BSG Mini Mod Project Update Thread

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posted on December 4th, 2010, 1:02 am
Zelph wrote:So how's 3.1.4 going to affect the mod? In terms of what was done to the Avalon? Will that affect the Viper's AI, since they now attack what their Battlestar will be attacking?

Thought I'd ask.

:sweatdrop: That, my friend, is a good question.  I have been trying to find time to look at it this week, but it has been pretty crazy.  Rest assured, the mod is still going.  If you look at my sig. you will find some cool info on the mod that is more up to date than what is in this thread.

At any rate, I don't think the fighters will be a problem because, on top of being automatically controlled, you can also select the fighters and give them commands.  So, you can either leave them alone to protect your ship and follow it around, or you can select the fighters as a mass of ships and order them around like any other ship.  Quite a nice feature. I don;t know how it will all work for the new patch though.  I"m still working on getting everything else in atm :sweatdrop:.
posted on April 12th, 2011, 12:41 am
Have not heard much about this mod for a while. Hows it going?
posted on April 12th, 2011, 1:51 am
Well...  I"ve finished most of the 1.0 work, but right now, the progress is up to another member who is doing some modeling work for me. :D  I"ll leave that to your imagination.

Once he's done, I think I will be able to release the mod for testing, and with luck, it will be released full 1.0 after the release of the next FO patch.(just because it will probably take that long for him to finish)

Remember, if you click the link in my sig, it will lead you to blades modding forums where he gave me a section dedicated to updating info about this mod.  I have posted several things there recently, and try to update my progress report at least every two weeks. :thumbsup:

I will post more about the mod there soon[sup]tm[/sup] while we are waiting. :shifty:


btw, I am still open to requests and suggestions, so if you have an idea or want to check if I have done something in the mod, please feel free to post here or there, or on msfc.  I will do my best to answer your questions, and if i like your ideas I will try to put them in the mod. :blush:
posted on July 20th, 2011, 4:36 pm
Hey Zax, i saw the video and it looks awesome. Is there any way you could hook me up with the files for just one thing. I added alot of BSG units to fleet ops but i've never been satisfied by the Klingon missiles look. I saw the missiles from this mod and they nearly made me gasp in joy.I would love to have missiles with the perfect jet cloud behind them. I can't wait for your project, it looks great and keep up the awesome work.
posted on July 24th, 2011, 2:41 am
I could spare the missiles I guess. :)

As an update, Progress is at a standstill as my fighters nolonger work properly, and I am still waiting on some models that probably wont make it into the first version(at this rate).  That all depends of course on the progress of FO patches and weather or not they fix the fighters. :crybaby:
posted on July 24th, 2011, 3:37 am
I am definately looking forward to your work. It should be frak-a-rific.
posted on July 25th, 2011, 2:28 am
:lol: btw, that vid is really old.  the mod has changed alot since then(missiles not withstanding) I need to make a new one, but with my fighters messed up. :whistling:
posted on August 20th, 2011, 11:02 pm
When is the mod ready? Big big big big fan of BSG here, was wondering also where will the mod be able to be downloaded from?
posted on August 21st, 2011, 12:42 am
The mod will be available from msfc :blush: http://www.msfc.com.au/home.php There are certain requirements you must meet before downloading as well.

The mod, unfortunately, will not be ready for a while.  I am taking a break from in to do a small star wars mod while I wait for.  The good news is that is it is mostly complete, I just require a few items which may take a while to acquire.  :blush:
posted on August 21st, 2011, 2:31 am
Question what ships/stations will be avaliable for each faction
posted on August 21st, 2011, 8:10 pm
So far, cylons have Advanced basestar, and haydes class basestar.  they also have regular and heavy raiders.  Stations aren't really decided on yet.  Pickings are very slim when it comes to cylon models. :sweatdrop:

Colonials will have the mercury class, valkyrie type and cygnus class, and will have several different types of fighters including mk2, mk7 and raptors. :thumbsup:
posted on September 6th, 2011, 5:23 pm
What about a BSG full mod for FO love the BSG so much and it would be awesome to see a fully fleshed out teams on the scale that the Fleet Ops can provide.
posted on September 6th, 2011, 6:12 pm
Washuluver87 wrote:What about a BSG full mod for FO love the BSG so much and it would be awesome to see a fully fleshed out teams on the scale that the Fleet Ops can provide.


there would only be 2 races in that, toasters and humans. unless bsg has some other aliens that i missed when i stopped watching. might get a lil boring.
posted on September 6th, 2011, 6:39 pm
Yeah, and dividing those fleets could be limited with what you could do... i.e. avatar.

For colonials, you could have an adama avatar, an avatar for admiral cain, exo col tigh, they are all based on different times in the series when command fluctuated. could pretend changes in story lines, i.e. what if adams had died and tigh assumed command. or cain retained command and was never killed. (i know, not pretty for staying true to what happened, but just for the sake of avatars).

For cylons, their are twelve models, and they did split during the cylon civil war, but this wouldn't necessarily work. the one group wanted to destroy humanity, so that works, but the other were trying to forge an alliance with them. So, a unified cylon group as one avatar, a split cylon group for just the priest guy, and the other two who wanted to destroy humans.

On the other hand, you did have it where they forged an alliance. So you could have a separate avatar group for say, joint colonial and cylon forces, where you get some of adamas forces, and some from six, and so on.

But yeah, there is only really room for faction colonials, faction cylon, and possibly, faction joint cylon colonial... you could however play around with avatars to some extend. And depending on much you are willing to diverge from the actual storyline, i.e. letting cain stick around. etc
posted on September 6th, 2011, 7:36 pm
In the mods case, the first release will only include a cylon and colonial avatar. :blush:  I am working on a small starwars mod atm, but when Its done I'll get back to this.  I kinda got out of the bsg mood, tbh. :sweatdrop:
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