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-   -   Battlestar Galactica Mod (http://forum.shrapnelgames.com/showthread.php?t=27489)

MajorDiarr February 2nd, 2006 08:41 PM

Re: Battlestar Galactica Mod Update
 
Wow, the shot gun style firing really does make it much more like the show, especially at close range. To really make it like the show, I think adjusting the timings of each weapon for each slot would really add a lot. They can be balanced so they do the same amount of damage per second but some of the guns can fire a little faster with a slightly longer reload, or reload faster with longer refire. Doing that would make the firing effect more random looking. Also, they're termination distances should be varied a little.

The damage for the point defense guns should be rased some, they don't kill fighters fast enough.

Galactica looks much much better now.

OmegaMagus February 3rd, 2006 02:28 AM

Re: Battlestar Galactica Mod Update
 
While messing around with the settings I stumbled across something that works better then the shotgun effect. A high rate of fire machine gun, that wobbles. Basically I took the randomness of the shotgun fire and made it fire one round instead of multiple rounds. This randomizes the fire really well and sounds like multiple guns instead of one. I'm tweaking the damage so that it can take out fighters really well but not cap ships.

I'm also playing around with the Viper's guns, they seem to either be doing not enough or way too much damage.

OmegaMagus February 3rd, 2006 05:47 AM

Plans for 2.0
 
Looking towards the future I see that there really isn't much for me to do with this MOD once I've balanced things as much as I can... So the next thing I'll do is add in the Cylon ships. I already have the graphics (yes they are the right side up) and I'll start working on them soon. Expect the first working version of Battlestar Galactica 2.0 next weekend sometime.

MajorDiarr February 3rd, 2006 03:31 PM

Re: Plans for 2.0
 
Is the wobble really built in, or is it because the ship doesn't have a targeting computer. You should put the best targeting computer in to see what happens.

OmegaMagus February 3rd, 2006 08:55 PM

Re: Plans for 2.0
 
1 Attachment(s)
It is built in, I basically applied the randomness of the shotgun effect to a single bullet so most of the shots made go wide. Included a screenshot.

OmegaMagus February 3rd, 2006 09:09 PM

Bug
 
I'm having trouble playing with my MOD. Can anyone else get the nonsimulator part of the game to work without crashing?

-FIXED-

don't know what caused it but I fixed it... I think

OmegaMagus February 3rd, 2006 10:04 PM

Last update before 2.0
 
1 Attachment(s)
This is the last update before 2.0 unless there is something I just HAVE to fix. Nothing special in here.
-Flak cannons now fire more randomly
-Flak cannons can no longer target cap ships (too powerful if the could)
-Viper guns no longer have a clip
-Viper guns do slightly more damage
-Viper guns range was increased by a small amount.

MajorDiarr February 4th, 2006 02:27 AM

Re: Plans for 2.0
 
That looks pretty good, can you combine that with the shot gun parameter?


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