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MrSlinks
MrSlinks @ Battlestar Galactica: Fleet Commander

Hi, to answer your questions:

1. Is the project going ahead.. absolutely - the team has almost doubled in the last week and we are now headlong into development.

2. Yes, there is an agreement in place with NBC Universal to allow development on the mod to continue (awesome right?)

3. I confess I am a bit confused by your third point, there are lots of comments below from the last 12 months and Phoenix Interactive make regular announcements.

4. New content is coming, at present the team are working hard to port across the existing mod to HWR - in the last week this has hit full throttle. It will take some time but will be worth it. In the meantime you can always play classic on steam until then :)

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MrSlinks
MrSlinks @ HW2BSG team joins Phoenix Interactive

It brings me great pleasure to be working on this project again, with old friends and new. A lot of love when into making the vision a reality in HW2 and it's exciting to think we can now take that to the next level with HWR engine.

Back in the day I started out on textures and worked on most of the fleet in one way or another, whether it was from scratch (Valkyrie and Aries spring to mind) or enhancing existing stock with bump maps or other details. I also did a lot of work on the build/research tech trees, weapon and ship files, audio (radio chatter in particular), AI (fond memories..), mission coding and numerous other things.

I would like to extend thanks to Thibault and the team at PI for keeping the project going and for all the high profile attention it is now receiving.

It's an honour to rejoin the fleet...

MrSlinks (Former Admiral / Project Director)

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MrSlinks
MrSlinks @ Battlestar Galactica: Fleet Commander

Just wanted to drop by and say 'hey' it's great to see the material back and being enjoyed by so many, I'll be honest, I thought all those long nights of coding/texturing were in the past. Drop me a line if you need anything.. I wouldn't mind actually finishing some of the meshes I started texturing back in 2010... peace...

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MrSlinks
MrSlinks @ Battlestar Galactica Fleet Commander Team

I accept it's been a small while... 5 years (ish..) but how are y'all doin..? I heard that we were back on?

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

not to murder a point - but I do agree, the Asgard ships have AWESOME shield capabilities (they seem about right) but lack any offensive "kick". I would imagine they should rip though an older generation Hatak but they don't seem to (might just be me). The major issue I have with the puddle jumper argument given below is that if puddle jumpers are that strong due to the drones they fire, then surely the Asuran capital ship drones should behave in the same way.

In my view - the balance as it was in 0.8 was absolutely perfect. :p

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

Shame.. I really miss the extra variety - looking forward to seeing how your plan shapes up though Spino..

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

Just something else that springs to mind - in skirmish, I no longer seem able to build the other race vessels via the supergate (except the ancient warship) is this because the cruisers etc are campaign only or similar?

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

Hmmm I guess - but then I rarely play a full campaign so I guess I was just thinking skirmish. Ah well - I have no issue in editing at any rate.. :)

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

There seem to be lots of comments about balance here - obviously the team have decided that lots of the "super weapons" need to be toned down. Which is fair enough. However, has anyone considered simply increasing the prices of those ships - ie rather than 7,500 the Ancient warship could be something like triple that to account for the fact that it's just so incredibly hardcore.. that way they would still feel cannon, but you potentially shouldn't have players churning them out. Population cap limits could also be amended to severely curb their use if it was warranted. That said - I don't want the team to go out of their way for liddle old me. I can see the ship and weapon stat files, can someone give me a run-down on what I need to know re-amending them.

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

If you need any help guys - drop me a PM, I have worked on some HW2 mods and would gladly support where I can if you are a man down (I know what that's like!).

Slinks

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MrSlinks
MrSlinks @ Stargate - Empire at War: Pegasus Chronicles

Nice release - particularly the asgard weapon effects and stats changes. One question though... what happened to the old X303 BC304 models and railgun sound effects? IMO they were a little better, not that I'm complaining.

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MrSlinks
MrSlinks @ The Goauld ground forces

I do a lot of modding for other teams and there is nothing worse than putting your heart into something (for free and for the love of it) to have what are essentially nit-picks taken up with your work.

I am a massive fan of the series and I think the next update looks like it will really be something special, at the end of the day - who seriously zooms all the way in to what is such a tiny model in the middle of a battle???!

I've been playing 0.8 religiously for a long time now - quite frankly I'm excited :)

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MrSlinks
MrSlinks @ BSG:FC Old

What's your machine like? Also, can you PM your HW2 log please? It's really hard to track a problem from description...

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MrSlinks
MrSlinks @ BSG:FC Old

Please note that graphical problems can be experienced with graphics cards that do not support Shader model 2.0. This is due to the addition of normal mapping to the HW2 engine.

If you do experience graphics problems turning off shadows in the games video options menu should resolve the problem.

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MrSlinks
MrSlinks @ BSG:FC Old

Firewarrior - could you visit the forum and post your HW2 log (error/bug reporting tracker file), we can show you how to bring this up. It's hard to tell what the issue is via description.

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MrSlinks
MrSlinks @ BSG:FC Old

Thanks Petroph - we worked hard this release to work out many of the bugs that were causing this problem. Hopefully folks should enjoy a much more stable release this time out.

Yes.. shock horror I removed the nukes and civies. Firstly - many of you will be aware that repairs currently can't be undertaken due to the lack of repair points in some of our ships. The others were simply random cruise liners... So.. it seems strange to build ships with no actual purpose. Not to worry though, military based replacements can be expected.

Nukes were removed too... "oh noes.. I cant spam nukes anymore"... this was done to balance the races as well as work toward a realistic way of implementing them.. online matches were incredibly one sided (albeit fun). Nukes will be re-introduced however with a proper launching sequence and a reasonable length of reload time. I also hope we can bind their launch to a key so that you guys have more control over them strategically.

Mine laying was introduced however and that should provide some interim amusement. Mines were also given infinite lifespan, unlike vanilla HW2.

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MrSlinks
MrSlinks @ Announcing the release of BSG Fleet Commander version v.0.4.1

Universe crashes should be largely squashed - hope you enjoy.

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MrSlinks
MrSlinks @ Battlestar Galactica Fleet Commander

Thanks for the posts - I will ask Yafn if he knows what the issue is - lots of people are grabbing this from the main site www.battlestarmod.com download section so maybe try there in the meantime ;-)

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MrSlinks
MrSlinks @ BSG:FC Old

Shortcut error again - you'll need to double check that it is set up properly. I expect what's happening is that it will load those custom menu add-ons because they dont clash with anything - obviously the skirmish and main campeign will clash with the HW2 source files where the source isnt clearly defined. Please read the posts below and ensure the short cut is set up correctly.

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MrSlinks
MrSlinks @ BSG:FC Old

You have a problem... firstly which version did you install? If it was 3.1 for windows, check that your shortcut path has a section in it that looks like this..

\Homeworld2\Bin\Release\Homeworld2.exe

There will be more to it.. but the "Bin\Release" part seems to have been missed from that particular installer package. Adding that back in should fix most common sound issues that I know of.

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MrSlinks
MrSlinks @ BSG:FC Old

@megachirone you will need to change your local to Italian - that's why you are getting strange figures appear - see our forums for more info on how to do this (you will need the rar version of the mod)

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MrSlinks
MrSlinks @ BSG:FC Old

There were a number of solutions drummed up I think - and you're right they were on the old forums, which unfortunately seem to have gone down during the transfer of the archived threads. Hopefully we can recover this however and get it back up pretty soon. Failing that I am sure we can canvass members and recover most of the threads details.

In the meantime, apologies for the inconvenience, we didn't anticipate losing the old forums with the transfer.

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MrSlinks
MrSlinks @ BSG:FC Old

v.0.3.1 of the Homeworld 2 game mod BSG: Fleet Commander has been released!

Release notes - Sourceforge.net

Windows torrent (~280 MB)- Gameupdates.org
Windows download (~280 MB)- Sourceforge.net

OS X torrent (~280 MB) - Gameupdates.org
OS X download (~280 MB) - Sourceforge.net

Videos - Youtube.com

Installation - Hw2bsg.org

We've added another site Library.battlestarmod.com - your source for all files BSG: Fleet Commander.

We are also happy to announce our upgraded forums, with new Wiki, Blogs, and Project Management Tools! - Hw2bsg.org

Our Roleplaying boards have NOT moved, they can still be found at Battlestarmod.com

Official Announcement - Hw2bsg.org

NOTICE: This fan based modification is in no way affiliated with Sci-Fi, NBC, Universal Studios, Relic, or Sierra. All trademarks, logos, sounds, and video are property of their respective owners.
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MrSlinks
MrSlinks @ BSG:FC Old

Thalosk - visit our forums on the mod website www.battlestarmod.com - there are lots of threads there with explanations of how to install the mod, and common issues. We have also produced a mod-guide which you can get from the site, which tells you how to install it (arent we nice?) :p.

Having said that - it appears we are having some technical difficulties with our website today so you may have to wait for a couple of days until it is back up and running.

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MrSlinks
MrSlinks @ BSG:FC Old

I'm glad to read that you guys are enjoying what we have done so far - and that some of you have joined in with the Roleplay sections of our site. There's more content on the way so hopefully the next release should be pretty exciting.

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MrSlinks
MrSlinks @ BSG:FC Old

As Jmsprovan wrote some of the models are our own, some are Coxxons, however we are injecting a lot of our own content right now (I am currently busy texturing away) so expect more soon.

@ Miacol - the mod is being designed to run on both OSX and Windows versions of HW2

@ tpb - the mod is currently only in its Beta stages, more to follow ;-)

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MrSlinks
MrSlinks @ BSG:FC Old

TheRealJulien - you say the mod dosnt work... where are we taking all the screenshots then :p
It can just be tricky to set up on some systems - check and re-check the way your shortcut is set up
mine looks like this:
D:\games\Homeworld2\Bin\Release\Homeworld2.exe -overrideBigFile -luatrace

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