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Some Thoughts on Making BSG a Playable Race in A2 V1.1

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thunderfoot

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Alright, I know ADM_Z is working up a BSG full race mod for Fleet Ops. What about the rest of us? My laptop does not handle FleetOps very well. Not knocking what Doca Cola and Co. have accomplished here at all. I just would like to have something available for people who play Stock A2 patched to v1.1. What I currently have is a way to play the BSG Colonials as a player, including starting ships and capabilities to build other things. What I am currently lacking are:

- BSG specific techtree. I'd like to keep the Special Weapons down to a bare minimum. What I'd really like to do is something like the Upgrades only with just a few Specials (Nukes, anyone? Make a pretty good super weapon).

- Build list for the AI. My first few attempts have been less than successful. I have learned if I put my head down and keep digging, I can bull my way through any problem or setback.

I am pretty sure if I create a techtree and a build list, I can get the AI to use the Colonials as an opponent. Since I have no access to any Cylon vessels other than those currently released publicly, there is no point in making either of these for the Cylons. I'd love to have a Resurrection Ship and a Hub and a few other things. These all seem to be unavailable currently for various reasons. As soon as I get better at modelling such things, I will release them as fast as possible. They will not be as good as some which I've seen. But they will have the advantage of being available publicly. If you are planning a BSG mod for the future, you will be welcome to use them. However, your mod will not have exclusive use of these. I have the right as the maker of such to do with them as I see fit. If you are making a BSG mod, I'll be glad to help out. But I will not hold off releasing my hard work to the Community until after your mod is released. That is unfair to all the people out there who cannot make anything. They are by far the majority of this Community. They just want to play the game some more. If I can help with this by making more schtuff, that cannot be a bad thing.
 
S

StarBlade

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I don't know-- it'd be intensely difficult to make the Colonials function as a Fleet using the AI, for one simple reason: the AI wouldn't necessarily use the Colonials' jump drives for full effect. It'd take a hell of a long time to get a Raptor / Viper strike package to work, and waiting for the enemy to use battlestars against you.... you could probably go for dinner and come back to find them halfway across the map.

As for special weapons: jammers, Cylon (stock Romulan) spies, special energy dissipators (to essentially jam the jump drives), and maybe a sensor boost / death chant, but not much else. All of these weapons would have to be available on a ship from the get-go, and research would only really be available on a station.

Which begs the question..... would this BSG mod include everything post-Armistice, or post-Holocaust, or maybe earlier? First Cylon War? I'd also suggest looking at mods like Borg Incursion where the build times are high and the relative number of ships is fewer.

On a side note, I am inclined to agree-- simply saying "okay, this mod is for FleetOps now" is a cop-out, in my less-than-humble opinion. Yeah, there's more stuff you can do with FlOps, and there's no denying it, but none of what can be done makes THAT much of a difference in gameplay. If anything, I like it LESS because there's far too much micromanagement of techtrees and structures, and it just plays so robotically.

Making a mod for it has another set of perils, as we saw recently when the release of 3.1 forced a number of modders to catch up. FlOps is going to keep on improving. A2 is relatively static and all the mods released for A2 1.1 are just as good in 2002 as they are in 2010. The lack of updates and the "version gap" that FlOps modders will encounter.... one of very few advantages of a nine-year-old game.

I appreciate the efforts of the coding and scripting, texturing and modelling, that goes into Fleet Operations. I guess I just like vanilla A2 that much. Can't help it. I've devoted more time to modding A2 than I have to just about anything else --marriage, career, friendships.... even my dog doesn't get as much attention as A2. Not sure if that devotion is pride or pathetic. :confused: :lol:

:D
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
It is difficult to get the AI to use the Colonials correctly. Just like it was difficult to get the ships to move correctly. Or create a functional Jump Drive. Or make a ship launch/recover fighters. Or make the textures better in such a fashion the game is still playable online. Or any one of another dozen or so things I can think of the modders of this Community have accomplished over the years with A2. It is not impossible until the entire Community tries it and finds this to be true. I can currently play A2 as the Colonials in an IA game. I can get the ships to do anything I can get a stock ship to do. What I cannot get the game engine to do currently without failing at some point is to play the Colonials as an AI all the way through. It gets about fifteen minutes or so into an IA match, then crashes. It does start, though. The point to this thread is maybe I am missing something which is obvious to someone else. I have never thought of myself as a real modder, nor an expert on all things A2 by a long shot. Someone may see this and contribute the one idea I need to make the whole thing a going concern.
 

Majestic

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You're welcome to use any BSG content I have released Thunderfoot for this mod, as well as anything I plan to release in the future like the Cygnus (which just needs a slight texture adjustment).

The only real thing that attracts me to Fleet Ops for the COE mod is the avatar system, something that stock A2 can't do.
 
S

StarBlade

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What I cannot get the game engine to do currently without failing at some point is to play the Colonials as an AI all the way through. It gets about fifteen minutes or so into an IA match, then crashes. It does start, though. The point to this thread is maybe I am missing something which is obvious to someone else.

Didn't realize you were this far along-- thought this was a concepts thread, not a play-testing thread. I'll leave you to it. Usually the smallest of details causes the biggest of headaches. Good luck.

:D
 

Adm_Z

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Can't wait:D

If you want to use any of my weapons, just ask, and you shall recieve(though you can probably make better ones yourself):naughty:

Hey, one more and we could have a real competition:lol2:

We have Majestics PRP project, Yours, my Mini mod, Battlestar Armada(though I doubt theirs will be done any time soon) and that one someones working over at FF. The beta for that one came out a while ago. this could get interesting:)

As I said though, I can't wait! I always love new mods, even if i din't even play them very often, they are still fun to have around.

Sorry I can't help with your mod though. I have no experance with build lists though they might be building a ship with a bad weapon name or something.
 

Majestic

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Well to be honest my PRP project isn't just BSG stuff but old Parallels mod content. Plus it's just releasing ships and models etc, to be used by others not a full modification.

I also feel Battlestar Armada will never be complete, it's been in production longer than Yesteryears as it started not long after Parallels was originally announced in 2005-2006 and they still going and they only have 2 races to do with many of the team disappearing or having to leave. I haven't heard from Kel or Grethor not to mention Score in a long time. But they might surprise us.

I however am looking forward to Thunders version, he does some of the best work here I feel. :)
 
T

thunderfoot

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Former MSFC Member
...I however am looking forward to Thunders version, he does some of the best work here I feel. :)

Naah, I just get really lucky once in awhile. :lol2:

I too feel the BSA Team will never finish their project. Too long between updates, Score publicly displaying some Stargate stuff last year etc...
Of all the things I find most difficult about modding, finishing a project seems to be at the head of the list. Apparently, I am not the only one. :lol2:
 

Majestic

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Of all the things I find most difficult about modding, finishing a project seems to be at the head of the list. Apparently, I am not the only one. :lol2:

Oh you're not, I too am in that list as are I would say the majority of the community. I think we all strive for the best and don't get happy when our dreams of them come short. That's why I am focusing more on smaller projects these days, easier to complete and less expectations. :lol:
 

Adm_Z

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Actually, they should finish it at some point, it will be a while, but I've been hanging around their forums, and it is still alive. not much progress being made, but BSA is still very much alive.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Actually, they should finish it at some point, it will be a while, but I've been hanging around their forums, and it is still alive. Not much progress being made, but BSA is still very much alive.

"Alive' to me implies someone is actively moving the project towards completion. I have seen far too many mod projects stall and stand still for long enough for people to lose interest and move on towards the next Big Thing. I've not heard anything at all about BSA in well over twelve months. Further, all the things I have heard have been second or third hand such as this report. This is more than long enough for me to get tired of waiting and to start modeling and making things on my own. If I get the opportunity to steal BSA's thunder by actually putting something useable out publicly, you can bet your sweet Bippy I'll do it.

A great many people whom are, ahem, "artistes" sometimes forget the majority of this Community are people who cannot model, texture, or code. They sit there silently, waiting, after the Fill In the Blank Mod Team shows up with a Dog and Pony Circus and promises them something fantastic. This then somehow staggers and wheezes along just enough to give the majority of the Community a false sense of hope the longed for project will ever be completed. Only to expire quietly after someone makes yet another lame excuse as to why the project will not be completed.

I started this thread in the vain hope someone could help me get past a small problem to get my nearly finished BSG mod to the point where I could offer it to the people who've been waiting nearly eighteen months for BSA to arrive. I was hoping for a little more assistance than people to come in here and make another set of vague claims about BSA still being alive. I should have known better. I have no interest at all in hearing anything further about BSA in the future except the happy news someone finally got up off their butts and finished the thing.

Here is what I have completed.

- All of the BSG ships currently available fully functional and ingame.
- A BSG Colonial race ODF.
- BB and wireframes for all of the Colonial ships.
- Strings entries for all the Colonial ships.
- Working Mining vessels which extract metal and dilithium.
- A full set of weapons for the Colonials AND the Cylons
- Battlestars which launch and recover Vipers and Raptors.
- Physics for each ship type.
- Admiral's Log pictures for all the BSG ships currently available.
- Pretty much anything and everything which allows a player to play as the BSG Colonials.

I should like to point out I did all of this as one person. Not as part of a team, "with kewel logos, an' a webpage, an' ever'thing!". Granted, a great many of the ships are not my work. Just as most if not all of the ships in BSA are Chiletrek's work. Everything else is mine. I have the headaches and 2.5GB of project files to prove it.

What I do not have is a functional techtree or functional build lists. These I am working on. They could be more trouble than they're worth, but I am stubborn enough and angry enough about this whole subject to see it through to completion. If you have helpful advice or suggestions, by all means post. Please. But I've had an absolute bellyful of people making vague promises, showing no results worth mentioning, and generally vanishing until we as a Community go and are properly subservient and submissive enough to appease someone's vastly over inflated opinion of themselves.

In the US Cavalry, we has a saying which covered this very nicely. Here is the 'polite' version.

"You can either lead, or follow, or just get out of the way."

Wrote it. And meant every word. Someone could delete or edit this post. It will not change the truth. I am just putting into writing what everyone else has been thinking and are too polite to say publicly.
 

Adm_Z

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I'll try to help where I can, but its hard to do with out more info. Again all I can say is that it seems like the crash is caused by either...well the normal stuff, or a techtree mistake, which I can't really help with unless I look at it.

You may want to ignore the rest, because it was written before I understood your point of view...my bad:silence:


I would also like to state that I did all mine on my own work aswell, so no need to tell us. ( I haven't been here for long, but I've been following you work for a while, and I think everyone here knows how skilled you are.) Though not of course without help form various members(yourself included), and my beta tester(s) but all the work was done by me.;) I find it easer to work alone, rather than as a team. Though it is alot more work, you don't have to keep updating everyone else. Not a single model is of my own, though I have made numerous texture updates. I poses no modelling skill what so ever.

I think that the big BSA site is kinda a Waste considering how little it is used :sweat: Can't say I don't wish I had a cool site like that though:lol2:

I started this thread in the vain hope someone could help me get past a small problem to get my nearly finished BSG mod to the point where I could offer it to the people who've been waiting nearly eighteen months for BSA to arrive. I was hoping for a little more assistance than people to come in here and make another set of vague claims about BSA still being alive. I should have known better. I have no interest at all in hearing anything further about BSA in the future except the happy news someone finally got up off their butts and finished the thing.

Did not mean to offend. I too have been waiting for that mod, and i'm sure tired of waiting. I"m glad you've stepped up to fill that empty hope many have of seeing that mod finished. I hope I did not imply in any way that BSA will better that your mod,(I don't think that at all) because I honestly know nothing about it, which makes it extremely interesting to me.:excited: I really can't wait to see what you've got for us all :shock:


Keep it up Thunder:thumbsup::thumbsup:
 
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T

thunderfoot

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ADM_Z, first off I am not upset at you nor am I offended by what you posted. My reputation as a loose cannon sometimes masks the truth in what I post.

"What's that?"
"Nothing. Just Thunder going off again about something."
"Oh, okay."

I forget a lot of times I am interacting with people whom are young enough to be my children and in some cases, my grandchildren. The things I know about accountability and responsibility were learned as a soldier and combat leader of troops during the First Gulf War and later in Kosovo. When I behaved as most people seem to do on the Internet, there were no red faces or cheap laughs at my expense. My troops paid in blood for any lapse of accountability. This bill was collected in full immediately. When I tell you all I am going to do something, I really do it. I do not make excuses nor exceptions nor allow myself any slack at all. People are counting on me. So I have to do things here to the same level of excellence I did them there. I have difficulty tolerating what passes for character these days. It has cost me friendships, opportunites, and other things.

I am deeply upset about the simple fact in the time an entire team has worked on just one full race mod, Dan1025 and Achilles both have put out two apiece And the both of them have done so without the dubious benefits of a "Team" or a "logo" or a web page. Why have all those things which doubtless take time and energy away from the mod? Why spend time and effort on projects and events which are not going to contribute materially to the success of the mod? Smacks of getting into modding for the wrong reason, does it not? It turns into a, "Look at me! Look at me! Whoo Hoo! I'm a modder and you're not!" kind of deal.

I mod for me, first and foremost. There is something about a game I do not like, so I change it to something I do. After I get this all worked out to the point where it does not wreck my game irreparably, I package it up and release it. If others like it, fine. If they do not, fine. So far, people have been very kind about my "little ODF mods". And the few ships I've released. None of it very flashy or life altering. Just things which make the game work better or more pleasant to look at.

Again, I am not upset or offended by anything you posted. I am very frustrated because all the BSA Team has shown so far is they apparently have little interest in releasing anything. Worse, they are holding other people's hard work hostage for no good reason. And it is good work, too. Beautifully crafted and definitely on people's 'must have' list. If they only knew about it. I've seen bits and pieces of it. It is eye-poppingly gorgeous. It also has the virtue of working as flawlessly as advertised. We'll never see any of this and it will rot away on someone's HDD until people get bored with A2 and move on. Only when it is far too late and no one cares about A2 anymore will there be a flurry of activity to release all of this. How would you like to have in A2 something like a Resurrection Ship which is as exact a match as A2 can come close to as the Resurrection Ship seen in the Pegasus Part 2 episode? How about a near perfect copy of the Valkyrie seen in Razor? Exclusivity can be a virtue. In the nearly four years I've been around this Community I have seen it used far more as a political gambit to garner unmerited attention.
 

Adm_Z

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ok, I have been around military my whole life(airforce brat:)) so I understand you're angle.

"I mod for me"

that it, i guess where we differ.:sweat: I mod for everyone but me. Once I'm done with a mod, I usually never touch it again unless people ask me to, and I have that military perfection gene, so I don't stop until its perfect...in my eyes atleast. though I may mod for everyone else, I could'nt care less you anyone downloads it, or complains about it. I did my best and thats all that matters to me, as I'm sure the same is for you. Though, I alwayse try to please others...yes, I know I'm a living contradiction.:D


"How would you like to have in A2 something like a Resurrection Ship which is as exact a match as A2 can come close to as the Resurrection Ship seen in the Pegasus Part 2 episode? How about a near perfect copy of the Valkyrie seen in Razor? "
:sweat::sweat: uuhhhh, I could tell you about those models, but it won't help, and it might make you mad, so I will put it under a spoiler...(actually you might already know)

The BSA team has all of the things you are looking for...including the resurrection ship, valkyrie, tos ships, bombers, ect...
 

Majestic

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Hence why I release as much as humanly possible from projects I was unable to finish. Time is a major factor for me as is energy. I have certain lets say personal problems that get in my way from getting all this out fast. That's why I do it in batches. I get motivated I go full ball and get as much out as I can. Then there will be a null point then it will happen again. It's who I am I suppose.

But I agree I feel some in the community have all this exclusive stuff and hoard it, further more I have seen some that have a go at someone because they converted the same model from SFC3 and released it when they wanted it solely for their mod.

I have a policy that If you want to edit and release on MSFC (I don't permit other sites getting my stuff) I have no problems. As long as I am credited along with everyone else involved in it's creation.

I had to work with the team at A2Files at Christmas last year as a certain member who had access to the Yesteryears Excelsior model (a model done by Syf) re-textured, made some mesh changes and released it on A2Files without asking or correctly crediting us. It was taken down thanks to the timely and well handled A2Files staff. However after that I re-thought my policy and decided no, people here are good people, that person that did what he did I think did it because he was banned for harassing the MSFC staff cause he didn't like how we handled a certain situation. I lost a lot of respect for that mood member whom I used to call a friend for many years.

But the members here are good people, people I am proud to call friends and members of this community. I feel the best of the A2 Community and the World Community come here. A community is about sharing, hence why we have a download section, with a lot of my older no longer used material in it.

EDIT: Just a note I have Valkyrie's completed. I just haven't had the motivation to hard-point them and do all the fine grit to them. That's what usually stalls me from releasing something, the minor, small, tiresome things.

If someone wants to hardpoint them (there are three versions) and send me back the MS3D file(s) and do an odf, build-button, wireframe, adm_log pic and all those things that I hate doing, PM me and let me know and I'll send you the file.

It's just at the moment, I have less than a month to find a new place, more family issues than a beach has people on a summers day and now the car is almost dead so my motivation to do nick-picking things and time to do those things with everything I have on has really put all my PRP to the back-burner.

So it you want to help out with those things I have the Valkyrie(s) and various other models I could send you to get completed. :)
 
T

thunderfoot

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Adm_Z, I like to correct you on a small item. What Score and the BSA Team have are Chlietrek's Resurrection Ship and Hub Ship and Heavy Raiders and Valkyrie. I have seen some of their stuff and also his. Their own ships do not begin to compare to what he has done. His Ressy is flawless. As are his Galactica and Pegasus I have had his Bucket and Beast, along with Chile's Vipers for a little over a year now. He gave them to me as part of a trade. I cannot release them publicly because they are his work from start to finish. The only thing still original on them from the intial conversion are the texture sets which were made by Coxxon. The model is nothing but pure Chiletrek. Go back and look at at some of my BSG pictures. Chiletrek's Pegasus has turrets. The other ones I saw allegedly done by the BSA Team did not. Nor was the model up to Chile's impeccable standards.

I think we've hijacked my thread enough for now. Even if all this was self inflicted, I'd kinda like to get back on the path. I have just finished running through a very abbreviated IA game against the Colonials. I got the ships to move and fight. What I did not do was get them to build anything. I am thinking this has to be a techtree problem and as soon as I get this solved to my satisfaction, I am going to send ADM_Z whatever I have so he can get his Fleet Ops BSG mini mod to work.

This last part is how one garners a positive reputation amongst Community members. Sharing and consideration for others will always triumph over selfish intentions and politics.
 

kjc733

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Thunderfoot, nice idea for a thread, I spotted this and will be keeping an eye on it as in my (precious little) spare time I've been trying to create a small personal Colonials vs Cylons mod in stock armada (although admitedly with the FO patch). My machine is a 6+ year old laptop, so it doesnt handle FOps itself very well.

Things I noticed are that there are some good things out there if combine correctly:
Shieldmod by Damar looks wonderful with the shields down, some really nice explosions.
nuke_and_missile pack by draconis have the best missiles I've seen to date (they point the right direction)
Majestics ships (nuff said :thumbsup: )
BSG_Colonial_fleet_weapons produces a good field of fire
The Valkyrie over on filefront (which I'll be replacing when Majestics goes up) uses a modified artillary torpedo effect to replicate flack (bsguns.odf I think), although the range and timings need to be adjusted for taste. Its currently the main armament on my Galactica.

All these I've already combined and tried to balance out.
For the Cylon side as already stated by some, there's not alot out there. There's a raider and two new series basestars (one I've outfitted as a carrier like in s1, the other as more a battleship like in later series). There's also an old original series basestar on AFC that I intend to use as an older cylon basestar (until someone releases a new one).

Things I've yet to do:
special weapons. As you've said Nukes make a good one. I was going to use the pdl until I removed the torpedoes (sadly it does squat against the missiles). Also a number of the standard specials may be useful to replicate the cylon virus, disabling vessels should help make up the the relative fragilty of the basestars (at least how I've balanced them).

Dig out the old original series battlestar mod. At the moment I'm using federation stations and I thought I might have a look at replacing them.

Properly do the AIs - as you say this can be a real pain. Every time I've ever tried to make one from scratch I've failed miserably. My approach is thus to copy existing files, and to make a comparison of the ships in the old race with those in the new. Then I just do a straight swap, plug 'em in and hold my breath. Usually its ok, and any tweaks I do by copy & pasting lines and commenting out. I rarely delete anything until it all works.

Anyway, just thought I'd air out my approach in case it was useful to anyone.

Oh and as an aside, does anyone know how to encourage an AI to use the replace function in the FlOps patch? At the moment my carriers are rather toothless as the AI refuses to launch anything.

K
 
T

thunderfoot

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Former MSFC Member
Thanks for the input kjc. I really do appreciate it. Looks like you and I are near about the same place on the task. I had just started swapping out ships as you said you've done. I have the Nuke and Missile pack, I just haven't gotten too far into it. The little bit I did look at looked promising. I am currently using regular photons for missiles. No missile trail, alas which is one of the effects I really want. I had no idea the bsgguns.odf in Mike McKeons valkyrie has a flak burst effect. Guess I'll need to go back and look at it again. When I D/L'd the file all I wanted was the model and textures. The BSG Colonial Weapons Pack is mine. Nice to hear someone besides me likes it and uses it, lol. The current version I have is improved over what you D/L'd over at ff on the other a2site.

As to Specials I think I'll limit myself to two. Nukes for the Colonials and the virus for the Cylons. The Nukes make a good superweapon and the virus installed as part of the CDN code by Number Six should work out nicely as a counter. The Nules will be a little powerful at first, but it should be possible to adjust the Shot Delay to a point where some kiloton happy maniac cannot obliterate everything on the map. The virus will be a field effect al la the Manheim effect which will simply shut down everything Colonial within a specified range for a specified time period. Longer than a Colonial Player will want and not nearly long enough for a Cylon, naturally.

I have a functional Jump Drive which you are welcome to use if you send me a good email address. Please use the PM system when you do so, to avoid hassles from your email being publicly displayed. It needs a new sprite which is closer to canon(Migawd, I cannot believe I am using this phrase!) I'll send along a copy of the other stuff as well, if you like. Between ADM_Z, yourself, and I, someone should have something very playable very soon, I hope. All those BSG fans who play A2 have already waited far too long for soemthing like this.
 

EAS_Intrepid

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EDIT: Just a note I have Valkyrie's completed. I just haven't had the motivation to hard-point them and do all the fine grit to them. That's what usually stalls me from releasing something, the minor, small, tiresome things.

If someone wants to hardpoint them (there are three versions) and send me back the MS3D file(s) and do an odf, build-button, wireframe, adm_log pic and all those things that I hate doing, PM me and let me know and I'll send you the file.

So it you want to help out with those things I have the Valkyrie(s) and various other models I could send you to get completed. :)


Send it to my msfc-eMail-adress, I will get the hardpointing done as fast as possible.
 
T

thunderfoot

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Send it to my msfc-eMail-adress, I will get the hardpointing done as fast as possible.

As soon as you get done working your magic, Intrepid, send it on and I'll finish everything else out. BTW, I did the same thing for the Drazi SunHawk I did for the Var'yaH. If you like I can send the lot to you or just release it here like last time. Only time I've ever looked at a B5 ship converted over to A2 for longer than five seconds. She's a beauty.
 

EAS_Intrepid

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As soon as you get done working your magic, Intrepid, send it on and I'll finish everything else out. BTW, I did the same thing for the Drazi SunHawk I did for the Var'yaH. If you like I can send the lot to you or just release it here like last time. Only time I've ever looked at a B5 ship converted over to A2 for longer than five seconds. She's a beauty.

Sure, why not. You'll get the ship and hardpoint map as soon as I finished it.

As for the Drazi cruiser: feel free to do so!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
:shock: coolio! I might actually have a decent Valkyrie soon:excited:

@Thunderfoot

I am currentally using the missile aswell, would you like a look at my missile trail and texture? I also modified the texture of the missile itself if you want it too(added some black, so its not so obvious)


lol, the only special I'm using for the ships is FTL atm.(real, white flash FTL :)) I think I"m not going to use any specials except on the veteran ships. There are passive weapons, like on the Blackbird that makes it so they have decreased hit chances, but not many specials.

Oh and as an aside, does anyone know how to encourage an AI to use the replace function in the FlOps patch? At the moment my carriers are rather toothless as the AI refuses to launch anything.
:cry: I'm sorry man, but in the currently available patch, the AI doesn't use the replace weapon...

If you were gonna use FO, it is a simple matter of odf code, but those lines arn't in the patch.



One thing you both might look at it blades(apoclaydon's) Stock a2 mod for FO. it basically has replaced all the FO ships and such with stock stuff, but left all the FO stuff, giving you the ability to mod with the current FO code. Very good Stuff.:lol2:
 

Majestic

Administrator
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18,326
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Majestics ships (nuff said :thumbsup: )
The Valkyrie over on filefront (which I'll be replacing when Majestics goes up)

K

I wasn't aware you knew about my work? I knew the people here on MSFC did, the regulars that post well regularly but I didn't know that others who aren't so active knew about my work. :)

Send it to my msfc-eMail-adress, I will get the hardpointing done as fast as possible.

I'll send it either tonight or tomorrow. I would also like a copy of the MS3D file too it that's okay after you're done.

As soon as you get done working your magic, Intrepid, send it on and I'll finish everything else out.

And then you can send it back to me, so I can write a readme and we can get another PRP release out for the community. You don't mind having two sets of textures do you? One original and one of your akira treatment improvements? :)
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I wasn't aware you knew about my work? I knew the people here on MSFC did, the regulars that post well regularly but I didn't know that others who aren't so active knew about my work. :)

And why should others whom are not registered or regulars here not know about some of the things people do here? lol. I, for one, never pass a chance to tell others about MSFC in my aimless trekking(oh no he didn't!) across the InterWebs. The prep school my daughter attends has a very active SciFi/ Star Trek/ BSG fan club. I have been ruthlessly recruiting them for about as long as I have been active here.

...and then you can send it back to me, so I can write a readme and we can get another PRP release out for the community. You don't mind having two sets of textures do you? One original and one of your akira treatment improvements? :)

Nope not at all. Some do not care for what I do to textures. Some do a much better job than I at tweaking them to make them perfect. Having a second set of textures gives people a choice. Choice is always good, IMV.
 

kjc733

Wibble
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I wasn't aware you knew about my work? I knew the people here on MSFC did, the regulars that post well regularly but I didn't know that others who aren't so active knew about my work. :)

I've been around a while. I can read, I just don't write unless there's something worthwhile to say. If you're always speaking you can't hear yourself think.

K
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Is there enough interest in BSG content for A2 to release it anymore? Or have we all talked and promised and dawdled this subject to death?

Okay people, after about a week of study and reflection, I've come to the conclusion even a half baked BSG Colonial full race mod may better than waiting any longer. What I have right now allows someone to play an Instant Action game as the Colonials. I have not been able to get the AI to use the Colonials the way they are supposed to be used. The Battlestars will move and fight, but they will not launch Vipers, nor will the AI build any of the other ships. This has not been a problem for me since I am not really interested in playing against the Colonials anyway. Other people smarter than I may be able to do something with this once it is publicly available. All I need do is make up a few more things and she is done, sort of.

I am tired of the Community waiting, waiting, waiting for something which may be done someday. I am equally tired of waiting on people whom have really good BSG content which they either will not or cannot release. The people of this Community deserve far better treatment on this subject than they have gotten so far. I most certainly include myself in the group I am chastising here as I am one of the BSG Haves. I would like very much to apologize to the Community for my actions on this which have been entirely selfish and very short sighted. I cannot speak for others here, only myself. I would like to think others will do the right thing here by and for the majority of the members of this Community, who have been far too patient with us about this for entirely too long. Please note this is not intended as a cheap shot or dig at anyone. I am just speaking my mind as usual. Other people are far more polite than I. They may think it but they probably will not post it or say it.

Since I am using a great deal of Maj's BSG stuff this will of course be an MSFC exclusive. This does not mean news of this release should be so. I'd like to think some of you whom still visit the other A2 site would mention this release over there.

Current projected release date is March 20, 2010. And if you think I am shooting the breeze about this, you do not know me at all. When I decide to move on something, I move.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Awesome! I can't wait to try it out:cool:

Mine will not be released that soon.:sweat: I am having to completely re-do my mercury, making it of cannon armament.(I recently found out the mercury doesn't have regular missiles, but cannons)

I"m glad someone is releasing a BSG mod after all this time.:excited:
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Alrighty, then. A few details here so people know what they are getting here. I do not intend to mislead anyone. This is not a full race mod on a par like something Achilles, Dan1025, or Yacuzza do with such ease and style. If fact, this may stagger along like a badly shot up Viper heading back to the Bucket for repairs.

- Balanced and scaled to stock A2 with Patch 1.1 installed.
- Will use as many of Majestic's BSG ships as possible.
- Will use anything BSG I've released previously.
- Everything will be upgraded and adjusted to the latest version.
- Will use as many of Mike McKeon's ships as possible.
- No Borg textures.
- No Cylons.
- Player controlled only. AI currently cannot use Colonials correctly. I am hoping someone smarter than I will be gracious enough to look into this.
- Special weapons will be limited to Jump Drive and Nukes. Nukes may unbalance the game seriously, adjustments will be made later.
- No stations! Everything is ship based and mobile. Freyr was right about this. I want recreate the feel of the series as closely as possible.

What I am releasing is something I've been fooling around with off and on for about three months now. It is complete. It works. It is challenging to pay well and survive. All I am doing is swapping out some ships I have which I do not have permission to release for versions which I do have permission to release. There may be some add on packages later on for this. But for right now, half a loaf is better than none at all.
 

Terra_Inc

MSFC's Cheshire Cat
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Alrighty, then. A few details here so people know what they are getting here. I do not intend to mislead anyone. This is not a full race mod on a par like something Achilles, Dan1025, or Yacuzza do with such ease and style. If fact, this may stagger along like a badly shot up Viper heading back to the Bucket for repairs.

- Balanced and scaled to stock A2 with Patch 1.1 installed.
- Will use as many of Majestic's BSG ships as possible.
- Will use anything BSG I've released previously.
- Everything will be upgraded and adjusted to the latest version.
- Will use as many of Mike McKeon's ships as possible.
- No Borg textures.
- No Cylons.
- Player controlled only. AI currently cannot use Colonials correctly. I am hoping someone smarter than I will be gracious enough to look into this.
- Special weapons will be limited to Jump Drive and Nukes. Nukes may unbalance the game seriously, adjustments will be made later.
- No stations! Everything is ship based and mobile. Freyr was right about this. I want recreate the feel of the series as closely as possible.

What I am releasing is something I've been fooling around with off and on for about three months now. It is complete. It works. It is challenging to pay well and survive. All I am doing is swapping out some ships I have which I do not have permission to release for versions which I do have permission to release. There may be some add on packages later on for this. But for right now, half a loaf is better than none at all.

Sounds great, can't wait to see this released! :excited:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Wow! This is actually how I intended to do mine, however I had to add a starbase fir ships to build at, and cylons as a second avatar(a FO feature)

Now I'm really interested:Y
 
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