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Fleet Ops BSG Addon Mod Preview V0.9

Adm_Z

Gettin' down and GUI!
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No problem man, I don't plan on replacing stations by the first release. I can only hope for a fully working mod at this point.:sweat:
 

Chiletrek

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Hello:
It makes sense, always first to make sure all things work properly, and then to go for adding things. And I have already seen many new things been added for your first release, mainly weapons... I like that.

Keep it up!
 

K_merse

Star Trek: Evolution
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22 Feb 2008
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438
That reminds me... Will you use the ships as stations as well, like in the series?
 

Adm_Z

Gettin' down and GUI!
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Partially. There is one central station, which builds module clamps that do different things, like research and building ships. the Ships are large and the mod is based around combat, but you can only survive as long as your station can still build ships. Once its gone you are pretty much out of luck, however to take it out you really have to have all the ships you can possibly build first. At that point it is up to the skill of the player to win or lose. The Ships launch fighters and in a way are mobile stations, but they do not build other ships.
 

Chiletrek

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Hello:
That sounds nice. Can you adjust the number and type of fighters a ship can launch? I imagine some Battlestars could release some raptors together with the Vipers... same with a Baseship, that can launch a huge number of Raiders :naughty:.
 

Adm_Z

Gettin' down and GUI!
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Well, since there aren't a tone of capitalships involved, there isn't alot of customization in that manner, however it does vary by ship. you also get different types of fighters based on your ships current rank in FO. Most of my ships start off with mk2 vipers, but as you get kills you get more vipers per launch, more advanced vipers, raptors ect. The valkyrie gets stealth vipers upon achieving higher ranks.

Update:
I might be delayed a bit in production as my laptop's hinges just went out, however good news is that Starfox and I are working on a new unique fighter system. I don't want to be too specific yet, but it involves creating squads or wings of fighters in much the same way as homeworld or EaW.:) The system might not be used entirely in my mod at the moment, but again I don't want to say any more without Starfox's ok first.:naughty:
 

Chiletrek

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Hello:
The Fighters been launched upgrading with ranks is a great idea. But you got me curious about what will be the new system you are starting to work.

Keep it up!
 

Majestic

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Well, since there aren't a tone of capitalships involved, there isn't alot of customization in that manner, however it does vary by ship. you also get different types of fighters based on your ships current rank in FO. Most of my ships start off with mk2 vipers, but as you get kills you get more vipers per launch, more advanced vipers, raptors ect. The valkyrie gets stealth vipers upon achieving higher ranks.

Update:
I might be delayed a bit in production as my laptop's hinges just went out, however good news is that Starfox and I are working on a new unique fighter system. I don't want to be too specific yet, but it involves creating squads or wings of fighters in much the same way as homeworld or EaW.:) The system might not be used entirely in my mod at the moment, but again I don't want to say any more without Starfox's ok first.:naughty:

This sounds very interested, I am a big fan of fighters and plan to use them in all my mods and I look forward to see if you are successful with this endeavour. :)
 

Adm_Z

Gettin' down and GUI!
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To tell you the truth, I pretty much finished the design already. Meaning I already got it to work properly in game.:angel: All thats really left is fine tuning and duplication.
 

Majestic

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That's awesome I am really looking forward to this, seeing it in action and all that. :)
 

Adm_Z

Gettin' down and GUI!
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Alright, well the fighters didn't really work in my mod, so I went back to the system that was working. I"m happy with the way they are now.

I wanted to announce that I am working on a secret project that will significantly improve this game, and push it furtherer to completion. Unfortunately, my modeling skills are severely lacking, but what I have seems to be adequate for the time being.

Anyway, here are some more teaser shots from my most feature recent test run.

My next additions will be weapon related. I will be changing the mercury's forward cannons to a special weapon, and then I will be adding some defense related weapons on both the valkyrie, and the Hades class(TOS) basestar.:)
 

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Majestic

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Looking really good mate, nice to see you're still working on your project. :)
 

Starfox1701

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I am working on a secret project that will significantly improve this game

That wouldn'r happen to be the thing we were talking about elsewhere would it?
 

Adm_Z

Gettin' down and GUI!
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23 Nov 2009
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2,745
Well, that is what I was talking about didn't work in my mod earlier. I have actually already finished that thing we were talking about.:D

No, this other thing is specifically related to my BSG mod.:silence:
 

Adm_Z

Gettin' down and GUI!
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Don't worry, I"ll post pics when I get more done.:D I just have a bit more to do before I wanna spoil the surprise.:naughty:
 

Majestic

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Argh you're as bad as me and Syf. :lol2:

I look forward to whatever it is. :thumbsup:
 

K_merse

Star Trek: Evolution
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438
With red background, those pics really have the BSG-feeling. I can't wait to see an ingame video ;)
 

K_merse

Star Trek: Evolution
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It's very easy. There are several freeware programs available on the Internet which record what you can see on the monitor :thumbsup:
 

Terra_Inc

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It's very easy. There are several freeware programs available on the Internet which record what you can see on the monitor :thumbsup:

Yup. Most people use Fraps - it's sort-of shareware, watermarked, but has one of the best FPS counts you can get for free.
 

Majestic

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Yup. Most people use Fraps - it's sort-of shareware, watermarked, but has one of the best FPS counts you can get for free.

I bought a copy of Fraps myself a few years back, it wasn't too expensive either. Of course that was back when I had money to spend on such things. :lol:
 

Styer_Crisis

Zero APM Gamer, And i can still own you
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WOW, thats just incredible. i really like the missle effects, i always wanted todo somthing like that for Flops but it doesn't have an emitter file, so untill it does i'm stuck staring at those screenshots,:Y
 

Adm_Z

Gettin' down and GUI!
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23 Nov 2009
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Actually, all you have to do is stick the needed references at the bottom of the fleetops.spr file and it should work fine.:D Took me a while to figure that out since FO has all the damage related effects removed(visibly at least).
 

Styer_Crisis

Zero APM Gamer, And i can still own you
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Then You just add the S_impossibleentry_1:D refference on the model and it works?
 

Adm_Z

Gettin' down and GUI!
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23 Nov 2009
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2,745
Actually I think it is e_ but yeah, that should work.:)

Oh and you don't need the _1 unless you have more than one of those emitters on your model.
 

Styer_Crisis

Zero APM Gamer, And i can still own you
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Won't the e_ extention limit it to damage functions, only emiting it when subsystem or crew damage is taken
 

Adm_Z

Gettin' down and GUI!
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23 Nov 2009
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2,745
Nope, you just don't attach it to a damage node. Attach it directly to the root hardpoint. That always worked for me anyway.
 
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