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Fleet Ops BSG Addon Mod Preview V0.9

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thunderfoot

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Possibilities. And good ones at that. But Gaius wasn't anything more than an access point for Six to the Colonial Defense Network. Once the Cylons were in, it would have been simple for them to peruse(and there's a word y'all don't hear a Redneck use correctly everyday. lol) any files they wanted. The Colonial Fleet was a military organization. With payroll records and promotions and qualifications and promotion boards and the like. Like any other human miltary, it travels on its paperwork and if something isn't recorded in triplicate and signed off on by the Lieutenant as well, then it never happened. How hard would it be to cover up completely the total disappearance of, say, a third of the firemen in your hometown? The officers and crew on this mission would have been discreet, of course. The flag officer whom ordered the mission would have been as well. But all of these people would still have pay records and promotion packets and dependents all of which would leave some sort of trail. However disjointed it may have been. And if they were listed as KIA, then why were no survivor's benefits paid out. Why were there no memorials?

I am playing a bit of a devil's advocate here. The concept is really good and it is supportable. But if one thing in the back story rings false, then it will detract from the mod. Which is something I'd rather not see happen after all the hard work Z and others have put into this. If Z's Colonials know where the abandoned bases are, then maybe the Cylons do as well. If I were the Cylons, I'd stake these out first. Because they would be the most easily logical choice for any Colonial survivors to begin a resistance movement from. It is very easy to when writing a story to speak about secret missions and hidden bases and the like. But sometimes it gets overdone because it is so easy. So how about going the other way? A maskirovka, if you please. This is a Russian word which loosely transliterates into English as deception plan.

"Battlestar Blah-Blah, plus supporting vessels, was dispatched by the Admiralty to make contact with a race of aliens who had sent communication to the Twelve Colonies years before. These aliens indicated they were open to friendship and trade with the Twelve Tribes of Man. And so on and so forth. BSG Doo-Dah, under the command of Admiral Heroic Visage and with Sage Advisor at her side, departed to the aliens' home system. As BSG Doo Dah was passing the Insert Unusual Spatial Event Here, The Twelve Colonies received a distress signal indicating the group was in serious trouble from the thingie. Contact was lost and not regained. The entire Battle Group is officially reported as 'Overdue for return and presumed lost.' Due to rising tensions at home among the Colonies and the fact no one has heard anything from the Cylons since the end of the First War, the Admiralty has deemed it imprudent to mount a rescue mssion at this time."

Now that the cover story is in place, the Admiralty and the Battle Group can do whatever they like. Since the story is recorded this way in the Colonial Defense Network Archives, the Cylons will not be any wiser either. They may suspect the Colonials are lying, but with no proof and no means of getting any, they will have to live with it. One could also set up some very interesting maps were there is a race to see whether the Colonials or the Cylons get to one of these depots first. And the map could be set up so a player could be either side. Good Idea, Z. Wish I'd thought of it as well.
 

Majestic

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"Battlestar Blah-Blah, plus supporting vessels, was dispatched by the Admiralty to make contact with a race of aliens who had sent communication to the Twelve Colonies years before. These aliens indicated they were open to friendship and trade with the Twelve Tribes of Man. And so on and so forth. BSG Doo-Dah, under the command of Admiral Heroic Visage and with Sage Advisor at her side, departed to the aliens' home system. As BSG Doo Dah was passing the Insert Unusual Spatial Event Here, The Twelve Colonies received a distress signal indicating the group was in serious trouble from the thingie. Contact was lost and not regained. The entire Battle Group is officially reported as 'Overdue for return and presumed lost.' Due to rising tensions at home among the Colonies and the fact no one has heard anything from the Cylons since the end of the First War, the Admiralty has deemed it imprudent to mount a rescue mssion at this time."

Now that the cover story is in place, the Admiralty and the Battle Group can do whatever they like. Since the story is recorded this way in the Colonial Defense Network Archives, the Cylons will not be any wiser either. They may suspect the Colonials are lying, but with no proof and no means of getting any, they will have to live with it. One could also set up some very interesting maps were there is a race to see whether the Colonials or the Cylons get to one of these depots first. And the map could be set up so a player could be either side. Good Idea, Z. Wish I'd thought of it as well.

That's actually pretty good. If you wanted Adm_Z, you could use my 13th Tribe as these who send out the message, but when they showed up there was nothing there. We could, if you want, connect our two projects together, at least in backstories. That's if you want to and go with the idea Thunder has suggested.
 

Adm_Z

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Well, what if, while on this 'deep space survey' mission, they were testing a rapid succession jump drive.(Wee acronyms!! RSJD) when they jumped for the second time, the readings were untraceable and therefore, the colonials assumed that they had only made a blind jump and were lost forever. or something like that.:sweat: That actually plays into the game well, because I don't have to worry about tracing jumps and it explains the colonial ability to make two jumps in quick succession.:lol2:

And the bases they discovered were not secret. They were simply destroyed.:) When the cylons blew them up, they just left the area and returned to their space, or went in search of survivors. This is why they did not encounter cylons back at caprica. The cylons had no use for a nuked planet or destroyed mining depots. The colonials who need the resources however would go back and rebuild those facilities because the resources were still there, and they could still use them. The cylons would not waist time staying at destroyed mining facilities they obviously didn't need when they had no reason to think people would come after them. Remember that this is around 6 months after the bombing of Caprica. Most local survivors would have been taken out.

As to a race for the depot map, I plan to have capture the flag like gameplay at some point where players will have to fight over several "territories" on a map in order to win. These stations can not be killed, but can easily be taken over by enemy players so you have to defend them well.

I also plan on having an "Admiral On Deck" status you can promote a single ship in your fleet to after it reaches maximum rank. This status will have all sorts of special goodies when you reach it including a unique special for each type of ship and alot of fleet buff passives.:)

In addition, I will have "Ace tactics" for Ace fighters that will hopefully not be too overpowered when you get alot of aces.(if it does become OP I'll have to make it so aces are harder to get)These, in addition to the already implemented Ace maneuvers passive will allow the fighters to perform a ship unique tactic including, Missile guidance jamming, attacking missiles directly, launching fighter based missiles, and other things.:cool:

Ideas are welcome.:)

EDIT: Oh, and btw, take a look at the attachment I just added. Let me know what you think.
 

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thunderfoot

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One of the things people forget about PC games is they are a way of telling a storywhere the reader gets to be one of the characters and influence the outcome of the story. All of the best games invariably have the best stories, do they not?
 

Majestic

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And the bases they discovered were not secret. They were simply destroyed.:) When the cylons blew them up, they just left the area and returned to their space, or went in search of survivors. This is why they did not encounter cylons back at caprica. The cylons had no use for a nuked planet or destroyed mining depots. The colonials who need the resources however would go back and rebuild those facilities because the resources were still there, and they could still use them. The cylons would not waist time staying at destroyed mining facilities they obviously didn't need when they had no reason to think people would come after them. Remember that this is around 6 months after the bombing of Caprica. Most local survivors would have been taken out.

So is this planned to be set after the Cylons pull out of the Colonies and head for New Caprica after Caprica Six and Boomer infulence the Cylon to peacefull coexist with the Galactica's survivours?

I also plan on having an "Admiral On Deck" status you can promote a single ship in your fleet to after it reaches maximum rank. This status will have all sorts of special goodies when you reach it including a unique special for each type of ship and alot of fleet buff passives.:)

Are you going to achieve this through the veteran ability?

EDIT: Oh, and btw, take a look at the attachment I just added. Let me know what you think.

Looking good, I think it will look better on a black background if the text is going to be white.
 

Adm_Z

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One of the things people forget about PC games is they are a way of telling a storywhere the reader gets to be one of the characters and influence the outcome of the story. All of the best games invariably have the best stories, do they not?

I hope that means that you think I have a good story.:lol: I don't have a name for the Adm. but I"m not sure it needs one. I think having the ability to select a ship that the fleet Adm will be on board adds a bit of that story influence.

One thing I am severely lacking though is good Cylon ideas. :naughty:


So is this planned to be set after the Cylons pull out of the Colonies and head for New Caprica after Caprica Six and Boomer infulence the Cylon to peacefull coexist with the Galactica's survivours?
Uummm..... Yes? :sweat: I'll be honest and say I haven't watched much of TNS. Most of the mod sofar didn't really matter because of it. I just based everything off of battlescenes I watched off youtube. I am just now watching the entire series, and really don't know much of the storyarc. We can say that maybe the reason the cylons chose to peacefully coexist with the galactica peeps is because they were preoccupied with the discovery of new colonial resistance back near caprica and didn't want them going anywhere.:D

Are you going to achieve this through the veteran ability?
Yes. Though I don't know what exactly to do for the cylons yet, in this case, the colonials will get one 'veterain' and it will have the "Adm. on deck" passive statous. Instead of "Promote to Veterain" it will be "Transfer fleet Admiral to this ship" and it can only happen once in the game. If that ship dies, the Adm dies with it.:lol2:

Looking good, I think it will look better on a black background if the text is going to be white.
Yeah, I think it might be gold though. We'll see what happens. This is mostly just a test.
 

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Majestic

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The gold looks much better, I also like that logo. :thumbsup:

Yeah the Cylons are a bit difficult, plus the lack of models doesn't help. I only have a few unique incomplete models done this far myself.
 
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thunderfoot

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I hope that means that you think I have a good story.:lol: I don't have a name for the Adm. but I"m not sure it needs one. I think having the ability to select a ship that the fleet Adm will be on board adds a bit of that story influence.
I do think it is a good story.

One thing I am severely lacking though is good Cylon ideas. :naughty
I think Chiletrek will be barraged with permission requests when his Resurrection Ship becomes available. :lol: And He may have a dew other things hidden up his sleeve. Might want to ask him.
 

Chiletrek

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I do think it is a good story.

I think Chiletrek will be barraged with permission requests when his Resurrection Ship becomes available. :lol: And He may have a dew other things hidden up his sleeve. Might want to ask him.

Hello:
The story kinda of reminds me of Battlestar Prometheus (maybe one of the greatest BSG fanfics I have known about so far). I am with Thunderfoot and I say keep it up Adm_Z! :thumbsup:.

As for Ressy, I think you all know I am on a little campaign of retouching all of my models, because of the new things I have learned in the last time. But I do have some secret stuff... anyone want a (kind of) giveaway? all of the things I have made for the Cylons are canon except for TOS basestars and raiders... and maybe a Freighter but that one will be made eventually :naughty:.

I like the logo for the mod!
 

Adm_Z

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chili, post any pics you want. I can't wait for you to release your stuff.:excited:
 

Chiletrek

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Hello:
I cannot release anything yet as I have been busy with university lately (as usual), but I think I'll have some "free" days coming soon so I can try and finish working on my BSG stuff.

The Resurrection Hub might receive some mesh retouche, but not much, I think it is very detailed as it is, hehehe.

Thank you Adm_Z :)
 

Adm_Z

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You know... I think I would even use that galactica you had that was reaally high poly. :lol2: Take your time man. We all know you can't rush art like your work, and those of us who arn't artists don't like to be rushed either.:p
 

Chiletrek

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You know... I think I would even use that galactica you had that was reaally high poly. :lol2: Take your time man. We all know you can't rush art like your work, and those of us who arn't artists don't like to be rushed either.:p
Hello:
The 60000 Galactica is not very bad to have in peaceful Rag-tag fleet shots. The problems start when you makit it battle with Vipers and Raidrs and baseships... and even worse if you make a First Cylon war era battle with a bunch of those full-ribbed Galacticas :shock: . Any pc can get fried after a little while :lol2:.

Thank you for your opinion on my work, I really appreciate it and it really helps me get in a mood to do more :).
 

Adm_Z

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FO could handle one of them in battle I think.:D My mod takes place long after the galactica would have been active, and it is not actually part of my mod, so it would make an excellent map object.:lol:

And take good pics.:thumbsup:
 

Majestic

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Would make a good map object under the map grid like the argus array is one that map. However 60,000 while I know FO can handle more than stock due to the upgrades to the graphics software the game uses, I still personally wouldn't put in a 60,000 model. I would more likely just remove the turrets from Coxxons and not poly rduce it like I did for the PRP.
 

Terra_Inc

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Some time ago, Jet sent me a conversion of Wiley's JJPrise. Yes, the full 30k poly monster. I had several of them in-game, firing their phaz0rz everywhere and blowing up stock ships. It didn't lag at all. (Maybe it's due to my gfx card, but I don't believe that since we have known for a long time that the bottleneck is in the engine.) Because of my experiences with the JJPrise I think a 60k ship should be pretty much the heaviest thing working in A2 without considerable lag. Just adding my 0.02$. :p
 

Starfox1701

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I think 60K is too big for A2 but only becuse it is an RTS game. Personally I wouldn't run anything bigger then 10 or 12 K without a set of LODs. With LODs I would say 30 or 35K but only if the lowest LODs are going below 5K
 

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Hello:
MaP agrees that 60k poly Galactica is the biggest poly model ever for Armada games, and I only added it just for fun :sweat: .

But it still looks great and I think that model should be used only to take eye-candy pics, as the normal models we use are more than awesome for ingame battles :) .
 

Dominus_Noctis

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I might be mistaken, but didn't Zaxxon stick in a really large BSG yard complex (I think it was 100k polies)?
 

Chiletrek

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Hello:
Well, I am not sure as I don't have the full version of that model of the Scorpion Fleetyards. So really I cannot tell. We must wait for Adm_Z's reply because I want to know too :) .
 

Adm_Z

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you know, I'm not sure. I thought it was 40k(with no lag) but I"m not sure. I"ll have to check.:)

Edit:yeah, its closer to 40, but still, that is alot. It is understandable for its size and complexity though.:lol: I think it used to be 100K but I deleted some things and scaled it down a bit. Starfox may have helped with that too.
 

Chiletrek

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Hello:
Well, that sure gives me a poly-count limit as I will make my own Scorpion Fleetyards too.

As a little secret, one section Kreaargh did has almost double the polies than my own version of that section, so wish me luck so I can make the full complex to be lower than his version :D . No pics yet as even if I have ingame models and used for Colonial shipyards (Armada style), I still have to tweak them a bit for scaling, but maybe they will be alright.

I am glad you have the complex ingame Adm_Z, how does it work ingame? any pics?
 

Adm_Z

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Yeah, it looks pretty awesome! I'll upload some more pics later as I"m a bit busy atm.:sweat:
 

Adm_Z

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Ok, well my previous appointment canceled, so here are the promised pics.;)
FOScreenShot_101113_185409.png

FOScreenShot_101113_192710.png

FOScreenShot_101113_192740.png

FOScreenShot_101113_192804.png

FOScreenShot_101113_192832.png

FOScreenShot_101113_192845.png

EDIT: after I took these pics a while back, I corrected the lightmaps on the "train tracks" Here are a couple more current pics. I had to move it down 500 units and rotate it just to fit the entire thing on screen and I already have the max zoom augmented for my mod(big ships and all).:lol2:

FOScreenShot_110519_130241.png

FOScreenShot_110519_130445.png

FOScreenShot_110519_130749.png
 
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Zelph

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Looks awesome, the scale of that thing is epic...how many ships can it support at once?
 

Adm_Z

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If my counting serves me, between 20-30 ships at once. It wouldn't in my game ofcourse, but in reality, that appears to be how many docks it has.:sweat:

In my game, i think, if maxed out, it could possibly be building 3-4 ships at once and dock with around 3, and then maybe repair a few too. I have a plan for docking ships, but i don't know if it would work. I might experiment with it at some point, but It is not a major feature as of yet.:)
 

Chiletrek

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Hello:
I was correct when I said I didn't have the whole complex in my pc, just a section of it. It is very good to see the whole Scorpion Fleetyards complex in the game :) .

At first glance the complex looks quite accurate, except for an "island" dock that it is not there but we know it exists because it is in the layout and in the movies. I can put a pic here if you want.

For the size, you could do it as a map unit, I'd love to throw some Baseships and tons of Raiders and re-ennact the scenes from Razor and The Plan :angel::naughty:.
 

Adm_Z

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Yeah, go ahead and post a Pic as i don't know which part you are talking about.:cool:
 

Chiletrek

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Hello:
This is the pic of the section I have mentioned:
Colonialyard1Chrysaor01.jpg


Battlestar Chrysaor not included :lol:.

In the movies, it is just in front of the docks Pegasus is docked in. It is very small but you can see it in details in quick shots during the attacks.
 
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