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November 15th, 2003, 04:40 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Battlestar Galactica
You should be able to have Music and Landscape folders as subfolders of the campaign folder.
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November 16th, 2003, 06:10 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Battlestar Galactica
This is a great mod! Thanks Drake.
I love the amount of detail in the plot and background. Nice job on the missions. Perhaps it was a bit too easy, though. Still the new graphics and music make for a very enjoyable journey.
And boy, what a cliffhanger... Hope to see more in the future  .
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November 16th, 2003, 08:03 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Battlestar Galactica
Possible mapping bug:
In the Canceria system, the warppoint to Aeriana is in the middle of the system, right next to Canceria II.
Also, the left and right firing points on the Colonial BattleStars are on the wrong side (mirror imaged)
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Quite a nifty mod so far.
The battlestars are so painfully slow, though. Hard to complete those long mission runs...
I have yet to learn how to accept losses  so I don't use my fighters as much as I should.
I think I need to bug Aaron about friendly fire a bit...
For the fleet command jobs, I noticed "Cylon Terrorist attacking ships ..."
These could probably be reworded to something like "Cylon ship X is ravaging the Y system and reinforcements are required"
[ November 16, 2003, 20:33: Message edited by: Suicide Junkie ]
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November 17th, 2003, 12:30 AM
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Corporal
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Join Date: Oct 2003
Location: Chicago
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Re: Battlestar Galactica
Thanks for the comments everyone-- you have no idea how much it means to me that you're enjoying the mod. SJ, thanks for the heads up-- I'll implement those changes ASAP. Now I just gotta figure out why the $#*&% cylon basestars aren't stocking fighters like they're supposed to. If I can figure it out, I'll have a patch posted early this week.
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November 17th, 2003, 12:58 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Battlestar Galactica
Perhaps they need more cargo bays to hold the fighters in...
BTW, feel free to use ideas from my mod...
- Shield Generators provide a small amount of regen (1/500th of the "shields maximum" each second for P&N)
- Crew quarters increase crew capacity and provide hull repair points.
Those were the things I missed most.
I can't stand watching the enemies coast around with permanent shield damage after combat. 
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November 17th, 2003, 01:55 AM
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Brigadier General
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Re: Battlestar Galactica
There is not enough space to place the fighter bays on the Basestars and thus the fighters. (edit-> clarification: if no bay is present, no fighters will be placed).
Lower the percentage of shields and armor. I tried 25% for shield and armor and that yielded 2 fighter bays on a Basestar at average difficulty, and 1 fighter bay at easy difficulty.
Perhaps even better would be to use the overrides for baseships to place more fighter bays, so you would still have high shields/armor for the Attackstars. I do think though that 90% for weapons+shield+armor is a tad too much and that leaves no room for other goodies.
I also noticed that you call for fighter bays on 'Attackstars 1', but there is no such design. Not sure if that is a relict or a typo.
Hope that helps,
Rollo
[ November 16, 2003, 23:57: Message edited by: Rollo ]
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November 17th, 2003, 02:29 AM
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Corporal
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Join Date: Oct 2003
Location: Chicago
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Re: Battlestar Galactica
That did it! You're the man, Rollo!
Oh, and yes, I did catch that Attackstar business. It's now Attackstar 2 C that carries fighters.
[ November 17, 2003, 00:31: Message edited by: Drake113 ]
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