Arise Necrothread! I command thee!
Thought I'd post all the news about BSGHRM v2.0 in one spot to keep people from hunting high and low for info or posting question threads when answers are available. Version 1.0 may be considered a success. But it is flawed badly by many things. Not least of which is the numerous coding errors missed by yours truly. Below is a list of the things those of you waitng for this can expect to find.
- A fully functional Colonial AI, complete with build lists. It can act just as dumb as a Stock AI sometimes. But for the most part, kjc733 has put together something which can challenge a player.
- New ships by yours truly, Majestic, and Dan1025.
Blackbird - by Thunderfoot. A specialized reconnaissance platform which is jump capable and has stealth capabilities.
Valkyrie class variants - by Majestic. Most people would be happy making
one ship. Not Maj, lol. He did three. A complete rework of the standard
Valkyrie and a version reconfigured as a support ship for the Colonial Marines. The third is a first for BSG stuff. An electronic warfare battlestar with increased sensor range, ECM package, and a new long ranged heavy missile.
Eros class - by Dan1025. This little jewel is a light unit which complements the rest of the non battlestar Colonial ships very nicely.
- Flak weapons by kjc733. Another project he was working up as version 1.0 was nearing release. Again, time did not allow for testing so we decided to wait for version 2.0. The extra time has allowed for a weapon which has to be seen. Oh wait, I did a video.
Here it is.
- General improvements in the overall quality of the mod. Fancy way of saying, "bug hunting", lol. I went back through the files and spotted the obvious errors right off. The not so obvious ones are the next layer down. This is an ongoing process.
- New build buttons and wire frames. The originals were okay. But these are far better! If I do say so myself. Sprite entries will be included as well for copy/paste ease.
- Map Editor ODFs. For those who like to play with the Editor. Didn't make sense to leave these out and they make play testing a whole lot easier.
- Adjustments to the Input.map file which enables BSG ships to have all of the Hot Key functions stock ships do.
- Better techtrees. kjc733's build lists demanded techtrees which are much more sensible. The changes here are slight, but they do improve Colonial Fleet capabilities when compared with version 1.0.
- All ships now have lightmaps.
- Liners now have logos correctly placed and readable. Doing this enabled me to find a ship which I did not know was missing. The Gemon Lines ship. Turns out the SOD I was using referenced the wrong textures and I didn't notice.
- New Sprite textures for some of the weapons.
- Cylons! Yep, that's right. Cylons. Currently I have the
Base Ship and the
Raider in game and functional. I have made up a race ODF for the Cylons and some very limited build lists. They function best as map units, however. I intend to include everything needed for the
Heavy Raider, the
Hub and the
Resurrection Ship so when, or if, they are ever publicly released, all that will be required is for a player to drop the ODF, SOD and textures into the install and they will be available as map units. I'd like to get a
Heavy Raider based off Coxxon's original imported and hardpointed. The one I have has one hardpoint and lots of emitters, lol. I no longer have the capability of doing this for myself. My laptop and MS3D are at war with each other and it is a fatal flaw which even deletion and re installation does not repair.
There are a few other things we are working up but they are currently classified at levels above my pay grade. So I suppose you'll just have to wait for the mod to come out. As to that, it is moving towards release as quickly as we can. I tend to sink my teeth into something and not let go until it is done and released. And when I am not modding BSGHRM v2.0, I am thinking about modding it.
One more thing, ADM_Z has graciously agreed to mutually share BSG stuff with kjc733 and myself. We've all decided whatever one of makes the others can use freely. Between us we have BSG for A2 and Fleet Ops pretty well covered. The competitive side of my nature enjoys the fact MSFC leads the way regarding BSG mods for A2 and Fleet Ops. And it also wants this state of affairs to continue. BSGHRM v1.0 is flawed, yes. But it is available
now to MSFC registered members. Sometimes now is better than best. Especially when the people making things like this are so obsessed with BSG in the first place.