Adm_Z
Gettin' down and GUI!
- Joined
- 23 Nov 2009
- Messages
- 2,745
I thought you guys might like this. Been working on it for a few months now, and just released the first version. I got some help to iron out the bugs and get the preview fixed, so the 1.0 version of the preview should hopefully be released by new years, but you guys know how release dates go.
Merry Christmas everyone!!!
It is very important that you read this!!!!!
In its current form the mod is VERY buggy. the best way to play it is to select a race (other than the bsg race because it doesn't work most of the time) and add the ships via map editor.
Current mod features:
Mercury class battle fleet-
Assult raptor- 2 missiles
viper mk2 - 2 kews, ace statious
viper mk7 - 3 kews, advanced armor, ace statious
battlestar- mercury class
r1 - kew- launches 3 mk2- missiles- FTL
r2 - launches 3 mk7, 2 mk2- a duel forward bounted kew- *mk7s buildable after last deploy*
r3 - launches 5 mk7- 4 forward kews
r4 - 1 raptor *at first deploy*- armor - *alwayse buildable fighters*
r5 - FTL range increase- speed increase- accuracy increase- *extra viper squadd*- also launches 2 raptors
#####Veteran classified, and not included#####
Cylon battlefleet
raiders-2 kews, advanced technology i.e. rate increases, hull strength, ect
basestars
r1 - missiles have three targets - launches 3 raiders
r2 - FTL - 5 raiders
r3 - 6 raiders - special energy rate and hull increase
r4 - FTL unlimited range - missiles target 6
r5 - 8 raiders - single tracking long range missile
#####Veteran classified, and not included#####
*features like launch limitation and build able vipers not available in current version*
|||Preview 0.9|||
like I said, really bugy, and should have the the ships added to the game via map editor.
oh and for got to say in the credits that the missile model and sounds were from Draconis_Sharp, but I edited the textures