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    Thread: General ideas / concepts for the "BSG: Cry of the Gods" mod

    1. #1
      Mox Points for Infraction Points (Given)
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      Lightbulb General ideas / concepts for the "BSG: Cry of the Gods" mod

      A thread for general ideas regarding the BSG mod

      Last edited by Elffin; 29-09-2007 at 08:11 PM. Reason: renaming

    2. #2
      Battlestar Galactica Developer hawkbs's Avatar
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      Best source for info is here for ship specs etc
      http://en.battlestarwiki.org/wiki/Main_Page


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      Administrator Elffin's Avatar
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      in regards to 'faster than light travel' the link below shows and explains the main principals of ftl travel:

      http://en.wikipedia.org/wiki/FTL_%28...r_Galactica%29.

      The paragraph regarding navigation and limitations could be quite useful...
      i) smaller ships have lower ftl range than larger ships.. This could lead to interesting sceanarios were some of the smaller ships are temporarily lost or left further behind from the main fleet. Raptors have small ftls.

      Vipers are not fitted with ftl, so I suppose the max number of vipers allowed will be the number of docking slots available in the fleet.

      It appears that all Cylon craft have ftls which are more accurate and more powerful.

      NOt sure how this might influence the use of gates as in X3?


    4. #4
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      The BSG X3 universe I envision most surely will not have gates.

      The FTL's various ranges could be a problem though, also it will have to be modded a jumpdrive (to be designated FTL) won't require EC's anymore, or EC's will have to be renamed into something a FTL would require to operate.

      > S3 comment==spoiler below <

      spoiler:
      The Colonial FTL's being inferior to the Cylons is someting elaborately repeated in commentry along the series...too bad with this in mind the trick Galactica pulls of in S3 can't be explained by a dozen lawyers and 6 Einsteins together cause just how much more accurate would you want your FTL to be?..the jumping in of a couple of Raptors with Galacticas advanced resistance link-up party right above New Caprica's hard plate doesnt suggest they have any problem whatsoever with their FTL accuracy anymore. Imo the producers went away from a great many Colonial technical declared inferiorities as the series moved along to spice things up a little or just simply cause too much faithfullness to claims stated years ago can get hoggy quick


      Last edited by Elffin; 26-09-2007 at 07:08 PM.

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      Administrator Elffin's Avatar
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      No gates -great!

      Do you forsee 1 big enormous sector or a large number (of gateless)sectors which have jump point references /coordinates on the 'Dradis' (sector map?)


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      The latter..1 big giant sector would never be possible to mimic a real fast galaxy, it would limit backgrounds, suns, nebula's to just 1 or a few types and it creates floating point calculus problems in X3 engine.


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      TXU New Member TriMagestis's Avatar
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      I agree - lots of sectors - no gates.
      Mox - as for your spoiler info - a good pilot who knows his ships quirks and nuances could probably do somthing like that - a bit like driving your car - you know how it will react when you do turn the wheel etc...,
      [spoiler:bf3cb87d40]So if you knew how your ship would react to certain co-ordinate input - you could compensate some - still risky and impractable/improbable but hey life is about risk sometimes - I think you are right about the producers wanting to spice it a bit! :-) because we know that Gaeter was on the ground at the time[/spoiler:bf3cb87d40]
      Actually - having the smaller ships with a shorter FTL range would make any BSG mod player think about his/her fleet more - you can't leave a ship behind because it has needed resources etc... could you limit how much energy they can carry and everytime they jumped it would instantly refill - but not effect other things they can transport?

      Because I Can

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      TXU Legend al_main's Avatar
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      I'd rename Energy Cells -> Tylium, that way you're already covered for the fuel issue. Modding the ware to have a bigger volume aswell could be the limiting factor.

      Using Ore roids and a refinery ship with the ability to change Ore -> Tylium and you're pretty much sorted. Luckily ES already put mobile mining into the game! Or alternatively allow the construction of mines for some large price.



      The only other thing thats needed is that with no gates you need a way to "find" the new sectors.

      Possibly just an "explore" command on the ships that jumps to a semi-random sector in the direction specified?


    9. #9
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      I'd say exploring happens via Raptors the moment the fleet crosses the Red-Line.
      Good call btw AL, saves a lot of hazzle.


    10. #10
      TXU New Member bojan's Avatar
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      Default exploration

      Hi!

      How about making a script that puts on a map all neighbor sectors to that you have just explored?

      It activates after you cross the red line.


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