanced technology i.e. rate increases, hull strength, ect
basestars
r1 - missiles have three targets - launches 3 raiders
r2 - FTL - 5 raiders
r3 - 6 raiders - special energy rate and hull increase
r4 - FTL unlimited range - missiles target 6
r5 - 8 raiders - single tracking long range missile
#####Veteran classified, and not included#####
*features like launch limitation and build able vipers not available in current version*
|||DOWNLOAD PR, v1.1|||
Todo List:
- Modular station addons
- Caps on ships
- Veteran stations for ships
- 3.1.0 compatibility
- Tooltips
- 2 classified items
oh and for got to say in the credits that the missile model and sounds were from Draconis_Sharp, but I edited the textures
posted on December 24th, 2009, 9:40 pm
Hotness! Merry Christmas, Admiral Zaxxon! 

posted on December 24th, 2009, 10:10 pm
Merry Christmas to all!!!
lol


posted on December 24th, 2009, 11:32 pm
So is this standalone, you don't need to mod your current version?
posted on December 24th, 2009, 11:43 pm
not right now. later when I release the full version(way later) I will make it so that you need to mod your game, but for now, it is stand alone 

posted on December 25th, 2009, 1:28 pm
Everytime I go to the map editor and attempt to build bsg ships, i crash 

posted on December 25th, 2009, 2:49 pm
That's part of what this version is for, to find problems with odfs.
posted on December 25th, 2009, 3:07 pm
Unleash Mayhem wrote:Everytime I go to the map editor and attempt to build bsg ships, i crash
Same here.
But I'm sure you'll get that one fixed soon!

The first thing I did when I noticed you released your mod was to hit the download button. Can't wait to finally see your work ingame

Thanks for the time you spent and spend creating this!
posted on December 25th, 2009, 4:14 pm
ok heres the trick, or atleast what I do. select federation. select your avatar, and wate for the pre loaded unites to build. after that open the map editor, and then it should work. not always, but it will most of the time.
posted on December 25th, 2009, 5:37 pm
Last edited by RYDERSTORM on December 26th, 2009, 2:55 pm, edited 1 time in total.
Ok here are my trial results.
I cant get this not to crash.
Tried via selecting IA results in crash but that was no surprise.
Tried via map editor after loading up a game and every single time I select bsg_ships results in crash. Now here is the interesting part....Ive tested about 10 times now. I only got 6 crash reports which all dif slightley. The other 4 crashs resulted in the infamous "out of memory increase sawp file" error. I only tested 10 times and 4 ooms? Im gonna try something else but Im kinda busy today just to see if I can have any luck with this at all.
EDIT:
I have the cylon advatar fuly working now. The colonial though has issues...Cylon works 100% for me now And I have 100% successful launch from IA screen with 10 attempts completed
When I have more time I will try and get the colonials working. If I choose the colonial advatar I get "oom"
EDIT2:
Ok From IA I can launch just fine 100% of the time.....both advatars will launch just fine and cylon advatar works 100% however the colonial advatar as soon as ranks up past 1st rank crashes the game. Usually with "oom" Launching via map editor still crashes the game about 50% the time for me soooo.....I figure there is a problem with the colonials someplace....I have edited a few files but I cant seem to see where the error for the colonials is. I will attach the odf directory I have modded and like to see if somebody can confirm my results.
I cant get this not to crash.
Tried via selecting IA results in crash but that was no surprise.
Tried via map editor after loading up a game and every single time I select bsg_ships results in crash. Now here is the interesting part....Ive tested about 10 times now. I only got 6 crash reports which all dif slightley. The other 4 crashs resulted in the infamous "out of memory increase sawp file" error. I only tested 10 times and 4 ooms? Im gonna try something else but Im kinda busy today just to see if I can have any luck with this at all.
EDIT:
I have the cylon advatar fuly working now. The colonial though has issues...Cylon works 100% for me now And I have 100% successful launch from IA screen with 10 attempts completed

When I have more time I will try and get the colonials working. If I choose the colonial advatar I get "oom"
EDIT2:
Ok From IA I can launch just fine 100% of the time.....both advatars will launch just fine and cylon advatar works 100% however the colonial advatar as soon as ranks up past 1st rank crashes the game. Usually with "oom" Launching via map editor still crashes the game about 50% the time for me soooo.....I figure there is a problem with the colonials someplace....I have edited a few files but I cant seem to see where the error for the colonials is. I will attach the odf directory I have modded and like to see if somebody can confirm my results.
Attachments
BSG fix.zip
- (41.84 KiB) Downloaded 508 times
posted on December 27th, 2009, 1:53 pm
which is strange, because that crash will nromally always crash, not 50% of the time.
thanks man, I'll have a look at what you did
thanks man, I'll have a look at what you did
posted on December 27th, 2009, 2:31 pm
ok i've fix a lot of the issues but requires rewritting the odfs so just radding them slowly
posted on December 27th, 2009, 2:43 pm
does anybody get a bug where after the fighters launch the fighters all move to the nearest corner of the map and just stay there? This only happens about one out of every 5 times....
posted on December 28th, 2009, 12:56 am
yeah, the physics make it so that you really need to micro your fighters, otherwist they run away sometimes 

posted on January 3rd, 2010, 2:48 am
2010 update:
I think I have located the bug, and will get a new version out asap. blade has also had some sucess, so we should have twice the chance of getting it right
I think I have located the bug, and will get a new version out asap. blade has also had some sucess, so we should have twice the chance of getting it right

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