BSG Mini Mod Project Update Thread

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posted on December 21st, 2009, 12:40 am
Hmmmm.....

perhaps this code might have something to do with it?

checkvalidresourceinterval = 10.0f

that is if u have ur fighters being built radther than launched via replace weapon. Im not sure honestly, its just stab in dark.
posted on December 21st, 2009, 2:33 am
nope, actually they are launched via replaceweapon
posted on December 21st, 2009, 10:36 pm
Last edited by RYDERSTORM on December 21st, 2009, 10:44 pm, edited 1 time in total.
Thats an odd bug....Cuz I can say that my cylon fighters have crew when they launch even if the baseship only has half its crew. Hmmmm..... :whistling:



EDIT: Just for giggles what happens if u change the crewcost for the fighters?

Another EDIT:

Ok i just tested my fighters again. I was dumb and had my fighters crewcost at 2...so i changed it to 1 and then subtracted crew from the mother ship and BAM!!! dead derelect fighters. I changed the crew cost back to 2 and it was fine. So this is a bug.
posted on December 22nd, 2009, 3:22 am
hmm that is strange.  unfortunatly my vipers have only 1 pilot, so I just changed it to 0.  its fine that way I guess.

Just changed something else.  Fighters launch automatically.  this is hard to control because they don't always launch when you want.  But it does allow the AI to use fighters, so thats really great.
posted on December 23rd, 2009, 6:33 pm
muwahahah!!!  ok some updates.  I have finished the wireframes.  made them in about 30 minuets flat :sweatdrop:  now I'm working on balancing, adjusting some features such as kews and launching.

also I am making the battlestars, and basestars have the same classlable as a construction ship.  that way when your ships launch fighters, you can easily micro their strategy without messing with the larger ships target.   

here are some pics.  I will let you guys guess who won, and how the battles turned out. :D

i think the raptors are too big, and the raiders are too small...

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posted on December 23rd, 2009, 6:48 pm
new size comparison

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posted on January 16th, 2010, 7:22 pm
Alright, heres an update:

While working on converting the mod to 3.1.0(which is going quite well actually) I found that my current way on launching fighters, for some reason, no longer works.  So I have decided to completely re work my fighter combat style.

1, after reviewing my size comparison of my fighters, vs my carriers, i found that the fighters are way too big, so this will be fixed.

2, fighters will be launched in the same way as they are by other carriers, found in 3.1.0

3, while looking at the bsg wiki, I noticed that a mercury class battlestar can support around 200 fighters.  Now because it is very unlikely that a player is going to reach that number of fighters at one time, there will be no cap on fighters.

4, because there will be a much larger number of fighters, smaller fighters, I will significantly reduce the damage done by each fighter, making it wayy more realistic.  That way in order for fighters to pose a significant threat to larger ships, they will need to be in vast numbers which is the way they were in the show, supposedly.


Oh, and the new patch provided a line of code that allows ships th be launched from a damaged carrier, and not have that damage transfered to the fighters, so the fighters can once again have crew. :thumbsup:


Finally, I saw some more pics of the missiles in the new bsg series, and again tweaked the missile texture, making the contrail a little more subtle.  Heres a pic:

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posted on January 16th, 2010, 7:28 pm
that poor scout.  :borg:
posted on January 16th, 2010, 7:35 pm
:lol:

never even noticed.  that is one dead scout, sence like three hits could take it out.

2 if its from a battlestar
posted on January 16th, 2010, 7:54 pm
i'm not a big BSG fan, but arent those missiles nukes? wouldnt that kill a scout faster?
posted on January 16th, 2010, 8:00 pm
well, you would think, but (A) it says that they are conventional chemical propelled missiles. only the battlestars had nukes, and (B] people assume that star trek tech is very advanced compared to bsg tech, not to mentine that the scout has shields which would really protect it from the radiation if it was a nuke.

none of the ships have nukes...yet
posted on January 17th, 2010, 2:07 am
I thought the fighters in the PR were sized just fine in my oppinion....Oh and to many fighters can degrade gameplay with too much going on or performance issues.....part of making a mod is scaling what you see in a show or movie into an enjoyable game. It dosent always work to make mods just like cannon....I have learned that the hard way unfortunately. But you have good ideas so far and I enjoyed the PR and am anticipating the full version when its ready with eagerness.

I sympathize with the "gonna take awhile" to get this released....3.1 has lots of nice shiny additions which take good amount of time to re-adjust 3.0.7 mods to......But it is well worth it  :D
posted on January 17th, 2010, 2:33 am
Last edited by Anonymous on January 17th, 2010, 2:45 am, edited 1 time in total.
actually, it seems to me that it works fine, sence I made them half the size, it causes no problems having twice as many fighters in play. :D

and really it is easer to control the fighters when you can select 30 at once!!!!!

also, I am pretty sure I just finished it too.  the conversion anyway.  it will lake time to create the other new features mentioned in the previous thread.  Im just deciding whether on not to release it now, or wait until I have more new features added.



what do you think?
posted on January 17th, 2010, 4:08 am
my sugestion is that you release it when u feel its complete.
posted on January 17th, 2010, 4:24 am
oh thanks, that helps :rolleyes: lol
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