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November 17th, 2003, 04:04 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Battlestar Galactica
okay, got it figured out  .
In Campaigndata.txt this fixes the WP:
Map ID := 19
Map Name := Delta
Map Display Name := Delta System
Map Map Filename := Maps_Delta_Map.txt
Map System Type := Cylon
Map Enemy Appearance Group := Cylon System
Map Music Filename := BSG6.mp3
Map Number of Connections := 2
Map Conn 1 Entrance ID := 1
Map Conn 1 Destination Map Number := 18
Map Conn 1 Dest Entrance ID := 2
Map Conn 1 Connection Type := Two Way - Always
Map Conn 2 Entrance ID := 2
Map Conn 2 Destination Map Number := 15
Map Conn 2 Dest Entrance ID := 2
Map Conn 2 Connection Type := Two Way - Always
To fix the display of the Epsilon system correct a typo in Main_QuardrantMap: Epsilon instead of Epsillon
Hope that helps to get a new Version sooner  ,
Rollo
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November 18th, 2003, 12:04 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 all your feedback, folks. I've posted a newer Version in the same URL, which is here (11 MB), and for you guys who have already downloaded the mod, you can get the patch here (.5 MB). As always, feedback and bug reports are appreciated!
Changes--
*Fixed Basestar firing points (Attackstars... well, they're better)
*Basestars now have proper tonnage capacity and carry fighter bays
*Resolved Battlestar flipped weapons
*NPC Battlestars now have standardized loadouts
*Cosmetic fixes to Warp Point locations
*Colonial and Cylon fighters have more authentic-looking shots
*Reskined Colonial Starbase
*Moved Data folder to campaigns for more authentic ship naming
*Next Campaign name changed from "Behind Enemy Lines" to "The Secret of the Cylons"
*Shield Generators now regenerate
*Crew Quarters add to crew size, hull regen
*Delta-Epsillon warp connection fixed
*Fleet Command mission text now more accurate
[ November 18, 2003, 05:51: Message edited by: Drake113 ]
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November 18th, 2003, 01:39 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
Do you think you could not name it Campaign 4? There is little reason to do so, and it might lead to confusion about it being meant as taking place after the 3rd campaign... That, and if everyone starts doing that, there could end up with a lot of Campaign 4s. Also, if MM ever releases a new campaign, it might well be entitled Campaign 4.  Arbtrary names are allowed.
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November 18th, 2003, 03:18 AM
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Corporal
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Join Date: Oct 2003
Location: Chicago
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Re: Battlestar Galactica
Point taken, IF. I'll change the titles accordingly.
In other news, I spotted a problem with the Main_Components.txt file in the patched mod, specifically with the stuff I stole-- er, borrowed, from SJ. The Life Support systems are underpowered for the ammount of crew on a Battlestar, and thus, your crew will start dying off when the game starts (!). I'll revise the patch tomorrow, but until then, if you can open up Main_Components.txt and change the part under "Life Suppport" that reads this:
Effect 1 Type := Prevent Crew Death
Effect 1 Base Amount := 1.0
To instead read this:
Effect 1 Type := Prevent Crew Death
Effect 1 Base Amount := 2.0
your crew will thank you for it.
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In theory, there's no difference between theory and practice, but in practice, there is.
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November 18th, 2003, 12:52 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Battlestar Galactica
There are still some references in the Main_Job and Main_DisplayText files to the Abbidon. I had fleet command thank me in the name of the Abbidons once. 
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November 18th, 2003, 07:07 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
The better way to fix that lifesupport issue is to include a second lifesupport component on your ships
Then you can leave the little destroyers and stuff only needing one. (Make sure the appropriate settings are in the purchaseships.txt files)
Adjust "Base Crew death rate" if need be. With the lifesupport providing 1 one ability point, you need the amount specified in BCDR to keep 'em alive.
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November 18th, 2003, 08:52 PM
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Corporal
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Join Date: Oct 2003
Location: Chicago
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Re: Battlestar Galactica
Quote:
Originally posted by Suicide Junkie:
The better way to fix that lifesupport issue is to include a second lifesupport component on your ships
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Yeah, but Battlestars are a little cramped as is, layout wise. I'd rather free up the extra slot (yes, I'm aware I have two 50k Tylium Energizers on the ship when I could get away with just one 100k, but I liked the symetry there ) Besides, I'm thinking a situation might arise in the Third campaign when you might need to get a second LS...
Anyway, I have the new new patch up, which fixes the Basestar armor, the life support issue, and has some massaged text in the mission text area. The full Version is now called "BSG 1 - Colonial Crisis" instead of "Campaign 4" (hokey name, I know, but I was on like 2 hours of sleep at the time). Unfortunately, I haven't made the changes to the Job and Mission text for references-- those will be addressed in the next larger patch, which will also hopefully address the total mess of the basestar layout (arrgh! So ugly! So cluttered! So non-sequential!!!)
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