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I've been working on this mod for close to 2 years now, but without any outside support, progress has been slow. I've received several offers of support from friends who enjoy not only EAW but Battlestar. Here is what I've got done or am close to finishing for now.

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Colonial Military Space Superiority Forces

Viper MK II Space Superiority Fighter:

  • Standard Variant: 2 Cannons, Medium Powered Engines, Average Health, Average Combat Effectiveness. This ship is designed to engage other fighters and bombers while protecting larger ships. Launched from all Colonial stations and ships as a early tech superiority fighter. Replaced by the MK VII variant later on.
  • Heavy Variant: 2 Cannons, 2 Missile Launchers, Weak Engines, Average Health, Superior Combat Effectiveness VS Capital Ships. This ship is designed to engage small capital ships, escort cruisers, and small stations. Available early on in small numbers but replaced later on by the MK VII variant.
  • Interceptor Variant: 2 Long Range Cannons, High Powered Engines, Average Health, Superior Combat Effectiveness VS Fighters and Bombers. This ship is designed to engage enemy squadrons at long range. Small wings are sent out to engage Raider Squadrons far from the fleet in order to reduce enemy numbers. Will be available early on, but replaced later by the MK VII variant.
  • Recon Variant: 2 Short Range Cannons, Very High Powered Engines, Low Health, Very Limited Combat Effectiveness VS All. This ship is designed to get in and get out. Its weapons are very weak, and its armor is reduced to make room for larger sensors and recon equipment. Has a small FTL drive for limited jump capability.

Viper MK VII Space Superiority Fighter:

  • Standard Variant: 2 Medium Cannons, High Powered Engines, Above Average Health, Average Combat Effectiveness. This ship was designed to engage other fighters and bombers while guarding larger capital ships. Launched from all Colonial stations and carriers as a late tech superiority fighter. Replaces the MK II variant.
  • Heavy Variant: 2 Medium Cannons, 2 Missile Launchers, Medium Powered Engines, Above Average Health, Superior Combat Effectiveness VS Capital Ships. This ship is designed to engage medium sized capital ships, mid sized stations, and even some larger, older warships. It is available later on and replaces.
  • Interceptor Variant: 2 Long Range, Medium Cannons, Very High Powered Engines, Above Average Health,Superior Combat Effectiveness VS Fighters and Bombers. This ship is designed to engage enemy squadrons at long range. Small wings are sent out to engage Raider Squadrons far from the fleet in order to reduce enemy numbers. Replaces the MK II variant and is available later on.
  • Recon Variant: 2 Medium Range Cannons, Extremely High Powered Engines, Average Health, Limited Combat Effectiveness VS All. This ship is designed to get in and get out. Its weapons are weak, and its armor is reduced to make room for larger sensors and recon equipment. Has a small FTL drive for limited jump capability.

Colonial Capital Ships (WIP)

Thanks to content provided by Spinobreaker and SFAW, I was successfully able to integrate the updated designs of the Galactica, Pegasus, and Valkyrie with the original ships. So currently those are the only 3 ships that have "Acceptable" models beyond the smaller fighters and bombers. Ohhh wait hold on, I forgot, the Hades MK II or New Cylon Baseship also has an updated model with functioning turrets. All 4 of these ships need serious overhauling in order to be balanced out. Currently they are very weak and are easily destroyed, on top of this their weapons are seriously underpowered. I will get to them as soon as possible, however the fighters and bombers are my current priority.

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UnseenOni Author
UnseenOni - - 567 comments

New update for this month, Battlestar at War is back up and running and we are making progress.

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