The armistice had held for forty years. The Colonials had spent the time wisely, creating a huge fleet of vessels, including over 120 battlestars. Defence platforms and shipyards ring each of the twelve Colonies, sensor posts watch the demilitarized zone. The Colonial defences are on high alert after a back door was found in the recently installed CNP program, its existence revealed by the defected Cylon Caprica Six who betrayed her race for the love of scientist Gaius baltar. Their plan revealed, the Cylons had no choice but to launch an all out attack with everything they had, gathering all ships old and new.

Despite their preparations the Colonials still struggle against the sheer size of the Cylon attack. The wreckage of both Basestars and Battlestars alike litters space.

This mod aims to create a complete Battlestar Galactica experience, encompassing the scope of the entire second Cylon war. Take command of the Colonial Fleet or the Cylon armada and wage war on land and in space. Use cannons, missiles, rockets and nukes to destroy your foes.

Help support the mod by donating to the cause! Paypal.me

Features:

Battlestars: Enormous battleship/carriers which carry squadrons of Vipers and Raptors inside their thick armoured hulls

Basestars: Missile armed carriers which can launch wave after wave of raiders, both light and heavy, to overwhelm the enemy with massed fire

Vipers: Agile fightercraft piloted by the best of the best

Raiders: Nimble fightercraft with numbers on their side

Nuclear missiles: Some units carry these deadly weapons in their silos, capable of crippling ships and wiping out whole squadrons of fighters

Colonial marine corps: Well trained professional soldiers with a range of vehicles and armour to back them up

Cylon Army: Legions of Centurions and a host of heavy armour to support them in their conquest of humanity

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Mod news August 2017

News 2 comments

Hi everyone, just a quick update on where we are at the moment.

I've changed a load of background things in the mod to both improve the look and feel and also the performance, in particular the FPS.

So here's a run down of the main things;

New menu battle, new maps.

IMG 1136

The main menu battle now represents the battle over New Caprica between Galactica, Pegasus and several Cylon Basestars. New maps have been added for most planets in both GC and skirmish (check the custom maps tab in skirmish setup!) and I plan to work further on them.

Pirates have been given some love! The long ignored pirates have been looked at with squadron sizes fixed, superfluous units removed and they have been balanced with the other two factions. Expect a hard fight if you play as the Pirates, their vessels are punchy but lack staying power and fighters are available in smaller numbers than for the Colonials and Cylons.

New sound files, new ftl effect

I've got some new audio files for the mod, allowing me to improve the feel of the mod with accurate responses and background chatter. I'll be adding more of this as I go along, hopefully all Colonial and Cylon units will have custom sound files when I'm finished.

New main menu music. I've decided to change the menu music to this Youtu.be which I think goes better.

New pirate fighter icons IMG 1139

New Cylon heavy unit IMG 1137

The heavy basestar boasts more missile silos and heavier armour to allow it to last longer in combat against Colonial battlestars at a cost of half of the raider wing compared to its lighter cousin.

New Cylon space station and super unit. The Cylon space station has been replaced with thisIMG 1140

While the current Cylon space station has been repurposed into a Cylon super unit, a hybrid station/mobile fortress that is capable of defeating a Battlestar in solo combat while deploying huge numbers of raiders and repairing lesser Cylon warships. This station will be extremely rare though and costly to produce.

Other changes; the FPS of the game has been markedly improved thanks to the reduction of shots fired by fighter wings and the slight reduction in the numbers of fighters deployed. Explosions have been optimised help this further and overall the game is runner more smoothly in almost all situations.

I'm not ready to release a new version yet but one will be coming soon, hopefully the next few weeks. Final thing, the mod is now on Discord as part of the SW Modding community, you can find it here Discord.gg feel free to message me with mod questions or just to discuss stuff. My user name is mighty_moose

Battlestar Mod Q&A  [PLEASE READ BEFORE POSTING COMMENTS!!]

Battlestar Mod Q&A [PLEASE READ BEFORE POSTING COMMENTS!!]

News 2 comments

A selection of questions that I'm asked regularly and their answers.

Credits

Credits

News

This article will list the credits and parent mods that have provided content for this mod so far. If you are a die hard sci fi fan like me then i recommend...

Crowd funding

Crowd funding

News 1 comment

Here are links to a PayPal account for anyone who wishes to donate to the mod.

Mod Update

Mod Update

News

Mod news for June. New update coming soon! New models!

Add file RSS Files
BSGWC V.0.8

BSGWC V.0.8

Full Version 50 comments

Here is the new version of my BSG mod. See the description for more details.

BSGWC V.8.2

BSGWC V.8.2

Patch 8 comments

New Release with some edits to GC, unit balance and Battlestar textures.

BSGWC V.0.75 (TOS)

BSGWC V.0.75 (TOS)

Patch 27 comments

So here is the patch for mod which adds original series (TOS) units to the mod. There are also several changes which I've thrown in for good measure like...

BSGWC V.0.7

BSGWC V.0.7

Full Version 12 comments

Here is the new version of my BSG mod. See the description for more details.

Comments  (0 - 10 of 526)
StephenG2014
StephenG2014

Hey just saw ur FTL video that now shows ships jumping in.....just wondering if that also applies to them retreating or leaving the battlefield too?

Reply Good karma Bad karma+1 vote
mighty_moose416 Creator
mighty_moose416

Sadly it doesn't seem to

Reply Good karma+1 vote
Lukas9695
Lukas9695

Something that would be great to be is,that when u are in a space battle with a Battlestar, that it would be nice if you could control if it starts fighters or not, like the executor in the vanilla game

Reply Good karma Bad karma+1 vote
mighty_moose416 Creator
mighty_moose416

The problem with doing this though is that the AI spams the button and launches all fighters for everything, resulting in huge lag when you have thousands of raiders filling the screen

Reply Good karma+1 vote
UnseenOni
UnseenOni

Not sure what makes this any different from the current system? Almost all of them deploy all their assets, without reserves anyways. Besides, with current squadron numbers, you can tone back the numbers deployed to be more "game" friendly, rather than "lore" friendly.

Reply Good karma Bad karma+1 vote
mighty_moose416 Creator
mighty_moose416

Currently all ships deploy between 1/3-1/2 of squadrons and the rest are reserve.

Reply Good karma+1 vote
UnseenOni
UnseenOni

I've got a performance based suggestion. Slightly increase the damage that Raiders, Vipers, Raptors, and HRaiders do, while decreasing the number of shots they fire and give them a slight recharge time. The biggest fps drop in large fights has little to do with the larger ships, its the fighter guns, there is so much fire that the game slows down.

Reply Good karma Bad karma+2 votes
mighty_moose416 Creator
mighty_moose416

I've done several things on this front. I've reduced the number of shots fired by a squadron massively and balanced this by reducing the health of fighters, increasing the damage of the shots and reducing the damage caused by flak barriers as well to compensate. The overall effect is the fighter fire spam has been reduced to about 1/8 of before while still being effective. I've also removed the damage effects of these shots unless they cause an actual critical hit which should further help the FPS issue.

Reply Good karma+1 vote
Lukas9695
Lukas9695

thats something that is such annoying in large battles

Reply Good karma Bad karma+1 vote
Klaycus
Klaycus

For that matter, but you can not do 3 raiders, 3 vipers, 3 heavy raiders, 1 raptor, 3 viper mk 7, as in the fashion of the colonial war.

Reply Good karma Bad karma+1 vote
UnseenOni
UnseenOni

Huh? I'm at a total loss as to what you mean by that.

Reply Good karma Bad karma+1 vote
Klaycus
Klaycus

In the fashion of the Battlestar Galactica colonial wars between the Cylons and the colonists were for 3 raiders and for the detachment of 3 vipers. I believe that we need to make detachments as fashionable Battlestar Galactica colonial wars.

Reply Good karma Bad karma+1 vote
mighty_moose416 Creator
mighty_moose416

Organising into squadrons of 20 (the generally agreed upon number in a squadron, regardless of what they flew in when on CAP etc) was something that I did to make handling the numbers of fighters easier, lessen the clutter on the screens and simplify the coding for me. As long as I stick to accurate fighter complements for ships then i will keep the large squadrons. And i have no intention of reducing the number of fighters held by ships.

Reply Good karma+1 vote
UnseenOni
UnseenOni

Incorrect, yes they split up into groups of 3, 1 lead, 2 wingmen, but generally a Colonial Viper squadron consisted of 20 Vipers, Raptor teams operated in pairs, Raptor assaults in groups of 3, Raiders usually operated in groups of 4-10 with squadrons of 20-40, heavy raiders normally operated alone.

Reply Good karma Bad karma+2 votes
mighty_moose416 Creator
mighty_moose416

As it happens, I'm looking at doing this or something very similar at the moment. I will definitely be looking at reducing the number of shots fired etc,

In other news, I've managed to get the map editor working again and I'll be looking at making the GC maps match the shown appearance of planets and I'm going to try to recreate Scorpia fleet shipyards as it's depicted in Razor

Reply Good karma+1 vote
UnseenOni
UnseenOni

SWEET!

Reply Good karma Bad karma+2 votes
UnseenOni
UnseenOni

So Idk if its something you want to look in to, but I spoke to ThatOneBullet and Sly today during a livestream on Legions channel. They said that the fire/smoke damage over time is from ground vehicle coding. Could add it to the ships to give them more of a damaged look as their health goes down.

Here's the link to their Discord if you wanna join and talk to them: discord.gg/tCX6Rtf

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Star Wars: Empire at War: Forces of Corruption
Developer
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.4

8 votes submitted.

You Say

-

Ratings closed.

Highest Rated (3 agree) 9/10

Great work! This came out of no where and has a fun playable campaign map with both space and land battles. Download it and give it a try.

May 1 2016 by Rex331

Style
Embed Buttons
Link to Battlestar Galactica: War of the Colonies by selecting a button and using the embed code provided more...
Battlestar Galactica: War of the Colonies
Statistics
Last Update
Watchers
252 members
Files
4
Articles
17
Reviews
18