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Arrew

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Reply with quote  #61 
Is this mod still working?
Longbowman1346

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Reply with quote  #62 
In a sense...  for 2.0 so far although Mark bell is tweaking it for 2.2
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Strikefrog

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Reply with quote  #63 
Any idea if this mod is still being updated for 2.4? Every place I've checked on this topic seemed pretty dead and outdated. From what I've seen of previous versions, the BSG mod looks epic!

Update: ** Nevermind I'm a doofus and completely missed the original link- its working now... Epic indeed!!
Longbowman1346

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Reply with quote  #64 
Quote:
Originally Posted by Strikefrog
Any idea if this mod is still being updated for 2.4? Every place I've checked on this topic seemed pretty dead and outdated. From what I've seen of previous versions, the BSG mod looks epic!

Update: ** Nevermind I'm a doofus and completely missed the original link- its working now... Epic indeed!!


Working for 2.4?!!?

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"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

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MedicineMan444

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Reply with quote  #65 
Hi.  Believe it or not, there are still a lot of BSG fans out there, and some of us are fairly new to Artemis.

Blowing the dust off this thread.  Never used a mod before, or tried to install one.

Will this mod work with 2.6.0?  Did anyone ever create a FAQ for installing mods, written in plain old non-Cylon English?  [smile]


Thanks!
Longbowman1346

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Reply with quote  #66 
Quote:
Originally Posted by MedicineMan444
Hi.  Believe it or not, there are still a lot of BSG fans out there, and some of us are fairly new to Artemis.

Blowing the dust off this thread.  Never used a mod before, or tried to install one.

Will this mod work with 2.6.0?  Did anyone ever create a FAQ for installing mods, written in plain old non-Cylon English?  [smile]


Thanks!



Ok.  Since you popped that cork, I can say with some authority that the BSG mod is coming back!  When, not sure but it definitely is coming back for 2.6!    As for the older mod, it works great with 2.0 with the installer that is provided with the game mod.  Just install the 2.0 version of the game, then the BSG mod.  And then, if you want GM controls, the Mission updater.  It should be good to go!

When I know more about the update for 2.6 I will let you all know, or the modder will do so himself!


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MedicineMan444

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Reply with quote  #67 
That's great!  I'll look forward to it.  In the meantime, any idea where I find a version 2.0 loader?  All I've been able to track down is 2.4 and 2.6.  Must not be looking in the right places.  Thanks.

Longbowman1346

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Reply with quote  #68 
Quote:
Originally Posted by MedicineMan444
That's great!  I'll look forward to it.  In the meantime, any idea where I find a version 2.0 loader?  All I've been able to track down is 2.4 and 2.6.  Must not be looking in the right places.  Thanks.




Let me see what i can find for you.


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"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

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Longbowman1346

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Reply with quote  #69 
Quote:
Originally Posted by MedicineMan444
That's great!  I'll look forward to it.  In the meantime, any idea where I find a version 2.0 loader?  All I've been able to track down is 2.4 and 2.6.  Must not be looking in the right places.  Thanks.



Go all the way back to the very first post and the links are still active.  The manual file is very helpful so download that too.   You want the BSG server at the very least installing the BSG mod to the 2.0 version of Artemis.


Enjoy!


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Wookiemart

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Reply with quote  #70 
Will you keep the Launch Fighter ability on the comms console because I find that letting the fighter pilots launch on their own in the normal version of Artemis was a mistake. It always winds up being a messy ordeal.
ryleyra

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Reply with quote  #71 
Quote:
Originally Posted by Wookiemart
Will you keep the Launch Fighter ability on the comms console because I find that letting the fighter pilots launch on their own in the normal version of Artemis was a mistake. It always winds up being a messy ordeal.


I don't think there's any way that could be done. Comms can't tell a fighter to launch, even in a script.

However, the BSG mod never launched player fighters. Players who wanted to play fighters had to log into the game, select a fighter from the list of ships, select the Helm and Weapons consoles, and click Ready to Play. The script then detected the "launch" of the fighter, and repositioned it next to its carrier. In order to "dock", the fighter had to get in a certain range, Comms pressed a button, and the fighter was destroyed, forcing the player back to the console select screen.

What BSG had that not even current Artemis has is NPC fighters that were launched by Comms from the carrier. I would like to see this kept, especially since Comms now has a button interface which can be used to launch a fighter squadron, instead of relying on keypresses. The button interface can even assign a wingman or even a whole squadron to a Fighter pilot, automatically programming it with the AI commands to make it follow the Fighter player and attack anything that gets in range.

Comms can extend this by using the standard Comms commands for commanding allied ships. Comms will probably want to use "Go Defend" on the player fighter since this can't be emulated exactly by the AI commands.

Longbowman1346

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Reply with quote  #72 
I will send your suggestions to the mod maker.  I agree that the BSG mod went further and better than the vanilla game to make Comm more interactive (and science also) by allowing them to be a bigger part of the game.  I really enjoyed that Comm became the CAG of sorts when the viper squadrons were launched, but only after science cleared them for flight.  Thanks!
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"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

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Bulldog

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Reply with quote  #73 
Ver2.6.jpg 

Hello my name is Dwayne (Bulldog) Shaffer I start the BSG Mod. over four years ago and had allot for fun building and learning how to do the many things it take to build a mod. I have met allot of great people here that have help with some of the mechanics of this mod. like the code I used to launch some of first vipers was a re engineered version of Tre Chipman (greatly missed) Photo torpedoes from his Star Trek mods.

I am currently working on the BSG Mod. for Artemis SBS 2.6 and it has come along I still have allot of fine tuning to do but hope to have a Beta version here soon. Here is sneak peak:

Player Factions: The Colonial Fleet (military), The Cylon Fleet, The Colonialist Fleet (civilian)

Ships of the line
The Colonial Fleet: Jupiter Class BattleStar (Galactica), Mercury Class BattleStar (Pegasus), Berzerk Class BattleStar, Valkyrie Class Battlestar, Berzerk Class Battlestar, Defender Class Escort Carrier, and Cygnus Class Gunstar.

The Cylon Fleet: BaseStar V1, BaseStar V2, BaseStar V3

The Colonialist Fleet: The civilian fleet is made up of the ships of the Rag Tag Fleet they are they only have defensive weapons.

Npc Ships: There are three more Cylon NPC factions and a Npc Fundamentalist.

There is allot more and I will update the group in the near future.



MedicineMan444

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Reply with quote  #74 
Bulldog,

That's great to hear!  Really excited about the new mod-mods for 2.6.  ;-)

I was able to track down a copy of Artemis 2.0, and was able to install it successfully (along with the BSG mod files) on all my computers.

Interesting, I can get 2.6 to run on all my Windows machines.....both the 64-bit and 32-bit Intel processors.....but I can't get the 2.0+BSG mod to run on any of the 32-bit platforms.  Is that a known limitation?  Is it due to processor speed, or is it memory?  [I've got 6GB RAM on my 64-bit computer, but only 2 GB on the 32-bit Aspire One mini-laptops.]

Regardless, there are a lot of folks in my Battlestar fan club that are looking forward to hooking up for a BSG simulation.  We've played a good bit of Artemis 2.4 and 2.6, but had just heard of the BSG mod. 

Thanks again for all your hard work, and thanks to Longbowman1346 for the help.

Dave "Doc" Fretz
 
ryleyra

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Reply with quote  #75 
IIRC, the BSG mods used some very large mesh files. This may be a bit much for a smaller memory machine. I can't say for sure this is the issue, but you may wish to try it out on a 32 bit machine with more memory.

At least it seems to work fine on the 64 bit machines. Hopefully you can put together enough consoles to play the game.
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