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-   -   Battlestar Galactica Mod V0.0.1 (http://forum.shrapnelgames.com/showthread.php?t=11117)

TNZ January 16th, 2004 05:03 AM

Battlestar Galactica Mod V0.0.1
 
I have always thought there should be a Battlestar Galactica mod for Space Empires IV Gold and so I thought I would try to make one, with different scenarios that players can chose. Examples of possible scenarios for the mod are the 1000 year war as either the Colonials or the Cylons, the flight of the Battlestar Galactica from the Cylons or the survival of the Battlestar Pegasus. Obviously, this mod will concentrate on Carriers but other types of warships will be featured as well. Any suggestions or comments welcome. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 27, 2004, 21:05: Message edited by: TNZ ]

Drake113 January 16th, 2004 05:18 AM

Re: Battlestar Galactica Mod V0.0.1
 
You might want to take a gander at my Battlestar Galactica mod for Starfury. There's plenty of material in there you should be able to use. Let me know if you want to collaborate http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial January 16th, 2004 06:03 AM

Re: Battlestar Galactica Mod V0.0.1
 
Awesome idea!!-- Do you plan on making new shipsets or using the ones already around?

Captain Kwok January 16th, 2004 06:27 AM

Re: Battlestar Galactica Mod V0.0.1
 
I saw a trailer for the new mini-series (on the Space Channel here) and it looks like there will be lots of reference material for you guys to use.

I'm just hoping that there is a lot of poorly-communicating robots. They're my favourite!

gregebowman January 16th, 2004 04:43 PM

Re: Battlestar Galactica Mod V0.0.1
 
The only problem about making a BSG mod is that there is a lack of material. Depending on which series you're basing this on, the only thing we've seen is a Battlestar and a bunch of fighters and shuttles. And a whole variety of freighters and starliners. And there weren't too many starfaring races that the original crew ran into. So unless you're going to do a two race mod, with a bunch of neutrals, I don't see how you can do a dedicated BSG mod. Don't get me wrong; I'm all for a BSG mod. I'll play with whatever you come up with. I'm just putting in my 2 cents in.

Drake113 January 17th, 2004 12:40 AM

Re: Battlestar Galactica Mod V0.0.1
 
Well, for Galactica-like fan designs, check out Steve Wilson's fantastic CGI gallery here-- that should give you some ideas about what Colonial cruisers, destroyers, etc. might look like. There may be models of his stuff available at battlestargalactica.com or battlestarpegasus.com (although I think their mesh section is down), so you might be able to render some top-down views if you have the appropriate modeler.
Also, Rollo mentioned back on the Starfury forum that the Colonials and the Cylon are part of the TDM-Modpack, so there's some of your work done right there.

PvK January 17th, 2004 12:53 AM

Re: Battlestar Galactica Mod V0.0.1
 
It'd could be mainly a two-player, or team mod, and/or player versus all AI's. Of course, you could also simply use any SE4 shipset, with the BG technologies.

But ya, there aren't many ship classes in the series. Almost all of the special effects were made for the pilot, and then re-used ad nauseam in all the later episodes, which only had the budget to do things like make a tinfoil cowboy hat to put on a Cylon while they borrowed the Bonanza set for the old west episode http://forum.shrapnelgames.com/images/icons/icon8.gif . A couple of warship classes were added on the http://forum.shrapnelgames.com/images/icons/shock.gif fan-site that tries to consider the physics of BG (link on thread for SF BG mod). That site would be a good resource for a starting point to see what there is and what some numbers might be.

Remember, Colonial pilot heroes get a +500 defense bonus, and 1000 structure points, but their Vipers include a hit-first component that lets them get stranded and in need of rescue. And, Vipers gotta have a "turbo boost" component. The "Boxy's Daggit" unit increases Happiness... http://forum.shrapnelgames.com/images/icons/tongue.gif

There are already a Colonial and maybe a Cylon shipset somewhere. I remember annihilating a player who was using the Colonial set once.

PvK

[ January 16, 2004, 22:54: Message edited by: PvK ]

TNZ January 17th, 2004 04:55 AM

Re: Battlestar Galactica Mod V0.0.1
 
Thanks Drake113. It was your Starfury mod that gave me the idea. Is it possible resize your portraits or landscapes images to 128x128 or 426x341? This way I could use your images for events or finale images. My attempts to resize failed miserably. http://forum.shrapnelgames.com/images/icons/icon7.gif

New shipsets would be great, but making shipsets is not a talent I have. I am at the moment using the Colonial and Cylon shipsets from the TDM-Modpack. If anyone is interested in making new shipsets for the Colonials and Cylons, I would be really pleased. http://forum.shrapnelgames.com/images/icons/icon12.gif

Drake113 January 17th, 2004 06:25 PM

Re: Battlestar Galactica Mod V0.0.1
 
I can probably do you one better and make my source material available, if you're interested. Most, if not all, of it is of much higher resolution than the stuff in the mod. It'll be a pretty huge zip file, though. Otherwise, let me know what images you want resized and to what sizes, and I'll do what I can to help you out.

userx January 21st, 2004 04:39 AM

Re: Battlestar Galactica Mod V0.0.1
 
FYI. For those of you interested in Battlestar Galactica, they are beginning to shoot the new series here in Vancouver in March.. should see it on TV next fall.

TNZ January 21st, 2004 06:01 AM

Re: Battlestar Galactica Mod V0.0.1
 
Drake113. Any images that look good with dimensions at 128x128 would help. The idea is to replace the events images the game currently use with images that reflect the Battlestar Galactica universe. I also can use images with the dimensions of 128x128 to replace some of the shipsets images the Colonials and Cylons are using. There no rush though: I won’t need the images for a long time. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 21st, 2004 06:27 AM

Re: Battlestar Galactica Mod V0.0.1
 
You should consider submitting the events to the Image Mod, so that its Events Pack can get above Version 1. http://forum.shrapnelgames.com/images/icons/icon12.gif Just prefix all of the event files with something like "BSG_", so that the mod can avoid having duplicate filenames. All the B5 event images in the Image Mod are named like "B5_Ship Explosion.bmp."

TNZ February 3rd, 2004 05:25 AM

Re: Battlestar Galactica Mod V0.0.1
 
I have made a lot of progress with the BSG mod. Because of my inability to make new images for the BSG mod. I have had to use and altered a lot of BSG images from various art websites. I’m no longer comfortable with the number of copywrite images this mod is using or would use. I will continue making the mod but will only use original SE4 images. If anyone has or would like to make any BSG images, that would help. I have also tried to make new Shipsets for the Colonial and Cylon races, doing only a small re-working of Dracus’s original Colonial and Cylon Shipsets. If anyone is interested in making new Shipsets for the Colonial and Cylon, that would be helpful too.

gregebowman February 3rd, 2004 11:41 PM

Re: Battlestar Galactica Mod V0.0.1
 
Quote:

Originally posted by userx:
FYI. For those of you interested in Battlestar Galactica, they are beginning to shoot the new series here in Vancouver in March.. should see it on TV next fall.
<font size="2" face="sans-serif, arial, verdana">That's good news. I was wondering if they were going to make an ongoing series. Even it wsa different than what we've become used to, I liked the new take on BSG, and can't wait to see what they do in the long run. Hopefully, the Sci-Fi channel will give them a chance to run more than one season this time.

TNZ February 27th, 2004 11:04 PM

Re: Battlestar Galactica Mod V0.0.1
 
My BSGM is ready but I don't have any way to post it. Can any one help? It is only 2.12 MB

Fyron February 28th, 2004 12:27 AM

Re: Battlestar Galactica Mod V0.0.1
 
Email it to admin spaceempires net (insert @ and .) and I will host it on SpaceEmpires.net.

Atrocities February 28th, 2004 02:52 AM

Re: Battlestar Galactica Mod V0.0.1
 
Space Empires DOT net is a great site. Fyron should have an idividual forum for each mod he hosts. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ February 28th, 2004 06:37 AM

Re: Battlestar Galactica Mod V0.0.1
 
The Battlestar Galactica ModV0.0.1

Direct Download:
http://www.spaceempires.net/home/mod...=getit&lid=385

Details page:
http://www.spaceempires.net/home/mod..._Mod#dldetails

Thanks Imperator Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 28th, 2004 07:19 AM

Re: Battlestar Galactica Mod V0.0.1
 
Quote:

Originally posted by Atrocities:
Space Empires DOT net is a great site. Fyron should have an idividual forum for each mod he hosts. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">That would be insane! http://forum.shrapnelgames.com/images/icons/shock.gif That would be a huge number of forums.

Atrocities February 28th, 2004 07:42 AM

Re: Battlestar Galactica Mod V0.0.1
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Space Empires DOT net is a great site. Fyron should have an idividual forum for each mod he hosts. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">That would be insane! http://forum.shrapnelgames.com/images/icons/shock.gif That would be a huge number of forums. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, but if they were all used, think of the bandwidth you would have used each month..... http://forum.shrapnelgames.com/images/icons/icon6.gif

Imperial February 28th, 2004 06:58 PM

Re: Battlestar Galactica Mod V0.0.1
 
why was resupply left out?--just curious??. The ships can hold a certain amount of supply--before needing to refuel. only component i have seen are the planet resupply base--no supply containers for ships at all?

TNZ February 28th, 2004 09:13 PM

Re: Battlestar Galactica Mod V0.0.1
 
I had resupply and supply containers, but I wanted more space for weapons and armor. I have always thought that the vehicle size file has been a little overlook in most mods, so I added the supplies directly to the vehicle size file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial February 29th, 2004 02:14 AM

Re: Battlestar Galactica Mod V0.0.1
 
Nice mod BTW-- havent had a chance to play more than a few turns--but it looks great-- thanks for making it. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman March 1st, 2004 07:47 PM

Re: Battlestar Galactica Mod V0.0.1
 
Spacenet seems to be down at the moment. I'll try again later to d/l this mod. Then I'll give my review after I do so.

gregebowman March 1st, 2004 10:59 PM

Re: Battlestar Galactica Mod V0.0.1
 
TNZ

Since Spaceempire.net seems to be down today, can you put the file on PBW? I was just there hoping to see if the BSG mod was there, but it wasn't. I hope you can do that sometime today, because I'd like to check this mod out. either that, or I'll have to wait for Spaceempire.net to solve it's problems.

Imperial March 1st, 2004 11:56 PM

Re: Battlestar Galactica Mod V0.0.1
 
Question?-- I am playing as the Colonials (Colonial Alliance) and I noticed that the third empire is also the colonial Alliance.( there are three in game--i used colonial and cylon--but just 2.Comp added a third race--not I)Is there a way I can change the name of that third empire to something other than Colonial Alliance?? And also what can I do to change there flag/symbol--its the same as mine and gets confusing.

Fyron March 2nd, 2004 12:49 AM

Re: Battlestar Galactica Mod V0.0.1
 
SpaceEmpires.net is up and running again, so the BSG mod links on it will work fine.

TNZ March 2nd, 2004 01:17 AM

Re: Battlestar Galactica Mod V0.0.1
 
When starting a new game, in the game setup window only add the race you want to play as. The game will add the other race, or you can start a quick start game. http://forum.shrapnelgames.com/images/icons/icon6.gif

Imperial March 2nd, 2004 02:32 AM

Re: Battlestar Galactica Mod V0.0.1
 
In game setup i added the Colonials (race i want to play) and the Cylons as computer controlled, and no other players. I set number of comp players to low. I started playing and had just built my first ship to explore the surrounding systems. when I had first contact with the Colonial Alliance(around turn 5 or 6)--which is the race race i am playing--heh. So i really just wanted to know how to avoid the computer generating a third race thats either the Colonials and Or Cylons because i will be playing this with a friend soon and we both want any other race to be identifiable (as in not the same name and symbols as our own race) lol thanks for any help you can provide http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ March 2nd, 2004 03:54 AM

Re: Battlestar Galactica Mod V0.0.1
 
When starting a new game, in the game setup window make sure that the
Random Computer Players Setting are turned off, or go to the mod data folder and find the Settings.txt file and set all the Computer Player setting to 0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Like this:
Minimum Computer Player Low Setting := 0
Maximum Computer Player Low Setting := 0
Minimum Computer Player Medium Setting := 0
Maximum Computer Player Medium Setting := 0
Minimum Computer Player High Setting := 0
Maximum Computer Player High Setting := 0


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