JumperBR
29-03-2007, 08:33 PM
Hi, I have returned to X-universe about a week ago after more than a year without playing, motivated mostly because of the series BSG.
As I enjoy challenges I have started to make a mod about BSG, Im trying to be as faithfull as possible.
Well, my work is very alpha but I already have something to show and exchange with you, if interested.
Here are some details being implemented or already done:
1. My fleet is based on ship roles (A)
2. Chain of command is respected (ordering Galactica to attack a target will order the CAG to do so who will order the Wing Leaders who will order the Vipers to attack, for example, or Ordering Colonial 1 to jump will order all civilian fleet to jump as well)
3. Gateless universe, there is no gate in BSG and so it will be here
4. Alert Based (Green=civilians do their jobs, Yellow=Ships stop producing, shuttles dock and vipers stay in alert, Red=Things are terrible bad, jump to escape coords as soon as possible)
5. No Shields
6. No Beam guns (ships will use ammo guns)
7. Different commands for different ships (B)
8. Semi-Complex Chain of production (C), still have to balance things out
9. If a ship is severely damaged (hull <30%) it will lose its jump drive capability and will take some time to repair.
10. To repair a Hull a ship will need Military Personnel (perhaps Repair Crew?) and metal available, the more people the faster it is.
11. I will try to follow Series progression in game...
12. The game will be hard, very hard... Cylons will launch assaults with about a hundred raiders while Galactica will only have about 36 ships, for example. I also dont expect that even with all Vipers combined could take out a Cylon Base Star alone... that's a missile only type of target...
13. The fleet will behave as autonomously as possible, no micromanagement.
14. Jump limitation, a ship can't jump a great distance without making small jumps, civilian ships will suffer if jumping too much in sequence and may lose jump capabilities for some time.
15. and more, ideas and opinions are welcome.
Issues encountered:
* I dont have a clue on how to balance ships...
* Whats the name of metal ore in the series? I only know Tylium...
* How I rename a existing ware? I want to rename Energy Cells to Tylium for example.
* Targetting nebulas/planets and getting their types so I can send ships to retrieve water/unprocessed food
* Creating a universe, I havent started it but I know it must be huge, and empty (only the player and Cylons for most of it)
* I need to find some scripts which do the things I want done... Like patrol sector, bomb runs, fleet management ... I am making most of the scripts from scratch.
Ps: Sorry for my english...
(A) Ship Roles:
Id Role Ship Model
1 Ore Mining Majahual
2 Plutoniun Mining AG71
4 Factory/Repair Ship FlatTop
5 Galactica
6 Refinery DaruMozu
7 Supply Shuttle
8 Colonial 1
9 Viper Viper 2
10 WingLeader same as above
11 CAG Viper 7
12 Raptor Raptor
13 BlackBird
14 Water Ship ?
15 Food Ship Valey Forge? GreenHouse?
16 Military Ship Celestra?
17 Warehouse Ship Colonial Movers
18 Liner models below
Liners:
Cloud 9
Olympic Carrier
Rising Star
SpacePark
(B)
1. Adama
a Set Condition Green
b Set Condition Yellow
c Set Condition Red
d Set Escape Coords
e All Fleet attack/protect my target
f All Fleet protect me
g All fleet jump to my position
h Refuel docked ships
i Jump to Escape coord when ready
j Jump to Escape coord now
2. Roslin
a Restart Civilian Jobs (green)
b Stop Civilian Jobs, dock and follow me (yellow)
c Jump to escape coords when Ready (red)
d Civ. Fleet Jump to my position
3. Wing Leader
a Patrol Sector
b Attack/Protect Target
c Return home, refuel
d Attack all fighters, return
e Missile Defence
4. Stealth Pilot
a Scout Random nearby Sector, Return
b Scout Sector, set escape sector if clear
c Return, refuel
d Jump to Position
e Jump to my position
5. Raptor Pilot
a Bomb Target
b return, refuel
c Jump to Position
d Jump to my position
e Scout Random nearby Sector, Return
6. Civilian Pilot
a Stop job, dock freighters
b Restart job
c Jump to Position
d Jump to Escape Coord
e Jump to my Position
7. CAG
a Vipers: Patrol Sector
b Vipers: Attack/Protect target
c Raptors: Attack/Protect target
d Raptors: Bomb Target
e Raptors: Return home, refuel
f Vipers: Return home, refuel
(C) Wares/Fleet Economy
Ware Name Created from
Ore asteroids
Plutonium(?) asteroids
Tylium Ore+Plutonium
Metals Ore
Food Ore+Water
Water Planets/Nebulas
Civilians Other civilians
Military Personnel Civilians
Marines? Military
Ammo Metals+Plutonium
Missiles Metals+Plutonium
(D) Script List
BSG.WINGS.GetWingLeaders.xml
BSG.ClearSector.xml
BSG.ClearUniverse.xml
BSG.createFleet.xml
BSG.createShip.xml
BSG.FM.addFighterFleet.xml
BSG.FM.addFreighterFleet.xml
BSG.FM.addRaptorFleet.xml
BSG.FM.BuildShip.xml
BSG.FM.checkRebuildFighters.xml
BSG.FM.checkRebuildFreighter.xml
BSG.initShip.xml
BSG.jumpTo.xml
BSG.MiningOperation.xml
bsg.ore.Mine.xml
BSG.shipPilot.1.xml
BSG.shipPilot.4.xml
BSG.shipPilot.5.xml
BSG.shipPilot.7.xml
BSG.shipPilot.8.xml
BSG.shipPilot.xml
BSG.supply.getNextSupply.xml
BSG.WINGS.GetWingLeader.xml
BSG.FM.refuelIfDocked.xml
BSG.getDistance.xml
BSG.getDistanceShip.xml
BSG.MoveJump.Ship.xml
BSG.MoveJump.xml
BSG.MoveJumpDock.Ship.xml
BSG.removeShields.xml
BSG.shipPilot.6.xml
BSG.supply.transferWareShip.xml
that's it for now...
cya
As I enjoy challenges I have started to make a mod about BSG, Im trying to be as faithfull as possible.
Well, my work is very alpha but I already have something to show and exchange with you, if interested.
Here are some details being implemented or already done:
1. My fleet is based on ship roles (A)
2. Chain of command is respected (ordering Galactica to attack a target will order the CAG to do so who will order the Wing Leaders who will order the Vipers to attack, for example, or Ordering Colonial 1 to jump will order all civilian fleet to jump as well)
3. Gateless universe, there is no gate in BSG and so it will be here
4. Alert Based (Green=civilians do their jobs, Yellow=Ships stop producing, shuttles dock and vipers stay in alert, Red=Things are terrible bad, jump to escape coords as soon as possible)
5. No Shields
6. No Beam guns (ships will use ammo guns)
7. Different commands for different ships (B)
8. Semi-Complex Chain of production (C), still have to balance things out
9. If a ship is severely damaged (hull <30%) it will lose its jump drive capability and will take some time to repair.
10. To repair a Hull a ship will need Military Personnel (perhaps Repair Crew?) and metal available, the more people the faster it is.
11. I will try to follow Series progression in game...
12. The game will be hard, very hard... Cylons will launch assaults with about a hundred raiders while Galactica will only have about 36 ships, for example. I also dont expect that even with all Vipers combined could take out a Cylon Base Star alone... that's a missile only type of target...
13. The fleet will behave as autonomously as possible, no micromanagement.
14. Jump limitation, a ship can't jump a great distance without making small jumps, civilian ships will suffer if jumping too much in sequence and may lose jump capabilities for some time.
15. and more, ideas and opinions are welcome.
Issues encountered:
* I dont have a clue on how to balance ships...
* Whats the name of metal ore in the series? I only know Tylium...
* How I rename a existing ware? I want to rename Energy Cells to Tylium for example.
* Targetting nebulas/planets and getting their types so I can send ships to retrieve water/unprocessed food
* Creating a universe, I havent started it but I know it must be huge, and empty (only the player and Cylons for most of it)
* I need to find some scripts which do the things I want done... Like patrol sector, bomb runs, fleet management ... I am making most of the scripts from scratch.
Ps: Sorry for my english...
(A) Ship Roles:
Id Role Ship Model
1 Ore Mining Majahual
2 Plutoniun Mining AG71
4 Factory/Repair Ship FlatTop
5 Galactica
6 Refinery DaruMozu
7 Supply Shuttle
8 Colonial 1
9 Viper Viper 2
10 WingLeader same as above
11 CAG Viper 7
12 Raptor Raptor
13 BlackBird
14 Water Ship ?
15 Food Ship Valey Forge? GreenHouse?
16 Military Ship Celestra?
17 Warehouse Ship Colonial Movers
18 Liner models below
Liners:
Cloud 9
Olympic Carrier
Rising Star
SpacePark
(B)
1. Adama
a Set Condition Green
b Set Condition Yellow
c Set Condition Red
d Set Escape Coords
e All Fleet attack/protect my target
f All Fleet protect me
g All fleet jump to my position
h Refuel docked ships
i Jump to Escape coord when ready
j Jump to Escape coord now
2. Roslin
a Restart Civilian Jobs (green)
b Stop Civilian Jobs, dock and follow me (yellow)
c Jump to escape coords when Ready (red)
d Civ. Fleet Jump to my position
3. Wing Leader
a Patrol Sector
b Attack/Protect Target
c Return home, refuel
d Attack all fighters, return
e Missile Defence
4. Stealth Pilot
a Scout Random nearby Sector, Return
b Scout Sector, set escape sector if clear
c Return, refuel
d Jump to Position
e Jump to my position
5. Raptor Pilot
a Bomb Target
b return, refuel
c Jump to Position
d Jump to my position
e Scout Random nearby Sector, Return
6. Civilian Pilot
a Stop job, dock freighters
b Restart job
c Jump to Position
d Jump to Escape Coord
e Jump to my Position
7. CAG
a Vipers: Patrol Sector
b Vipers: Attack/Protect target
c Raptors: Attack/Protect target
d Raptors: Bomb Target
e Raptors: Return home, refuel
f Vipers: Return home, refuel
(C) Wares/Fleet Economy
Ware Name Created from
Ore asteroids
Plutonium(?) asteroids
Tylium Ore+Plutonium
Metals Ore
Food Ore+Water
Water Planets/Nebulas
Civilians Other civilians
Military Personnel Civilians
Marines? Military
Ammo Metals+Plutonium
Missiles Metals+Plutonium
(D) Script List
BSG.WINGS.GetWingLeaders.xml
BSG.ClearSector.xml
BSG.ClearUniverse.xml
BSG.createFleet.xml
BSG.createShip.xml
BSG.FM.addFighterFleet.xml
BSG.FM.addFreighterFleet.xml
BSG.FM.addRaptorFleet.xml
BSG.FM.BuildShip.xml
BSG.FM.checkRebuildFighters.xml
BSG.FM.checkRebuildFreighter.xml
BSG.initShip.xml
BSG.jumpTo.xml
BSG.MiningOperation.xml
bsg.ore.Mine.xml
BSG.shipPilot.1.xml
BSG.shipPilot.4.xml
BSG.shipPilot.5.xml
BSG.shipPilot.7.xml
BSG.shipPilot.8.xml
BSG.shipPilot.xml
BSG.supply.getNextSupply.xml
BSG.WINGS.GetWingLeader.xml
BSG.FM.refuelIfDocked.xml
BSG.getDistance.xml
BSG.getDistanceShip.xml
BSG.MoveJump.Ship.xml
BSG.MoveJump.xml
BSG.MoveJumpDock.Ship.xml
BSG.removeShields.xml
BSG.shipPilot.6.xml
BSG.supply.transferWareShip.xml
that's it for now...
cya