Here is the new version of my BSG mod. See the description for more details.
Hi there!
Here is the new upload of my mod. This contains all the new stuff I've mentioned in the last few articles and some extra stuff. I'm going to put up a changelog as I've forgotten some of the stuff I've done since last time.
There will probably be bugs, if you find any please report them here.
Pirates are still unplayable at the moment. There are missing textures, unbalanced units etc. I do not recommend playing them until a patch is released fixing them.
Colonials and Cylons are mostly balanced but I will be relying on feedback on how to balance them properly.
This version contains the patch for the original series Battlestar and Basestar, as an optional extra for those who want it, I've including a text file explaining how to enable these.
Installation instructions are included in the download.
Aurora is fantastic. I am able to use her in hit an run operations thanks to that missile shield and take barely 25% damage against at least 2 modern basestars and a starbase.
downloading this now can't wait to play it
I've had two reports from people that the engine glow of the new ships is glitching, anyone else getting this?
I haven't seen any problems with it. I did notice that the lower front section on the Mercury class is invisible. Only noticeable in cinematic mode though, which isn't too great to begin with. So its probably low priority.
Oh and one other thing was that I can't seem to build Strike Craft in space, nor is the Talos class build-able, Its on the tech tree but I can't seem to find the icon at my planets.
same glitch here
Do you have the game running on full graphics? The other person that has reported it can't run the game at full graphics so since not everyone is reporting it I'm wondering if maybe it's linked to that somehow
not in full graphics, and unfortunately i dont have another pc to test
If i remember correctly the mercury-class does have a hole in the front of the mesh. i think Thomas39120 might have been planning on having the fixed heavy batteries there, but never got them rigged.
I found this as well, but I have experience changing XML files so I edited this problem out.
is possible that in a patch to the glitch you rise the cap from 30 to 50?
I have a problem with the GC. I can't build any ships. There are no icons.
Try a higher tech level than one
another problem that i notice is that vipers and raptors dont atack unless you give the order, if they are right next to the target and you dont give the order the just stay still and do nothing
I'll give this a try as soon as i find my CD. My old PC's main Hard Drive died so now i am using a somewhat newer laptop.I backed up most of my crap but not my EAW folders so it looks like i'm starting from scratch.
for some reason the mod isnt working i installed it like i do all other mods but it isnt working??????? help
Give me some more detail, in what way isn't it working?
I'm having AI problems where whomever the enemy is doesn't make any attempt at playing unless directly attacked. Like they don't try to take planets or build units
Something's gone wrong in installation, try redownloading the mod
do u happen to have RAW installed?
I do but a separate folder obviously
Just made an account to get some help with this. Yes I do have RAW installed. Is there a conflict somewhere?
As I remember RAW mod(and some other mods) got not only mod files but also files for original game itself for ai(if I remember it right), so it makes the game unplayable with any other mod. To play several mods with one of them having this thing, you will need to backup original game folders to do that and switch between modded and unmodded to play different mods.
hey im new here
can anyone tell me how to install this mod ?
There's an installation guide included with the download.
hey guys i have a question :
i installed the mod an played it - veeeeeery ******* awesome !!
but every unit is called "MISSING"
what was my mistake ?
hope anyone can explain it to me
There's been an error in the installation somewhere, I would download and reinstall the mod
i deinstalled it then i downlaoded it again and its still not working .. pls help me
Missing indicates that the text file is not working properly. You could manually go into the mod files and locate the text file and replace it with a fresh download to see if that works
hm okay - i searched the text files already but i only find the ones where the ships get their "fight names" for example ares acropolis etc
is it possible that the whoƶe text file is missing ??
It shouldn't be, you're the first person to report this problem if so.
There should be a text folder in the data folder
Hey Great mod! I have some issues tho that perhaps you could help me with. I noticed some of the pirate ships were ships from stargate and halo, so I took the liberty of adding them to the colonials ship list. Only I seem to be having problems with the Orion class ship. It shows up as a bigger version of the Marathon class, only when I save and exit and come back on another day, the model for the Orion in game changes to something else and glitches out when ever you try to call it in to battle. What could be causing this? I noticed 2 of the ship files use the Orion ship model could that be it?
So to clarify, you've added pirate ships to the Colonial side?
Some of the pirate ships already had colonial versions which were buyable through asteroid stations and other skirmish facilities. Perhaps these are clashing with the new versions you have made.
Yes, Ive basically copied their ship data and changed the required lines over to Rebels, and unlocked the build tabs/removed any planetary requirements. I did not see them in game as I was playing before any changes I made.
Could I ask which ships those were and their XML space unit file and where they were buildable?
not sure about campaigns but skirmish units are in
N_Orbital_Construction_Pod in spacebuildableskirmish.xml
and
Skirmish_Hutt_Asteroid_Base and Skirmish_Merchant_Dock
in SECONDARYSTRUCTURES.xml
and if you run out of room in those or just want to build the units sooner in skirmish
Empire_Mineral_Extractor, Rebel_Mineral_Extractor and
Underworld_Mineral_Extractor near the bottom of the file in spacebuildableskirmish.xml
Also what is the deal with auto resolving battles? I set all my ships to have an auto resolve health of over 35,000 while the Cylons have the typical 4-8,000 limit. SO why am I encountering loss still on auto resolve? When I have twice as many ships and 10x the health? U seriously made the Cylons over powering if that is the case.
Aside from changing the autoresolve health values, I haven't changed anything else to do with autoresolving. Not sure why you're having this issue.
Well I believe I Half solved the problem After sometime of playing around I noticed these 3 XML ship Files had conflicting/missing data.
UNITS_SPACE_REBEL_MC30_FRIGATE
UNITS_SPACE_EMPIRE_MC30_FRIGATE
UNITS_SPACE_UNDERWORLD_MC30_FRIGATE
Both The first 2 have the same model names and all 3 use the same death clones. The Underworld MC30 should be the marathon class Halo ship according to its data, and the other 2 should be ORION class battleship
But was showing up on the build menu with the Marathon Icon and the Orion class name so it would work as the Marathon class while you were playing but in Orions stats but as soon as you reload the game does not Recognize the built ships as Marathon anymore and turn to Orions model but will not load in battle and crashes the game. Both REBEL and EMPIRE MC30 had 2 difference Affiliation, (REBEL/UNDERWORLD and EMPIRE/UNDERWORLD) So I changed the EMPIRE ship to UNDERWORLD only and the REBEL to REBEL Only. And Since both the REBEL and Empire MC30 were missing build cost and time I simply added it in for the REBEL ship only. Now both Orion and Marathon show up as their own ship How ever once you reload it still changes all Marathon ships over to Orion Ships. And upon Battle The Orion ship does not appear, and if you call one in it crashes. This may be due to some conflicting data from the modelS?
They all 3 use the same death clones.
Or is it because they all use the same SHIP name of the MC30 frigate?
To be honest, I'm not sure. The pirates were already very much a broken faction that needs a lot of work to bring them up to the same standard as the others. Add to that the fact that I don't know what changes you've made since means I probably couldn't pinpoint the issue. As I said in the above comment, some units already had Colonial and Cylon variants, maybe those are clashing with the new ones you've made.
Well Tbh when I seen the Halo Ship Marathon and the 2 star gate ships thats All I really wanted from the pirate ships but it was easier to do them all. All I did was simply copy the ship data for each underworld space file, pasted it as a 2nd copy in the same file only I changed the affiliation to Rebel, any space tabs that were Initially locked I turned Off, changed the cost and build speed, made sure the techs were all between lvl 3 and 5 and removed all planet requirements and gave a health boost.
Maybe I could send you a quick copy of my XML file and you could take a quick look for me? You'd only have to take a look at the SPACE UNIT's XML's for the pirates and the 2 MC30 (Rebel/Empire Versions)
Or
Is there an easy way for you to allow Colonials to build the Marathon/ Orion Class ships from a copy of the original mod without much work as they are the only 2 I really care for?
I would just really like to build Marathon and Orion Class ships out of everything in the game.
I can have a look, can't make any promises though
Well a look is all I could ask for. And For the record, I only changed the UNITS_SPACE_UNDERWORLD ship files and the 2 MC30 frigate files mentioned above.
To me, It must be the data between the Marathon class and the Orion Class.
The Orion Class looks pretty close to the Marathon class based on their build images in game only the Orion is bigger/Longer and has a different nose for the front of the ship. They are the only pirate ships with issues as so long as your playing and do not quit the Orion ship works but uses the Marathons Model and build image in game.. until you reload then any built versions change build image to that of the orion, a longer similar looking ship but when you go to call it in, you see no ship in the little hand and when it releases to deploy it crashes. And based on the data that I seen, is the Orion/Marathon suppose to be 2 different Ships or the same ship? Because the only XML file I could find the even mentions Marathon class and its Space Model.ALO is an incomplete XML ship file under the Empire Venature class.
Would you like me to PM you my Email so I can send you my XML folder so you can have a look? Like I was saying, I noticed a lot of Empire and rebel ships but I only edited the MC30 frigate which had the Orion class, and all the UNDERWORLD space unit files.
BTW when you say you already allowed both Cylons and Colonials to build some Pirate ships do you mean the XML Space unit files that say EMPIRE Or REBEL in the file name? Because I found conflicting data in there before I even started and I did not see them anywhere in game where were they buildable? I will run an original version and see if they show.
You can pm me a link.
I think the files were the base game files such as units_space_frigates
How did you fix the engine glow glitch?
Yea Ok I thought so. I found a couple Units_Space Files with some incomplete/conflicting data.
As for the engine glow glitch, That I did not fix, I was replying to someone saying he could not build a couple colonial ships such as the Talon was not showing up. I found that a couple colonial ships were locked and didnt have any build requirements so it would not show up in game to build, I fixed that my apologies for the confusion.
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Id like to know why im seeing Cylon Baseships with nukes but not Colonial Battlestars... Only 1 ship for colonials seems to have a nuke.. that is not at all right.. why is this?
Well aside from very rare occasions in the series we don't see Colonials using nukes while the Cylons have enough to carpet bomb 12 entire planets.
That aside, Nukes have a significant effect on the frame rate and lag the game so it's necessary to limit the number flying around at any time.
Also none of the Battlestar models in game have hardpoints for nuclear missiles to fire from so I can't attach them.
And finally it adds a different dynamic to the mod, the Cylons have weaker ships but the nuke gives them the ability to cause significant damage and temporarily disable a battlestar for a few seconds.
Great mod but a few issues, the Raptors and the vipers do not auto engage when on the ground, and the game crashed, does it require more ram than the default limit? if so how can I extend the limit allowed?
Have you tried the latest version to see if you still have these issues?