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Fleet Ops BSG Addon Mod Preview V0.9

T

thunderfoot

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Former MSFC Member
I am completely impressed by this mod and all of the work you've put into it. I am also completely impressed that you've decided to finish and release it. Far too many modders start something with the scope of this project and then let the project die of old age. To start a mod is very easy. To continue to work on it over the long days and months is very difficult. TBH, this mod is the sole reason I D/L'd and installed Fleet Ops. And when it is released, I hope you'll do me the honor of playing an online match against me. Using your work. So say we all.
 

Adm_Z

Gettin' down and GUI!
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Haha, then I accept the challenge! I plan on having the mod released soon for testing, but I have hit a few speed bumps. One being some broken code in the latest patch that might force me to redesign my fighter system I was so happy with:cry:, 2 some weapons code kjc game me for flak that I really want to use is not working, and 3 I am waiting on some models and you know how long anything involving modeling can take. I think modeling can sometimes be the longest and hardest part of modding in general. :sleep:
 

kjc733

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2 some weapons code kjc game me for flak that I really want to use is not working

Any chance you can make short video of the flak not working? I'd like to see exactly what does and what doesn't happen. (Who knows, it may even inspire me enough to ignore the housework/gardening and get back to A2 :lol2: )
 

Adm_Z

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I don't really know how tbh:sweat:.

the weapons fire simply flys streight to the enemy and doesn't blow up. it doesn't deal damage, and it has no impact effects. it looks cool but it doesn't blow up.:cry:
 

Majestic

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Fraps and CamStudio are both free software that can be used to take videos on in-game action and can be started and stopped through hotkeys assigned in the program. I have both installed.
 

Dominus_Noctis

Lasciate ogni speranza...
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Fraps isn't really free (35 dollars US I believe)... but if you are interested in how to make recordings, the guide has a replay making guide in the cooperative multiplayer tab :)
 

Majestic

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kjc733

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hmmm, my mistake. I thought Adm_Z had done some in-game videos before.
 

Adm_Z

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I actually got someone else to do those for me.:angel: Thanks for the info guys, I"ll look into it.:thumbsup:
 

kjc733

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I don't really know how tbh:sweat:.

the weapons fire simply flys streight to the enemy and doesn't blow up. it doesn't deal damage, and it has no impact effects. it looks cool but it doesn't blow up.:cry:

So my understanding is that the weapon fires, you see the pulse go from the battlestar and hit the target, it just doesn't detonate.

Now a number of questions:
1. Do you get an effect where the pulses seem to "stick" to the target, or dance on the hull of the target?
2. Are you sure you're not getting any damage effects (even if the detonation isn't visible)? I don't know how FlOps scales ship damage values compare against standard A2.
3. Does FlOps have the standard explosion effect (which is what the arty uses) Xplode.sod?
 

Adm_Z

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So my understanding is that the weapon fires, you see the pulse go from the battlestar and hit the target, it just doesn't detonate.

Now a number of questions:
1. Do you get an effect where the pulses seem to "stick" to the target, or dance on the hull of the target?
2. Are you sure you're not getting any damage effects (even if the detonation isn't visible)? I don't know how FlOps scales ship damage values compare against standard A2.
3. Does FlOps have the standard explosion effect (which is what the arty uses) Xplode.sod?

1. not that I recall
2. I believe they vanish, and I have messed with the effect scaling and I still see nothing.
3.no, I had to specify one of the other ones the game uses for weapon impact effects.

I hope that helps because I"m clueless when it comes to this type of weapon.:help:
 
R

Ragnar

Deleted Due to Inactivity
Former MSFC Member
I am completely impressed by this mod and all of the work you've put into it. I am also completely impressed that you've decided to finish and release it. Far too many modders start something with the scope of this project and then let the project die of old age. To start a mod is very easy. To continue to work on it over the long days and months is very difficult. TBH, this mod is the sole reason I D/L'd and installed Fleet Ops. And when it is released, I hope you'll do me the honor of playing an online match against me. Using your work. So say we all.

I have to say, it's the sole reason I installed FlOps aswell xD

I honestly cannot wait for you to finish this, and I'd be happy to test it for you, or anything else really :)

I have a question though, are you going to replace the missile launching sounds with those similar to the series? Sorta like the whine noise they make when a Basestar or Raider fires them?

And another question, how are you going about implementing FTL? If at all?

(Sorry to necro again, I was late to the party ;D)
 

Adm_Z

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First of all, if you are necro posting in this thread, then I am not doing my job.:lol2:

I have missile sounds right now, but I would be happy to change them If I could find suitable replacements. If you want to find some and post them here I will definitely try to use them.:cool:

And FTL in my game works like transwarp off the probes in stock a2. Instead of a green thing coming out the side though, it uses a white flash. I think I made an excuse somewhere that the ships developed a short jump ability where they can make short ftl jumps within a solarsystem. Either way, it isn't very realistic, but it is a very fun gameplay feature, being able to jump around on a map.:)
 
R

Ragnar

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I think I made an excuse somewhere that the ships developed a short jump ability where they can make short ftl jumps within a solarsystem. Either way, it isn't very realistic, but it is a very fun gameplay feature, being able to jump around on a map.:)

Well actually, they can :D

For example, in season 3 in Exodus: Part 2 (I think thats the name), Galactica jumps into the atmosphere of New Caprica, drops like a rock then jumps into the orbit surrounding the planet :) So short FTL jumps are possible :)

And I'd be happy to start looking around for some missile sounds ^^
 
R

Ragnar

Deleted Due to Inactivity
Former MSFC Member
Got another question ^^

Are you going to implement nukes in the mod? Would be pretty sweet having the massive flash/flare and a fair bit of damage, you could make it as a very costly special weapon.

Though it could terribly unbalance things, especially if players went around just nuking every ship in sight with a few basestars/battlestars.

Oh and if you want, if you still haven't fixed the flak weaponry I'd be happy to look at it for you if you want, I'm stuck for things to do and would like to help :)
 
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Adm_Z

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Yes, I use nukes, but no lenseflare, however a large flash might be an interesting visual effect.:) When my ships rank to at least rank 4, they get nukes that will fire as passive weapons. You can see them because battlestars don't normally launch missiles and their impact effects are large explosions. They deal heavy damage but have a long cooldown.

And I would be happy to let you look at the flak, however I believe the problem is not the code but the fact that it wont work in Fleetops. It works fine in stock, but when I put kjc's code in FO it doesn't work.:sweat:
 

Adm_Z

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Alright, so I am ADD I gess, and I can't get back into my star wars mod.:sweat: Dunno why, it is just not as exciting as BSG I guess.:naughty:

So anyway, I have been watching the show, and noticing how little my mod is like BSG. Sure, it is a decent battle simulator, but it has no point other than that. It is OK, but there is alot I can do without much work to simplify the mod and yet make it more like BSG. Needless to say, I have a plan but I need input.:sweat:

Currently, each side gets a station and a ship or two. They build more ships, build fighter pods, do a bit of research and ultimately try to get rid of the other team.:lol:

My new plan.

The colonials:

Start with a battlestar(valkyrie type) and a civi ship.(probably the red version of the president's ship jet did).

As your civie ship survives, more random civie ships FTL jump in. Civie ships will have some special weapons, tech, bonuses and the like, and they will all have the ability to jump to the rendezvous point during a battle. *example Obviously, the longer you keep your ships alive, the more ships you get, and the harder it is for the other team to win. The problem with more civie ships is that you need more battlestars to protect them, so, how do we fix this?

The second part of this is the military group. The more kills you get with battlestars, the more command points you get. The more command points you get, the more ships you can "buy" and jump in from....somewhere else... You will lose alot of command points if you lose a civie ship. The only way to win is obviously to remove the cylon threat, but you have to keep your civie ships alive to do this. Military ships will get to buy more military ships, buy nukes, and other stuff, but mostly, they protect your civie ships. Your ultimate goal would be to get enough military ships that you could completely take out the enemy and not lose civie ships in the process. If you lose all your civie ships, you would not be able to get more military ships. It is still possible to win without them, but not very likely. I also think that colonial ships should repair a bit faster if they are near civie ships. Manufacturing ships would have the ability to heavily repair a ship or even build small military support ships and fighters.(while stationary)

*the rendezvous point would be a weapon you use when cylon ships start attacking your ships and you don't want to rick losing them in a minor skirmish. what you would do is select all your civie ships, and click this button. The ships would all FTL jump away.:D thats it. They would then, say 1 minute later jump back in to their previous position. You would basically have to make a bet that your ships would be able to either destroy the cylons and hold that position until they came back, or decide to try and protect the ships while you retreat.



Sound good?:D


The cylons will be similar, but will not have civie ships to protect. Instead, they will have a Resurrection ship they have to protect. I am not really sure what to do other than have them get more ships by getting more kills.:sweat:

I forsee gameplay being a danc around the map kind of game wit hit and run raids until one side feels brave enough to go for an all out attack. once that happens who knows how it might end.:)

I really need help on the cylons, and ideas on specialweapons for the cylons and the colonial civie ships. Either way, ideas suggestions, concerns, all welcome.:)
 

Zelph

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I like both ideas.

For the Colonials, all I'd ask/see is that the Colonial Civie ships would be variants on the same ship type so they could be selected fast via control-click or something like unto that. If that's possible

For the Cylons, I'd say to take the experience system and run with it. Make them stronger or change the AI somehow. Like how the Raider Scar got more and more powerful/skilled over time. And maybe throw in The Colony. As an occasional alternative to the Resurrection Ship. Say an Avatar option, strong but immobile resurrection base or a weaker but mobile resurrection base.

That's my .02 at least.
 

Adm_Z

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That is a great idea!! I hadn't thought of that but it solves a lot of problems. If I make all the civie ships the same shipclass, in FO you can make it so they will all be selected if I double click one. Great idea!:ty:

I will definitly use the rank system for the cylons as theirs is already set up, and it works pretty well. I don't know about the colony as it is HUGE and not modeled anywhere where I could use it.:sweat: But we'll see.:) I want to have options you get when you rank up, so I will just have to keep watching the show to see what I come up with.:)
 

kjc733

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Indeed, I'm impressed. Go for it! :clap:
 

K_merse

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WOW! A mod worthy adversary for Sigma indeed.... :Y

For the Cylons, I definitely would try to use the potential of the human-like Cylons. They could be used as "sleeping agents" on colonial ships (much like the Tal Shiar agent for the Rommies, you can see what the ship sees), or just use them as terrorists who can destroy or damage a ship by placing a bomb, or you could place them on your capital ships to boost their ability etc.
 

Adm_Z

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Thanks guys.:)

@K

Yeah, I think I actually have a couple of things like that. I have a cylon virus, cylon infiltration, and sleeper-agents. I will have to check again, but I think I have 2 or so different types of cylon spy tactics.:)
 

Zelph

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I don't think/doubt that there's a way, but maybe have the Cylons keep their experience ranks after death?
 

Adm_Z

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I wanted to do that, but I am not sure it is possible. A simulated resurrection would be awesome.:D I think it depends on how I get ships. If I make it so that you have to press a button to call in another ship, I can make it so that a ship autoreplaces an invisible marker that stays on the map when it ranks up. The resurection ship could have the option of calling in a ship up to whatever rank you have achieved.(using the techtree to require that specific marker to use the weapon)

What do you think guys? To OP? When a ship reaches rank 2, you would have the option to replace that ship if it were to die. I would put a max cap of 1 for each ship rank, so any ship could still rank up to that rank(auto-replace ignores caps), but you couldn't call one in unless you had none left of that rank. Basically a way to ensure that at least one ship will retain the rank of your highest achieved rank.

Ranking up will probably not be easy for the cylons unless you are just taking out jumpstars and gunstars, but hopefully the other player will be smart enough to not allow the cylons to get kills.:D


See what happens when you make me think about things zelph?:lol2: Too bad I have so little time to mod. I really need a partner in crime to help me code these features I figure out...:(
 

Adm_Z

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Thanks starbuck...er I mean...starfox.:angel:

It has begun.....:naughty:
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Note: the ship being in the flightpod is for fun only.:p It will not be part of the mod.:sweat:
 
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