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

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BSGWC V.0.8
Comments  (0 - 50 of 52)
Norean
Norean

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.

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darthandy
darthandy

downloading this now can't wait to play it

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mighty_moose416 Author
mighty_moose416

I've had two reports from people that the engine glow of the new ships is glitching, anyone else getting this?

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Norean
Norean

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.

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luizfilipeegri
luizfilipeegri

same glitch here

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mighty_moose416 Author
mighty_moose416

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

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luizfilipeegri
luizfilipeegri

not in full graphics, and unfortunately i dont have another pc to test

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ChaosKitty5000
ChaosKitty5000

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.

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099Jayson
099Jayson

I found this as well, but I have experience changing XML files so I edited this problem out.

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luizfilipeegri
luizfilipeegri

is possible that in a patch to the glitch you rise the cap from 30 to 50?

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Guest
Guest

I have a problem with the GC. I can't build any ships. There are no icons.

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mighty_moose416 Author
mighty_moose416

Try a higher tech level than one

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luizfilipeegri
luizfilipeegri

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

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ChaosKitty5000
ChaosKitty5000

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.

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theradbrad21
theradbrad21

for some reason the mod isnt working i installed it like i do all other mods but it isnt working??????? help

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mighty_moose416 Author
mighty_moose416

Give me some more detail, in what way isn't it working?

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Guest
Guest

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

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mighty_moose416 Author
mighty_moose416

Something's gone wrong in installation, try redownloading the mod

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ngforever1989
ngforever1989

do u happen to have RAW installed?

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Guest
Guest

I do but a separate folder obviously

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TsengMao
TsengMao

Just made an account to get some help with this. Yes I do have RAW installed. Is there a conflict somewhere?

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Guest
Guest

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.

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Guest
Guest

hey im new here

can anyone tell me how to install this mod ?

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mighty_moose416 Author
mighty_moose416

There's an installation guide included with the download.

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blackout1904
blackout1904

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

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mighty_moose416 Author
mighty_moose416

There's been an error in the installation somewhere, I would download and reinstall the mod

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blackout1904
blackout1904

i deinstalled it then i downlaoded it again and its still not working .. pls help me

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mighty_moose416 Author
mighty_moose416

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

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blackout1904
blackout1904

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 ??

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mighty_moose416 Author
mighty_moose416

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

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099Jayson
099Jayson

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?

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mighty_moose416 Author
mighty_moose416

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.

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099Jayson
099Jayson

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?

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ChaosKitty5000
ChaosKitty5000

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

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099Jayson
099Jayson

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.

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mighty_moose416 Author
mighty_moose416

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.

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099Jayson
099Jayson

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?

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mighty_moose416 Author
mighty_moose416

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.

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099Jayson
099Jayson

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.

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mighty_moose416 Author
mighty_moose416

I can have a look, can't make any promises though

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099Jayson
099Jayson

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.

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099Jayson
099Jayson

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.

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099Jayson
099Jayson

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.

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mighty_moose416 Author
mighty_moose416

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?

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099Jayson
099Jayson

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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099Jayson
099Jayson

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?

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mighty_moose416 Author
mighty_moose416

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.

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loyzoi
loyzoi

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?

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mighty_moose416 Author
mighty_moose416

Have you tried the latest version to see if you still have these issues?

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