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Fleet Ops BSG Addon Mod Preview V0.9

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I don't think they teach that.:) I learned that on my own anyway.:angel:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Ok, time for another long overdue update. I haven't made a ton of progress lately, but that is mostly because I am close to finishing up my 1.0 release. I have another member who is Working on some models for use in this mod. I'll post updates as soon as I get them, but until then, that is all the info you will get.:)

Here are some up to date pictures which I have taken over the past few weeks.:)

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Inspired by Thunderfoots recent pictures, I went out and downloaded those mapbackgrounds he was using, modified at least one of them, and took some glory shots. After around 30 shots, I picked a few of my favorites. If y'all like them, I"ll upload the rest here as I did a while back with some other pictures.

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Majestic

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Beautiful shots my friend, out of curiosity what models are you getting made?
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Beautiful shots! Well done!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Beautiful shots my friend, out of curiosity what models are you getting made?

:p The same things I mentioned earlier that I was working on myself. Now someone volunteered to do it for me. And I still don't want to spoil the surprise.:)

tbh, I myself don't know what 'they' look like yet, or even if they have even been started yet. I am in no hurry, and so all is left to the discretion of the modeler.

Oh, and thank you all, i thought they turned out pretty good too.:cool:
 

Zelph

Elder
Blue lantern corps
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18 Feb 2011
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34
Very nice shots! I'm glad you included that one of the battle against the Romulans that you posted over on FleetOps.

It was either you or Majestic that I asked, but are you including Strikestars in this?

Regardless, looking forward to it! Not sure if I'll be able to download it right away when it's released, but still looking forward to it.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I am using the Cygnus class gunstar as a main unit, and there will be many other untis in later releases with the inclusion of the territorys, but at this point, no. just the gunstar and the two battlestars.:cool:
 

Chiletrek

Warriors from Fluidic Space
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Hello:
Very nice pics, I love how they look.

Keep it up!:thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks guys, I"m going to go ahead and upload the whole mess of 'em.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
So, I've been toying with the naming thing again, still favoring Worthy of survival. I am considering dropping the fleet ops thing too going straight for BSG: Worthy of survival.

Anyway, after some very minor tweaking here is what I am working with.
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Majestic

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Majestic agrees on the name BSG: Worthy of Survival. :thumbsup:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I like the scarred one. And I think it would be really cool to have one of those famous FO explosion effects in the background of the title as well.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
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2,745
lol, it might be a bit dramatic.:lol: I am thinking about making a bik intro with scrawling green letters on a black screen, with some sort of prologue. something simple, and then maybe cut to a cool camera shot following a mercury into a bow firing attack run on a baseship. I might need to hire a writer...;)
 

Zelph

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Blue lantern corps
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I like the name! And as for the graphic, I place my vote with the second one, looks great.

For an intro... I might have an idea or two, if you're interested. I don't know quite what you're thinking of doing though.
 

Majestic

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I think the second is also the best, has that weathered look that the series used. :thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I am thinking that this mod would take place in the aftermath of the attack on the 12 colonies. A portion of the colonial fleet which was on long term survay mission away from the main fleet(they were trying to find suitable planets to establish deep space colonies on) at the time of the attack and did not encounter any Cylons until nearly a year after the bombing of Caprica. When they returned from their mission following a mass distress call, they found the colonies wiped out and assumed they were all that remained of the fleet. They proceed to rebuild and establish minor colonies for mining and military production while in pursuit of any survivors. a few months after the discovery of caprica, a small outfit of the fleet encountered cylon resistance. Because they had not herd anything about previous encounters, the battle resulted in a complete loss for the colonials. A few raptors managed to escape and with their recorded data, the fleet managed to adapt and encrypt their systems to combat the networking computer hack problems. Mk2 vipers were widely used until the networking hack problems were countered on a ship to ship basis, after which use of mk7 vipers were phased in again. Upon their next encounter, the colonials proved to be more of a match for the Cylons, but they still had problems detecting incoming enemys. Though seriously out numbered, the humans managed to gain a foothold against the Cylons. In the years to come, the surviving colonials ammassed a small fleet, using only designs they had in their immediate databanks. Their ships were thinly crewed, but they still managed to get by. The colonials managed to make small technological advancements during the war including the instillation of encrypted computer systems on all vessles, allowing them to function with much less crew. Though they still risked being hacked, the encryption made it much less likly that the cylons would get through. They also made leaps in the development of stealth technology outfitting a large number of mk 2 vipers with stealth systems and jump drives salvaged from cylon raiders. The Cylons, though highly advanced, resorted to using older ship designs inorder to compensate for their losses. Because the older designs were simplier, they were easier to produce at high numbers. When these older baseships were built, they were outfitted with modern systems including modern fighters and missile systems.

Though war was enevitable, it could still be decided by a single battle. One side only needs to be deemed... Worthy of Survival.

Or something like that. I wish it could be a bit more eloquent. :sweat: It also doesn't need quite so much info either. That was mostly for my benefit so I could get my story squared away. Not that this is all final or anything.


And yeah, I am working with the weathered one.:cool:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Well Done! Me Likey! You've established a good basic frame sturdy enough to hang anything on it you choose to,
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Aanndd!! it doesn't necessarily conflict with canon considering the show focused on the Galactica and the cylons following them. Who says that there wasn't a war being fought back at caprica or wherever?:p
 

Atlantis

Master Chief Petty Officer of Starfleet
Joined
1 May 2006
Messages
518
Another possibility... would be that you could change just one singular event of canon; one decision, and the story plays out differently.

The episode showing the BattleStar Valkyrie's infiltration mission... If Adama hadn't blasted the StealthStar with a missile, and instead stayed and battled the Cylon forces there. An act of war.

So instead of a couple of years of infiltration and putting the CNP backend hack in place, the Cylons go for a conventional war...
 
T

thunderfoot

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Former MSFC Member
Might be a slight conflict. Six had the Colonial Defense Network computers thoroughly penetrated. So the Cylons had to know something about your mission. But if your people had difficulties maintaining communications, then the Cylons may have assumed the mission was unsuccessful or was lost. Still, I'd have paid money to see the Skin Job's faces when a full Colonial Battle Group showed up out of literally nowhere, lol.
 

Zelph

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Looks like a good story basis to me! :clap:

Are you incorporating Ragnar Anchorage and things like it into the mod as well? That's what came to mind when you said small mining operations and such.
 
T

thunderfoot

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Former MSFC Member
...Are you incorporating Ragnar Anchorage and things like it into the mod as well? That's what came to mind when you said small mining operations and such.
If he does then doesn't the Colonial Fleet become Starfleet with different uniforms? One of the things kjc733 was most enthused about when we were working up BSG Half Race Mod v1.0 was how different it was going to be from a 'standard' A2 race. We had miners and builders, sure, but Z's Colonials are the remnants of an entire civilization. Further, they have the reasonable expectation their civilization will still be there when they got back from wherever. So they did not take things which they would need for setting up a new civilization. Like children. And research teams. And a spare shipyard or two. Whatever they have, right now, is all they have. Whatever they can cobble together out of what they have, right now, is all they can build or harvest. And a great deal of the harvesting is going to be centered around keeping everyone in air, food, and water. This will leave few resources and little time for things like developing new weapons. Survival of the species can and must take precedence in such a situation.

Same goes with the Cylons hunting them. They are moving further and further away from their base. Logistics will become more and more problematical. Look at how the Cylons in the series reacted to the destruction of the Resurrection Ship. They no longer had access to their primary resource, so their attacks were less frequent and only conducted when they had a significant opportunity to destroy the Colonials. The Cylons inside the fleet were not a viable asset because they found out too late they were Cylons.

Please understand, I am not trying to be harsh here or make you look foolish. I am explaining why the Colonials should not have things like superweapons or mixed tech or the like. If we give these things to them, they are no longer unique. They are just Starfleet or the Dominion with different uniforms.
 

Zelph

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No, I got ya, its all good. I didn't really explain what I meant by it anyway.

I was thinking of the concept of having limited ammo, and having to restock/reload like Galactica did in the mini-series. So maybe having a few surviving/scattered ammo dumps hidden around the system.

But it would take away the uniqueness of the concept, like you said. And I don't know how possible it would be besides that.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Well, I am not really going for mining in the traditional way. You will see what I meant by that when the mod is released, but for now, just know that the colonials don't have to worry about resources.

Imagine if a small portion of the fleet suddenly had all the resources of the 12 tribes to themselves? They would have unlimited supply and would be able to build as soon as they rebuilt colonies and extracted the resources. Because mining and setting up buildings is boring, it will not be part of the mod.

I will not have construction ships that build stations around an asteroid, but in the future, I will have what are called territories. These will consist of destroyed stations you bring back online, nebula you control, planets asteroid fields, etc. You can board these, bring them online and you will get designs for new ships, 'mixed tech' or simply area buffs. In the case of nebulas, the nebula wouldn't damage your ships, or would cause enemy weapons to hit less often or charge your SpE faster. These will probably not be in until the 2.0 version though. For now, the 1.0 of the mod will set up basic battle scenarios and gameplay mechanics. When it is released I will gauge what I put in by the community input about how the mod worked and what they liked/did not like.:)
 

Majestic

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This sounds really good Adm_Z. Are you planning on using the warp-in feature here? That's what I will be doing in my BSG mod. Where you warp-in ships rather than build them. However mine is set out-side of canon, at least the MP aspect is.

Might be a slight conflict. Six had the Colonial Defense Network computers thoroughly penetrated. So the Cylons had to know something about your mission. But if your people had difficulties maintaining communications, then the Cylons may have assumed the mission was unsuccessful or was lost. Still, I'd have paid money to see the Skin Job's faces when a full Colonial Battle Group showed up out of literally nowhere, lol.

If it wasn't in the Colonial Database, and known only to the top brass in the government and fleet, it could've been kept from the Cylons. That's how the creator of BSP did it. Also the shipyard they managed to get was listed as decomissioned and so the Cylons overlooked it. Plus having it's own FTL helped it stay hidden by making regular jumps.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
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2,745
Yeah, the fleet had fully functional FTL's and would have been highly classified. the Cylons would have only known what baltar had access to, so it is possible there were highly secret projects they did not know about. I also assume the team had some scientists and maybe even colonists(it would help explain how they manned new ships and stations) as they were on an exploration/ colonization mission
 

Majestic

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Yeah on a colony mission they would at least have come civilian experts and scientists to check and see if the planets are suitable for habitation. Generally colonists follow after word is recieved of a new suitable location for a colony. Not meaning to poke holes and it's a backstory not really required for a game mod anyway, it won't stop one enjoy playing it anyway. :thumbsup:
 
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