View Full Version : Announcing the release of BSG Fleet Commander version v.0.6.1
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Solstyce
18th Aug 06, 1:00 PM
as far as I know the TOS peggy isnt that much different that the Galactica.
http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.1.8-data.rar?download
twcooke
18th Aug 06, 3:15 PM
is mission 2 complete or will it be done by next release
Mission 2 isn't complete in 0.1.8.
silver falcon
18th Aug 06, 8:32 PM
Ok well here is my list of ships im currently working on. I have a couple already made but ill post all the renders together later on. I'm saying this because this is an awsome mod and I rather see you guys working on more pressing details. I'll keep in mind detail (like i always have) and when im done ill hand out all the models for you folks to edit.
I'm focusing heavily on the cylon TOS aspect of things, so you guys can finish patching up Colonial and other game features. Should have all the following ships done by monday.
================================================
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20AB%20Fighter.jpg
Cylon Raider "AB Fighter"
Type - Light Corvette or Bomber
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Advanced%20Fighter.jpg
Cylon Raider "Advanced Fighter"
Type - Heavy interceptor?
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Marauder.jpg
Cylon Raider "Marauder"
Type - Heavy Corvette?
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Raider%20Concept.jpg
Cylon Raider "Miniseries Concept"
Type - Bomber or Pulsar Gunship Corvette
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Recon%20Raider.jpg
Cylon Raider "Recon"
Type - Scout
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Troop%20Transport.jpg
Cylon Troop Transport Assualt Craft
Type - Marine Frigate
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Overhaul.jpg
Cylon "Overhaul"
Type - Support Frigate
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Light%20Tanker.jpg
Cylon Light Tanker
Type - Resource Collector?
================================================
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20AB%20Fighter.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Advanced%20Fighter.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Marauder.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Raider%20Concept.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Recon%20Raider.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Troop%20Transport.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Overhaul.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Light%20Tanker.jpg
================================================
Also I found something you guys might want to take a look at. The following is a few Colonial TOS ships I found. I figured while im finishing up the models on the above mentioned cylon ships, you guys could take a crack at the following
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Viper%20MK1.jpg
Viper - Mark 1
Type - Scout?
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Viper%20Concept.jpg
Viper - Concept for a Mark 3,4,5 or 6 im not sure
Type - Heavy Interceptor?
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Scorpion.jpg
Scorpion
I KNOW this ship is already built, I just figured you guys would prefer a better image maybe go back and tweak it "shrugs" up to you, still its a nice pic
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Bomber.jpg
Colonial Bomber
Type - at first i thought bomber but the profile feels more corvette like even pulsar-ish
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Viper%20MK1.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Viper%20Concept.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Scorpion.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Colonial%20-%20Bomber.jpg
Now if you excuse me I got to finish up the cylon ships for you all, be back soon. Just tell me what you guys think. 'll have the cylon models up and done by monday and you can have fun with the colonial ones
Solstyce
18th Aug 06, 8:52 PM
man great sources... that will make them easier to texture for sure.
mr. WHO
19th Aug 06, 2:09 AM
emm...Viper mk. VII still don't use it's third cannon, plus less armor than V mk.2 plus virus vunerability make V mk.7 useless :(
TOS Cylon hero unit cause CTD during game load (it say that his weapons file is missing)
TOS Cylon weapon (dunno which) cause CTD during game.
Mefusta
19th Aug 06, 2:53 AM
I CTD whenever I have a game including TNS Cylons. Not sure what, but it just quits to desktop a minute or two after I engage Cylon forces. Moreover, it looks like it CTDs when the Galactica blows up.
After checking, the main weapon aboard the TOS Basestar causes a CTD.
twcooke
19th Aug 06, 8:03 AM
erm for me the textured tns ships keep disapearingthere still there you just cant see them unless you zoom right in and even then they arent textured
mr. WHO
19th Aug 06, 9:14 AM
weapon aboard the TOS Basestar causes a CTD
I'm sure that CTD is caused by turbo-pulsar turrets, dunno if mega-pulsar beams cause CTD.
I CTD whenever I have a game including TNS Cylons
TNS Cylons work fine for me.
TNS Pegassus main cannons are way too powerful while TNS Galactica (and Firestar) main cannons are still "paint-scratchers" for Basestar hull.
EDIT2: Shouldn't Peggy have and ungiuded heavy missiles launchers? I saw them in Ressurections ship battle.
When someone will pimp TOS Colonial Galactica to have proper weapons (aka light turrets for anti-fighters, present heavy cannons and heavy missile launchers) ? TOS Cylon Basestar is pimped (even if they cause CTD right now).
EDIT: in starting fleets file you write that Serpent mk.3 cause CTD...werd but it work fine for me (however their torpedos fly very weard).
mr. WHO
19th Aug 06, 10:34 AM
I started pimping TOS colonials, I created TOS Pegassus basing on TOS Gal model and I created and mounted solonite anti-cap missile launchers on Pegassus.
However I can't ballance them to TOS Cylons coz they cause CTD.
EDIT: How to make weapon to shoot only at fighters and missiles (anti-fighter /PDS blasters) or only at capships (anticap blasters) ??
Also how to make my missile targetable my TNS AA flak cannons?
Edit2: I finished initial rearming of TOC Colonial capships (Gal and Peggy). They have: heavy anticap missiles, light AA blasters and Heavy AC blasters.
What I need to finish:
-add more hardpoints
- make proper weapons fire proper target (aka AA stoot to fighters and missile while AC fire at Capships only)
- make solonite heavy missile targetable by AA.
If someone could help me telling me how to do the last two points?
silver falcon
19th Aug 06, 10:59 PM
OK guys sorry I wasnt able to do a couple of the raiders.... I know I still have untill my deadline on monday but the recon and advanced raiders i cant do. I keep running into problems (mainly i end up over saturating the models or there are too many flaws)
So without further delay, here are the ships I got done over night.
PLEASE READ ::: Your going to notice a couple of the ships (overhaul and marauder mainly) are lacking excessive amounts of detail. This is because the finer points are too pointless for me to rough out when the model is going to be tweaked and perfected by someone else later on. I focused more on the bare structure and less on beautification. Still I hope you enjoy
===============================================
CYLON TOS TANKER (resource collector???)
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Tanker1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Tanker2.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Tanker1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Tanker2.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Light%20Tanker.jpg
CYLON TOS OVERHAUL (support frigate???)
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Overhaul1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Overhaul2.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Overhaul1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Overhaul2.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Overhaul.jpg
CYLON TOS TROOP TRANSPORT (marine frigate???)
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Troop1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Troop2.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Troop1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Troop2.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Troop%20Transport.jpg
CYLON TOS MARAUDER RAIDER (corvette???)
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Marauder1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Marauder2.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Marauder1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Marauder2.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Marauder.jpg
CYLON TOS CONCEPT RAIDER (bomber???)
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Concept1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Concept2.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Concept1.jpg
http://www.gaminggrounds.com/creative/images/bsg/model%20renders/Render%20-%20Concept2.jpg
http://www.gaminggrounds.com/creative/images/bsg/bsg%20ship%20art/Cylon%20-%20Raider%20Concept.jpg
mr. WHO
20th Aug 06, 1:35 AM
sweet stuff Falcon.
EDIT:
I made Solonite missile targetable by TNS ships, however I'm unable to force my TOS light blaster to shoot at them :(
Help.
EDIT2: TNS Galactica dockingpaths are missing :(
and I found this (same thing for the rear section of this fighterpod, however second pod looks normal).
http://img139.imageshack.us/img139/4386/errorimagega1.jpg
twcooke
20th Aug 06, 6:43 AM
yeah thats been there since the first release suppose i'll fix it if no one else is.
could someone tell me why when im playing the game the textured ships keep disapearing. after i zoom in then out they disapear but when i zoom in on them again they're not textured.
mr. WHO
20th Aug 06, 7:09 AM
I fixed TOS Cylon Hero causing CTD.
I'm working on TOS Basestar weapon causing CTD, when I'm done I'll release: "TOS pimped pack" with CYlons not causing CTD :D
EDIT:
I mannaged to reactivate TOS Cylon Basestar thetary (light AA blaster) and secondary (anticap blasters) weapons, however I failed to reractivate their primary weapons (MEga pulsar beams), they even shoot at solonite missile well.
Once I mannage to make Colonial light blasters to target missile (to make give them any chance vs TNS nukes) I'll release my TOS pack.
yafn
20th Aug 06, 10:06 AM
Hey Dev Team,
I see we are reporting duplicate bugs... please check if the bug you are about to report has already been reported. It would be even better if you reported the bug on the Sourceforge bug tracker - http://sourceforge.net/tracker/?group_id=162250&atid=823049 instead of having those bugs getting burried on this forum.
Ragnarokx
20th Aug 06, 12:00 PM
Very nice. Two pages full of artwork and graphics, thats the way i like it ^^
To get a weapon to target an incoming missile, assign it the target munition ability, but be sure it can't target large ships. A gun will only fire at those objects it can target. I've tested this with the galactica in 1.7. Got tired of it firing its heavy guns at nukes and missiles instead of at the basestar I wanted it to attack. The changes I made, removing the ability of the large guns to target munitions, worked.
Solstyce
20th Aug 06, 7:43 PM
to beable to target munitions you need to give the ship the minelayer ability... one of the quarks about targeting munitions.
MGoblin256
20th Aug 06, 8:33 PM
Mr. Who, since I'm working mainly on the TOS Cylons, you can work on the Colonial side. You probably know more about them than I do anyways :P.
The reason the Mega-Pulsar won't work is probably because the texture wasn't included with the publish. I'll upload it asap.
BTW, is the FTP server still up?
mr. WHO
20th Aug 06, 11:21 PM
Here is my initial TOS pack:
http://files.filefront.com/BSG_TOSrar/;5434071;;/fileinfo.html
there is also a bunch of „ballance missions„ to try them
@MGoblin:
I also make Colon basestar to to fire anything without CTD (it have light AA/PDS guns and AC guns - however I can't force AC guns to stop firing to missiles). I didn't made mega pulsar operational. in my test it's pDS weapons shoot dow't all missile in initial stage of battle but after 1-2 minutes it's PDS looks like having a really serious accuracy problem.
You're free to mod it.
twcooke
21st Aug 06, 4:01 AM
@ MGoblin256, no i think the ftp is working.
I got a new laptop, now i have a computer just to use HW2 and this mod on :D
Solstyce
21st Aug 06, 4:37 AM
Mgoblin read my SVN tutorial FTP is no longer available.
MGoblin256
21st Aug 06, 6:56 AM
I'll do that solstyce.
@Mr. Who: Good work on the weapon pack, although the Cylon weapons are from older publishes. I'll soon upload the newer weapons, along with their proper weapon effects and corresponding subsystems.
mr. WHO
21st Aug 06, 10:50 AM
Good to heard that.
Anyway I moving out to other side of my country in this week and I don't know how long it will take me to connect my PC (with HW2) to net again.
This means that I'll be in touch by I won't be able to make and upload any updates of my TOS ship (mainly adding more hardpoints to TOS colonials to mount more weapons to compensate Cylon mega-pulsar beams).
@MGoblin don't forget to:
-make cylon anticap blasters to ignore missiles (they already ignore fighters).
-ballance turbo-pulsars (AA/PDS weapon) accuracy/dammage vs fighters and missiles
(I also disablet flak cloud that appered after hit coz I thought that it raise weapon accuracy too much - however I'm not sure if it's true).
*make use of my "ballance missions" coz they have set everything for each test (aka basestar vs bunch of Vipers and basestar vs Pegassus that launch missiles).
** don't focus on capship vs capship battles coz I want to pimp colonials battlestars a bit more, try to make lone basestar to shoot down 2 or 3 from 4 incoming missile (current Pegassus salvo).
yafn
21st Aug 06, 11:38 AM
@ MGoblin256, didn't you try to SVN before? I thought you couldn't checkout? You could email it to me, or upload it someplace I can grab it if you have SVN problems.
@mrWHO, I am moving too! Goodluck with your move, hope we see you back online soon. BTW Pegassus should be spelled Pegasus.
MGoblin256
21st Aug 06, 9:54 PM
@Mr. WHO: The Basestar's newer Mega-Lasers ignore fighters and missiles, but will still target nuclear missiles and heroes (with, from what I remember, horrid accuracy). As for the Defense Lasers (which they shall now be called, since "Pulsar" doesn't correctly describe them), the newer ones are highly accurate. As for the flak explosions, they should remain; the TOS Cylons feature far greater defensive power than their TNS counterparts, with suppression fire capabilities close to TNS Colonials.
@Yafn: I just reinstalled my system, so SVN may or may not work. If it doesn't I'll mail you or Solstyce my update packages.
twcooke
22nd Aug 06, 1:10 AM
i think when the TNSbasestar is destroyed the explosion should be bigger
MGoblin256
22nd Aug 06, 7:42 AM
I was also thinking that there could be special debris left over when a particular ship is destroyed, like how they did in Warlords.
twcooke
22nd Aug 06, 8:57 AM
that would be a good idea. is it me or are the basestars smaller then they used to be. if not i think our basestars are a little small as well as the explosion for them.
Solstyce
22nd Aug 06, 9:50 AM
ah i can pump up the explosions np, if you want to do it yourself copy the hur_galactica.events file from the hur_galactica folder and paste it into the cyr_basestar folder, rename the events file cyr_basestar.events and delete the old basestar events file and you have a beefy explosion sequence for the basestar.
None of the ships have had thier sizes changed the basestars are the right scale, heh i just put resurrection in game and it makes everything look the right size..
Mgoblin i did make a debris sequence for the Galactica take a look and see what you think, beyond that i would have to talk to EJ about how to hod salvage chunks.
Mr Who in your model pack there is only an LOD2 of the Adriatic, do you happen to have the higher detail models?
mr. WHO
22nd Aug 06, 11:52 AM
If I remember corectly you were the one who said "simplier models are better" :P
I named it LOD2 coz I plan to make better LOD in close future, but as I said I busy with moving out stuff plus system failure that force me to format my PC soon (I have backups, but I can't format it before moving out...so I won't be able to make any progress to the end of this week.
WTF it say that my post was posted but i can see it.
MGoblin256
22nd Aug 06, 5:26 PM
Salvage hods are probabaly easy to hardpoint and stuff. All they probably need is a latch point for the workers to use. The problem though would probably be making the hod and textures. If we decide to do this, we should make debris for fighters as well. It would look nice and quite realistic, not to mention players would be able to get stuff back from destroyed fighters instead of nothing.
Another idea I had for capital ships was that they could have longer explosion times, like Bentus' death time. A Basestar's death sequence for example: several explosions would start at the core and then spread through the rest of the ship, blowing off armor plating and organic insides alike (which of course would be redone effects). This would last for about 15 seconds before the Basestar finally explodes. All that is left afterwards would be shattered pieces of the former ship's hull, some of which could be salvaged.
This would all be timely to make, but it'd be worth it.
TechOps101
23rd Aug 06, 9:23 PM
i am in deep this time my computer had crashed sending me 1 grand overboard and compless all summer but thanks to geek squad i am back in action and need help with insilation of the gundam mod previously having trouble with the install. is there anyone who can help with this painstaking process?
Progenitor
23rd Aug 06, 9:27 PM
this is the BATTLESTAR GALACTICA mod. post in the gundam mod thread for help with that mod.
TechOps101
23rd Aug 06, 10:27 PM
sry i need help with this mod as well my friend i just forgot to add that sorry man
Progenitor
23rd Aug 06, 10:42 PM
Here you go:
http://sourceforge.net/project/shownotes.php?release_id=440453&group_id=162250
instructions for installation.:)
TechOps101
24th Aug 06, 5:59 AM
thanks after my comp crashed i was worryed no one would have made a list of how to install and there was nothing last time i was going on advice more than logic.
Solstyce
24th Aug 06, 8:50 AM
ah well we try to provide all the documentation n how to get the mod or mods working we can
Solstyce
24th Aug 06, 11:37 PM
Here is some more Stuff i have been working on.
http://moddb.com/images/cache/mods/69/6951/gallery/water_47261.jpg
khib yusa
25th Aug 06, 12:09 AM
Greetings,
I didn't know that BSG had Interdictors... Or is it a military fuel tanker?
Regards,
Khib Yusa
mr. WHO
25th Aug 06, 12:54 AM
Currently the only know BSG way to interdict HS jump is to blow up HS engine (this means that you can't intredict ship that alredy entered HS).
This direct me to weard thing: when Cylons attack, The Fleet jump out almost insantly (10 sec at most), while Ressurection ship had to charge it's HS drive much longer (it's weard coz Cylon HS Drives are more advance).
The only explanation is that Ress ship to function properly need to direct almost all it's power that can generate to "Ressurection process" and normal porocesses that have to be supported. This means no power to keep HS drive warm all the time.
This means when Battlestars arrived, Ress ship had to make an emergency power transfer to HS drive that take some time to charge it (enough for Apollo to blow up the drive).
Mefusta
25th Aug 06, 4:29 AM
I didn't know that BSG had Interdictors... Or is it a military fuel tanker?Looks more like a Colonial AWACS Greenhouse ship. Definitely the Greenhouse ship...
Officially, its a green house ship...
Solstyce
25th Aug 06, 9:29 AM
It is the Greenhouse ship, the closest thing in BSG that I know of to an interdictor would be cylon's with the Virus which attacked the navigational systems of the ship.
Solstyce
25th Aug 06, 1:18 PM
Start of the Cylon Tylium Refinery...
http://moddb.com/images/cache/mods/69/6951/gallery/water_47273.jpg
Cronyx
25th Aug 06, 5:26 PM
Currently the only know BSG way to interdict HS jump is to blow up HS engine (this means that you can't intredict ship that alredy entered HS).
This direct me to weard thing: when Cylons attack, The Fleet jump out almost insantly (10 sec at most), while Ressurection ship had to charge it's HS drive much longer (it's weard coz Cylon HS Drives are more advance).
The only explanation is that Ress ship to function properly need to direct almost all it's power that can generate to "Ressurection process" and normal porocesses that have to be supported. This means no power to keep HS drive warm all the time.
This means when Battlestars arrived, Ress ship had to make an emergency power transfer to HS drive that take some time to charge it (enough for Apollo to blow up the drive).
I have an alternative argument, if I may? Perhaps not "alternative" so much as "complementary" because I have no reason to disagree with Resurrection Ship portion of your argument, which seems to make sense.
No ship in the BSG setting can initiate a hyperspace jump instantaneously.
In "BSG - 1x01 - Pilot (Part 1)" Commander Adama ordered a jump to the Ragnar Array to access their munitions depot.
Tigh : You don't want to do this.
Adama : No, I don't.
Tigh : Because any sane man wouldn't. It's been what, twenty, twenty two years?
Adama : We've trained for this.
Tigh : Training is one thing, but if we're off on our calculations by even a few degrees we could end up in the middle of the sun.
Adama : No choice. Colonal Tigh, please plot a hyperlight jump from our position to the orbit of Ragnar.
Tigh : Yes sir.
We learn a few things from this exchange.
1. Jumping is not an every day event. At least, not for the crew of the Galactica. This is a moot point in the long run, but it does show that it is not an activity to be taken lightly, and most likely it involves a very specialized and specific skill set to properly and safely execute. We can assume that most personel in the C.I.C., with the exception of Commander Adama and Colonel Tigh, have never in their career executed such a task outside of a flight simulator.
2. Hyperlight jumps are a "high risk" manuever. They require extensive computer power to plot, and must be maticulously checked and rechecked to ensure accuracy and safety.
Aside from the logistics prerequisites involved, there also seem to be a number of mechanical / electronic items to check as well. The exchange continues:
Tigh : Engineering, spin up FTL drives one and two.
Eng. Officer : Spinning up FTL drives one and two.
Tigh : Lt. Gaeta, break out the FTL tables and warp up the computers. We are making a jump.
(This exchange was interupted by Dualla bringing the Priority One message to Adama, but was resumed in "BSG - 1x02 - Pilot (Part 2)" as follows.)
Tigh : Resume jump prep.
Dualla? : Attention all hands. Jump prep underway. Set Condition Two throughout the ship.
Tigh : Board is green. The ship reports ready to jump.
Adama : Take us to Ragnar, Colonel.
Tigh : Lt. Gaeta, execute the jump.
Gaeta : All decks prepare for imediate FTL jump. Clock is running. (Counts down from 10 after inserting key.)
After arriving in orbit around Ragnar, their position had to be manually verrified; it was not imediately clear that their plot had even been sucessful. The almost palpable relief exhibited by the crew in C.I.C. is testament to their unfamiliarity with this maneuver.
It should of course be noted that as the story progresses, jumping becomes less a major plot point -- or even a plot device -- and more simply an accepted common phenomenon, one that is a means to an end. This is very common in most story telling, as the audience can become impatient if the same subject matter is used over and over again. But even from a practicality stand point (the Fourth Wall not withstanding), in "BSG - 1x03 - 33", Galactica was forced to jump every thirty three minutes for almost a week without respite. We can assume that after this ordeal, the crew would have been sufficiently desensitized to the process, and thusly see it less as a great accomplishment, and more of a mundane duty. This sufficiently explains how much the process is glossed over in subsequent episodes.
More on "1x03". A major plot device of this episode was the commerical cruise ship, the Olympic Carrier. Or more accurately, its loss. A modification of this plot was also used in "BSG - 2x01 - Scattered" when the Galactica was separated from the fleet proper. It has been reiterated on numerous occasions that a common set of jump coordinates must be distributed throughout the fleet, to make sure that everyone arrives at the same location. How these "jump coordinates" are produced in the first place is of importance, because there in lies the answer to the question of "Instantaneous Jumps" that has been debated in this thread recently.
It is true that when you "push the button" so to speak, the jump is executed and the ship moves. This point is not in contest, and it would follow logically that, taken on this alone, jumping seems to be an instantaneous phenomenon. However, the "back end" prerequisites, once fully explored and taken into consideration, seem to defy this logic.
Lets explore "1x02 - Pilot (Part 2)" a bit more.
Adama : Can we plot a jump from inside the storm?
Tigh : With all this EM interference mucking up the FTL fix?
Gaeta : I tend to agree, sir. I don't think we should even attempt a jump till we're clear of the storm's threshhold.
Apolo : Have to be quick about it though. They'll launch everything they have first glimpse they get.
Tigh : Stick our nose out just far enough to get a good FTL fix, then jump.
[...]
Adama : Okay, we're going to take the civilians with us. We're going to leave this solar system, and we're not going to come back.
Tigh : We're running?
Adama : This war is over. We lost.
Apolo : My father's right. It's time for us to get out of here.
Tigh : So were are we going, Commander?
Adama : The Promar Sector.
Tigh : That's way past the Red Line.
Adama : Can you plot that jump?
Gaeta : I've never plotted a jump that far, sir.
Adama : No one has. Can you plot that jump?
Gaeta : ...Yes sir.
Adama : Do it.
We learn a great deal more from this exchange. Things that aren't readily apparent by casual observation.
1. Line of sight for local cosmology must be maintained to plot a jump.
2. Longer jumps require much more complex calculations.
3. There is a maximum theoretical distance for a jump.
4. Extra-solar travel rarely happens. (More on that later in a moment.)
Line of sight for local cosmology must be maintained to plot a jump.
Colonel Tigh's remark regarding EM interference is indicative of necessary information required to complete a jump. We can assume that the FTL computers require very specific information regarding the ship's current position and attitude in space, using various distant bodies (stars) as points of reference. Being blinded inside the storm of high-orbit Ragnar would prohibit collecting this data. One would think this data could simply be logged, or estimated using their position in relation to the Ragnar Station, and the planet itself, but recall the previous episode when Tigh warned that if they were off on their calculations by even a few degrees, they could end up in the middle of the sun.
This shows that as the distance of the desired jump increases, slight "rounding" of equations can cause anomalies which are aggregate; in other words, they are aggravated on an exponential curve. That's an overly complicated way of saying that small negligible errors become large and problematic when complied over time. It is an example of the well-known computantional annology and experiment known as "The Traveling Salesman Problem."
Longer jumps require much more complex calculations.
In this classic problem, we try to ind an optimal route for a hypothetical traveler between multiple cities without having to visit a city more than once. Only certain city pairs are connected by routes, so finding the right path is not straightforward. It is an ideal problem for a recursive algorithm, although if the number of cities is too large, even a very fast recursive search will take far too long.
Far off stars and other cosmological bodies, even the galaxy itself can be assumed to have an effect on plotting a course. Because the ship will be traveling Faster Than Light, these effects can not be compensated for in real time. In fact, they most likely can not be compensated for at all. This means that these factors must not be circumvented, but rather incorporated into the course being plotted. The slight degree variations imposed by these and other bodies must be accurately anticipated by the FTL computer, their aggregate effects incorporated into each step of the jump. As the jump length increases, the number of bodies that have an opportunity to effect the jump, and the effects themselves, increase exponentially.
If this wasn't bad enough, an other added layer of computational complexity is that of Universal Drift. Where we see stars in the night sky is not where they are currently. It is where they were when emitting that light; we are in fact seeing back in time the further out we look. This means that the FTL computers will have to take into account this "Subjective Lag" and predict where the stars and other cosmological bodies actually are currently, factoring Universal Drift and other factors based on where they were (which is where we currently see them).
There is a maximum theoretical distance for a jump.
Again, these factors only become more complex as the desired jump distance lengthens. Some distances and courses will simply be impossible to plot with even the most advanced computers, such as "The Traveling Salesman Problem" with more than a thousand cities, or encryption keys with more than a thousand bits, even if a computer was allowed to run till the end of the universe. It would follow then, that the "Red Line" mentioned by Colonel Tigh is somehow related to this maximum theoretical distance.
Extra-solar travel rarely happens.
There is a very strong, almost palpable dramatic ambiance felt in the C.I.C. when Commander Adama states his intentions to leave the solar system. This was either done intentionally, or accidently. I perfer the former, because I am not willing to believe this was an example of poor story telling. Therefore it follows logic that this is an event that happens rarely, if ever. Following that, because longer jumps can be said to take much greater computational power versus shorter jumps, many ships which would otherwise under normal conditions have no need to leave the solar system, may be entirely dependant on Galactica's jump coordinates. It should also be noted that once these coordinates have been actualized, they can be executed at any time. It would follow logic that after every successful jump, Galactica would begin calculating a new series of coordinates to distribute to the fleet and have at ready should the Cylons descend upon them again. In fact, this was actually stated outright in "BSG - 1x03 - 33", but I won't bore you with the dialogue quotations. Lastly on this point, jump coordinates do not last forever. They have a measurable shelf life. The universe does not stand still after these intricately woven paths have been plotted. In fact, this was a major point of "BSG - 2x01 - Scattered." The fleet was using outdated jump coordinates that had not yet been updated by Galactica's latest.
Logistic obstacles do not translate to practical obstacles.
To clearify, there may in fact be a maximum theoretical jump distance, in so far as what can be computationally realized, but this should not be mistaken for a physical limitation. For example, in "BSG - 2x19 - Lay Down Your Burdens (Part 1)", unmodified Raptors were able to plot breif series of incredibly long jumps all the way back to Caprica by utilizing a Cylon computer. One could reasonably assume that there is no inherent physical limitation to the length of a jump; it is only limited by the computational resources available to plot that jump. Obviously, the Cylons are leading the knee of the curve on this front.
Summary & Conclusions
If we accept everything thus far outlined, then what can be assumed regarding the events surrounding the sinking of the Resurrection Ship in "BSG - 2x12 - Resurrection Ship (Part 2)" is that the Cylons simply were not expecting a full on assault. They most likely had no current jump coordinates calculated, as standard operating procedure would usually dictate that the Resurrection Ship, and its escort fleet, await Galactia's move and then jump into position within acceptable "download" range for their sleeper agents. Being attacked so suddenly forced their hand, and as shown above there is a shelf life for pre-calculated coordinates. A new set had to be produced on the fly, which gave the Blackbird just the amount of time needed to stealthily negotiate that module.
In closing, I would argue that very little modification seems necessary to Homeworld 2's standard Hyperspace implementation. In fact, when taking everything else into consideration, it seems a bit too generous. Perhaps jumping should take even longer. Of course, to be perfectly canon, I would suggest the implimentation of some kind of secondary jump button, perhaps a "course plotter." This button would "ready" a jump to be used at a later time. Plotting this jump would consume RUs, and take perhaps 30 seconds to "build", after which time the ships could jump to that location at will. But if they wished to change their mind and jump elsewhere, such as in the event of a scout ship finding a few Basestars awaiting them at those coordinates, the previous plot would have to be discarded and a new one calculated. Though I am not entirely sure the Homeworld 2 engine would allow for this type of modification, thus the standard model seems most "fair," albeit with a slightly increased "execution time."
Solstyce
25th Aug 06, 7:49 PM
I agree 100% although i would like to explore the possibility of having to research a jump, we had tossed this idea around in the past but we werent quite far enough to use it, now it almost seems plausable to take a deeper look into.
Cronyx
25th Aug 06, 10:54 PM
Glad to hear someone was able to make it through my long-winded rant. ;)
JarredT1030
26th Aug 06, 1:25 AM
Great stuff, I agree as well. I'll probably copy this to our boards as well soon if you don't mind.
Cronyx
26th Aug 06, 1:56 AM
Yeah that's perfectly fine, as long as you spell check it first so I don't look like a moron. ;)
khib yusa
26th Aug 06, 2:46 AM
Greetings,
um... I'm glad that I started that debate, but I was only extracting the urine about the tanker being an Interdictor...
*ducksthrownitems*
Thanks for the confirmation of what it is though.
Regards,
Khib Yusa
DatonKallandor
26th Aug 06, 4:08 AM
I firmly disagree with you about the max jump distance. Red Line is not the maximum jump. Red Line indicates the distance at which the 12 colonies explored their surroundings. Past the Red Line is unexplored space.
Daton
Solstyce
26th Aug 06, 4:42 AM
Daton are you disagreeing that there is a max jump distance or that the redline is the max jump distance?
I would just like to say that if you argue the fact there isnt a max jump distance, why would it take raptors 13 jumps to get back to caprica. No matter if its a fuel/energy issue or a computation issue, there is some limiting factor, as Cronyx pointed out, that sets a maximum jump distance.
Progenitor
26th Aug 06, 5:07 AM
there is no "stated" maximum jump distance.
however the RED LINE itself is not the maximum jump distance, it is stated specifically in the first season of BSG [maybe the pilot episode, i forgot] that the red line is the perimeter of colonial explored space.
the 13 jumps may just be navigational limitations, you don't want to jump inside a star do you?
and even with 13 jumps, one raptor jumped inside a mountain on caprica, so there you go.
Cronyx
26th Aug 06, 10:19 AM
I never said there was a maximum jump distance; I said there was a maximum computational distance, which there is, otherwise it wouldn't have been necessary they use a a Cylon computer to do it in 10 jumps (Lay Down Your Burdens Part 1 (http://en.battlestarwiki.org/wiki/Lay_Down_Your_Burdens%2C_Part_I)).
Also, Adama and Tigh, not myself, were the ones who stated that no one had ever plotted a jump further than the Red Line.
As for jumping into the middle of a mountian, I'll reiterate:
"Training is one thing, but if we're off on our calculations by even a few degrees we could end up in the middle of the sun." -- Colonel Saul Tigh.
A chance calibration error, a slight manufacturing defect, even a slight floating point computational error could all equally be blamed for this. Even if we assume all ships were using the exact same set of coordinates, it doesn't mean they're going to necessarily end up in precicely the same spot when using them. Give twenty cars (same number of Raptors), all of the same year, make and model, an self-directing auto-navigation system (http://digg.com/tech_news/Fully_Automatic_Car_Can_Drive_Up_To_150_MPH_-_All_On_Its_Own), test each one consecutively on the same test track, giving them all an identical macro or destination a kilometer out with identical starting points, and you will find that there are discrepancies in their arrival points on the magnitudes of centimeters or even meters. And that's just over the course of one kilometer.
This is because all cars even of the same make and model (just like Raptors) are not identical, nor will they share identical travel conditions, even if driving side by side. These differences are aggregate and exponential (that is, the exponent increases) as the distance in question increases.
And we're talking about a lot of distance. Light years, in fact, and the last time I checked, 1 light year = 9.4605284 × 10^12 kilometers.
That's quite an exponent.
As to the issue of computer power, as I'm sure it will come to that, it should be noted that available Colonial computational resources seem very similar to our own at present day, due in whole to the luddite technophobic fears of anti-cylon policies and legislation. In fact, this was the very topic addressed by Dr. Gaius Baltar guest appearance on Caprica's morning talkshow, "The Spotlight" with host Kellan Brody. This seems to prove they would only be as accurate when addressing such uncertain navigational exponents as we are currently today.
PatB
26th Aug 06, 10:39 AM
At the same time, a cylon fighter with its brain removed and colonial computers installed in it managed to make a single jump from the fleet to Caprica.
DatonKallandor
26th Aug 06, 10:44 AM
Raptors have gimped jump engines. Remember the pilot: "Raptors have limited jump capability. They are designed to make short jumps ahead of the fleet..."
Daton
Cronyx
26th Aug 06, 12:08 PM
The conclusion doesn't follow the premise. Yes, Boomer stated that Raptors have limited jump capability. But she did not specify why; either computational or physical shortcomings are equally probable. In fact, given recent evidence, computational shortcomings seem most probable, given that when augmented with a computational upgrade (the Cylon biomechanical computer), their jump distance was substantially increased with no other upgrades.
Also, we don't know for a fact that Starbuck's trip in the Raider only took one jump. There was a scene transition between departure and arrival, which in standard cinematic tradition, is very indicative of time passing that would have otherwise been gratuitous to the story telling process.
One other thing... That Cylon computer upgrade might make an interesting research project for the mod, which perhaps cuts in half the RU cost for jumping. Perhaps you can only research it after capturing a Cylon ship? Is the HW2 engine even aware when you do this, so that you can set it as a research prerequisite? That would be all kinds of interesting.
Nice writeups about jumping. I had run down similar trains of thought.
JarredT1030
28th Aug 06, 1:52 PM
great ideas there. Capturing cylons for better ftl would be amazing for gameplays terms. Unfortunately, i think we're a good deal away from that. We need to texture our raptor, get in ingame, code it for boarding, then see about what you stated. Unfortunetly textures still seem to be the biggest problem... seems almost as if we at a stand still.
splintercell56
29th Aug 06, 12:58 PM
I was looking through past posts on the thread, and came across a link to twcooke's BSG Ships, its good to see many more ship designs. Was wondering what ships if any of those will be added to the mod. I have to say I am quite fond of the Colonial Support Frigate Mk II.
We plan to have "pure" and "fan contribution" missions and such ya.
That move I have been talking about forever now has been happening, so I haven't had much time to work on anything I am afraid. Speaking of which I need to get back to moving type stuff...
splintercell56
30th Aug 06, 2:13 PM
I was wondering if anyone else using the new 0.1.8 Release is experiencing random CTD's during skirmish combat. All of the skirmishes were TNS Cylons verses Colonial. I wish I could tell you more, but it just happens suddenly and almost at random.
I am. My crashes seem to be happending at the Frontend part of loading. For a while sometimes it would load other times it wouldn't. Now I think something in my system has been corrupted as I am getting crashes every load even after a reinstall of HW2 (with no mods).
splintercell56
30th Aug 06, 2:35 PM
When I play it loads Skirmish, but when I enter combat a few minutes or seconds later it CTD's.
Solstyce
30th Aug 06, 5:21 PM
with out an -luatrace we cant debug it, if you add -luatrace to your -overrideBigFile shortcut then look in Homeworld2\bin\release\hw2.log and paste what you have there intot he boards we can trouble shoot the crash.
splintercell56
30th Aug 06, 8:53 PM
Where do i add the -luatrace to the shorcut. Could you provide an example?
EhraniNavy
30th Aug 06, 10:01 PM
In your shortcut to Homeworld2 on your desktop.
Right Click on it > Properties:
Find "Target" and add -luatrace to the end, so it should be something like:
"C:\blah blah blah\homeworld2.exe" -overrideBigFile -mod bsg018.big -luatrace
except that the target will not be "blah blah blah" and the name of the big file for the mod I have forgotten already.
yafn
30th Aug 06, 11:10 PM
No big file, don't use the -mod bsg018.big part
splintercell56
31st Aug 06, 8:50 AM
I did what you ask, and here is the Log:
-----------------------------------------------------------------------------
Thu Aug 31 11:32:50 2006
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Splintercell56
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 2.0.3 GeForce 6800/AGP/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.9131)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\PROGRA~1\Sierra\HOMEWO~1\data
Resetting fp control word.
CmdLine: -overrideBigFile -luatrace
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
LUA 'DATA:ART/FX/fiery_flash_ring_long.lua' -- parameter: <expression> expected;
last token read: `<eof>' at line 504 in string ""
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
LUA 'data:Missile\cyr_missile\cyr_missile.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\cyr_raidernuke\cyr_raidernuke.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
LUA 'data:Missile\vgr_heavymissile1\vgr_heavymissile1.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\vgr_heavymissile\vgr_heavymissile.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\vgr_heavymissile3\vgr_heavymissile3.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
LUA 'data:Missile\Vgr_HeavyMissile2\Vgr_HeavyMissile2.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
LUA 'data:Missile\Cyr_BasestarFlak\Cyr_BasestarFlak.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
luaplayer 533: Player_SetDefaultShipTactic: unable to find player 2
parameter: 2
stack traceback:
1: function `OnInit' at line 131 [string ""]
luaplayer 533: Player_SetDefaultShipTactic: unable to find player 3
parameter: 3
stack traceback:
1: function `OnInit' at line 132 [string ""]
luaplayer 533: Player_SetDefaultShipTactic: unable to find player 4
parameter: 4
stack traceback:
1: function `OnInit' at line 133 [string ""]
luaplayer 533: Player_SetDefaultShipTactic: unable to find player 5
parameter: 5
stack traceback:
1: function `OnInit' at line 134 [string ""]
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(2) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(2) that doesn't exist.
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
** CommandHyperspaceGiven: shipname = hur_galactica code = 0
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
** CommandHyperspaceGiven: shipname = hur_galactica code = 3
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
******** COMMAND ATTACK: shipname, targetname, attackType = hur_galactica,cyr_Basestar,0
******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,7,galactica
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
******** COMMAND ATTACK: shipname, targetname, attackType = hur_galactica,cyr_nukeraider,0
******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 7,3,galactica
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
Error: could not load lens flare (data:effect\lensflare\blue_sm.flare)
* * * * * ---- StatusSubsystem : ssname=GALACTICAHEAVYRAIL, shipName=hur_galactica, event=2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_parnassus Health = 0.9952499866485596
-------------------------------------------------------------------------
Hope this helps.
Here is one more Log, this time from the Captain's Hand skirmish level.
--------------------------------------------------------------------
Thu Aug 31 11:39:06 2006
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Splintercell56
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 2.0.3 GeForce 6800/AGP/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.9131)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\PROGRA~1\Sierra\HOMEWO~1\data
Resetting fp control word.
CmdLine: -overrideBigFile -luatrace
Starting Level: data:LevelData\Multiplayer\Deathmatch\THE CAPTAIN'S HAND.LEVEL
LUA 'DATA:ART/FX/fiery_flash_ring_long.lua' -- parameter: <expression> expected;
last token read: `<eof>' at line 504 in string ""
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
LUA 'data:Missile\cyr_missile\cyr_missile.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\cyr_raidernuke\cyr_raidernuke.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
LUA 'data:Missile\vgr_heavymissile1\vgr_heavymissile1.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\vgr_heavymissile\vgr_heavymissile.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
LUA 'data:Missile\vgr_heavymissile3\vgr_heavymissile3.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
LUA 'data:Missile\Vgr_HeavyMissile2\Vgr_HeavyMissile2.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
LUA 'data:Missile\Cyr_BasestarFlak\Cyr_BasestarFlak.events' -- parameter: <name> or `[' expected;
last token read: `<eof>' at line 78 in string ""
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(2) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(2) that doesn't exist.
Killing player 2 () at time 0.000000
Killing player 3 () at time 0.000000
Killing player 4 () at time 0.000000
Killing player 5 () at time 0.000000
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
** CommandHyperspaceGiven: shipname = hur_galactica code = 0
** CommandHyperspaceGiven: shipname = hur_galactica code = 3
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
******** COMMAND ATTACK: shipname, targetname, attackType = hur_vipermkii,cyr_nukeraider,0
******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 3,3,vipermkii
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_galactica,,4040.723876953125}
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_vipermkxii,,7806.75}
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingHeavyDamage: hur_vipermkxii
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.9200000166893005
* * * * * ---- StatusSubsystem : ssname=GALACTICAHEAVYRAIL, shipName=hur_galactica, event=1
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
*** StatusCriticallyDamaged: hur_vipermkxii
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_galactica Health = 0.9925500154495239
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusDamaged: hur_vipermkxii
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.9279999732971191
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusCriticallyDamaged: hur_vipermkxii
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
*** StatusCriticallyDamaged: hur_vipermkxii
*** StatusTakingHeavyDamage: hur_vipermkii
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
*** StatusCriticallyDamaged: hur_vipermkxii
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_parnassus,,6454.91650390625}
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 1
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
*** StatusTakingLightDamage: name = hur_parnassus Health = 0.996649980545044
*** StatusCriticallyDamaged: hur_vipermkxii
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_vipermkxii,,7427.095703125}
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusCriticallyDamaged: hur_vipermkii
*** StatusCriticallyDamaged: hur_vipermkxii
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 1
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
**** StatusShipDestroyed: shipName =hur_vipermkii, and code = -1
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_vipermkii,,8161.78515625}
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_galactica Health = 0.953249990940094
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 0.9200000166893005
*** StatusDamaged: hur_vipermkxii
*** StatusCriticallyDamaged: hur_vipermkxii
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
* * * * * ---- StatusSubsystem : ssname=GALACTICALIGHTRAIL, shipName=hur_parnassus, event=1
*** StatusTakingLightDamage: name = hur_galactica Health = 0.9500499963760376
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_vipermkii,,13007.6142578125}
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
*** StatusTakingLightDamage: name = hur_parnassus Health = 0.9688699841499329
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_galactica Health = 0.9505500197410584
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusCriticallyDamaged: hur_vipermkii
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 0.03999999910593033
**** StatusShipDestroyed: shipName =hur_vipermkii, and code = -1
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.7599999904632568
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 0.6000000238418579
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingHeavyDamage: hur_vipermkxii
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.6800000071525574
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusCriticallyDamaged: hur_vipermkxii
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_vipermkii,,7937.9775390625}
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusCriticallyDamaged: hur_vipermkii
*** StatusTakingLightDamage: name = hur_vipermkii Health = 0.7599999904632568
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
**** StatusShipDestroyed: shipName =hur_vipermkxii, and code = -1
*** StatusTakingLightDamage: name = hur_vipermkxii Health = -0.03999999910593033
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.3600000143051148
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_galactica,,9998.486328125}
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkii Health = 0.6000000238418579
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
******** COMMAND ATTACK: shipname, targetname, attackType = hur_parnassus,cyr_Basestar,0
******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 8,7,parnassus
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
*** StatusTakingLightDamage: name = hur_vipermkxii Health = 0.2800000011920929
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
WEAPON FIRE ERROR: Could not load weapon fire Vgr_HeavyMissile2
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
WEAPON FIRE ERROR: Could not load weapon fire hgn_SmallMissile
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
------------------------------------------------------------------------
I apologize for the long post, Just not sure how to add attachments to the relic Boards.
Solstyce
31st Aug 06, 1:49 PM
after looking at the files in our repository looks like vgr_heavymissile2 and hgn_Smallmissile where removed before the release hence the crashing problem.. i will see what my options are and get back to you on this, i think we are missing a TOS weapon fire file as well Turbolaser_5D. ill see if i can add a small patch to fix this problem as sson as i can.
Ok this little patch i made up should correct the TNS crash to desktop problems.
Download it and extract it to your Homeworld2 directory.
http://sourceforge.net/tracker/download.php?group_id=162250&atid=823051&file_id=191507&aid=1550100
splintercell56
31st Aug 06, 2:57 PM
Whatever you did Solstyce it helped. Haven't had a CTD since installing the patch with the TNS ships.
My second part of the post is to help a friend. Recently I just purchased EAW, and was overjoyed to learn their was going to be a Battlestar Galactica Mod for EAW. However its dying, And I want to try to bring it back, because the more mods we have for BSG. The more are imaginations can soar free!
I am not asking anyone to pick up and leave this mod, all I am asking is that people who are interested go to their boards and lets show them that their is still great interest in a EAW BSG mod.
Battlestar Galactica The Second Cylon War Forums: http://z14.invisionfree.com/The_Second_Cylon_War/index.php?
And Their Moddb Profile : http://mods.moddb.com/6289/bsg-the-second-cylon-war/
Lets all help our EAW BSG mod brothers and show them that we won't let them fade away in the darkness of the night.
Solstyce
31st Aug 06, 3:25 PM
WE have been in contact with them through out our development and have gotten contributions from them, i would hope that they decide to keep it alive.
splintercell56
31st Aug 06, 3:32 PM
Solstyce was wondering how high on the list is the enemy ai? It just seams that only when I start attacking do my enemies seem interested in killing me. And its good to know that both teams are helping each other.
Solstyce
31st Aug 06, 6:11 PM
the AI is high on the list, its just a matter of knowing how to code it, i am no expert and have not been successful at implementing any AI, I have asked and will continue asking the experts in the community for help on our AI.
Cronyx
1st Sep 06, 12:59 PM
The Gundam mod and Starwars mod didn't need custom AI; why does this one? Just use the default, and update it with the names and values of the new units you're adding. Right?
Solstyce
1st Sep 06, 2:52 PM
not that easy unfortunately... because our mod doesnt play like HW2 the default AI breaks itself looking for things like resourcing and things like that plus our ships are used differently than the HW2 AI is set up to do.. so there will quite abit of changes, i believe Eville did write his own AI.
splintercell56
1st Sep 06, 6:02 PM
How powerful is the Pegasus compared to the Galactica in game, and will it have point defense?
Cronyx
2nd Sep 06, 2:01 PM
It always seemed like, to me, that the Peg was more of a mobile fleet HQ in and of itself, where as the Gal was more of an up front, close and personal fighter. A good example would be to call Peg more of an aircraft carrier, and the Gal more of a battleship. Think about it; the Peg is able to actually manufacture Vipers and ammo in the field, provided resources are available. That makes it too valuable to risk using it for a front line assault craft. In fact, it's probably their last source of creating new technology as well, given how they've been thrust back into the dark ages in almost every other area.
"Pegasus (http://en.battlestarwiki.org/wiki/Pegasus_%28RDM%29) has Viper Mark VII (http://en.battlestarwiki.org/wiki/Viper_Mark_VII) production facilities (Scar (http://en.battlestarwiki.org/wiki/Scar)). This is a capability that would allow the Pegasus to be self sufficient on extended deployments, so long as the battlestar has sufficient means to gather the raw materials necessary for construction." -- Battlestar Wiki (http://en.battlestarwiki.org/wiki/Main_Page)
Aircraft carriers main armament are the craft it carries. The Pegasus outguns the Galactica. So I have a hard time thinking of the Pegasus as a carrier and the Galactica as a battleship.
"In addition to having better armament and weapons than Galactica, the Mercury class battlestar has production facilities to build new Viper Mark VIIs from basic resources (Scar)." http://en.battlestarwiki.org/wiki/Mercury_class_battlestar
Cronyx
2nd Sep 06, 3:56 PM
I just have a hard time buying that Galactica is completely obsolete in every area :P
Yes, well the irony is that it is her obsolescence which saves her, and looking at what remains of the Colonial Fleet she isn't as obsolete as she was.
Cronyx
2nd Sep 06, 8:08 PM
I mean game mechanically though. What HW2 benfits does she have VS Peg?
Hard to say, there still is lots of balancing that needs to be done and we lost our tech and research docs, so we are back to square one on that.
You got anything in mind?
Solstyce
2nd Sep 06, 10:08 PM
HW2 wise im thinking not as many PDS as Galactica... and not nearly as accurate, being we are considering the pegasus to be a more offensive ship then her defensive capabilities are going to be cut. So in defending the fleet the Galactica will be a much better ship to choose. There will be more things im sure but my main concern is not to completely obsolete the Galactica by giving the lots Pegasus PDS and not to make Peggy a god mode ship. So there may be some things that arent as canon for balance reasons, but we are commited to making it as close to the series as possible.
In "The Captain's Hand", Peggy takes a number of hits from the base stars it faces. Far more so than Galactica took in many of its battles. Admittedly, Galactica never faced three basestars. Still, in "Resurrection Ship" part 2, Peggy appeared to haev a much thinner flak screen. Together, it would appear that Peggy does have less PDS than Galactica.
Cronyx
3rd Sep 06, 12:20 PM
You got anything in mind?
Well, if you have any EW (Electronic Warfair) in mind, I think it would be cool if the BSG was completely 100% immune to it, without having to research anything. However, BSP would have to research the immunity. Not completely canon, but it's something. Also maybe allow the BSG to research "Networking" to enable them to plan a jump faster, but if they do that, they're now open to EW attacks until they scuttle that upgrade.
I'll think more about it and post again later.
Edit: Yeah, like what PatB said, it does seem like BSP has a lot less defence than BSG does, but is able to pour on a lot more fire power as a result.
In Eve Online, you've got hard points to mount things; high slots are usually for weapons, mid slots for... well, I'm making this annology too long, but basically, BSP isn't "better", just configured differently. Swarms of smaller fighter craft seem to be a lot more effective against it than against Galactica, as well as missile attacks. Like PatB pointed out, that flack screen does filter out a lot of damage coming at you, which Peg kinda lacks. It has more capital weapon modules equiped in its high slots, where as Gal has fewer, but a lot more flack.
PS: I know it's only Beta (or even Alpha), but I was able to take out both Basestars that spawn in a skirmish with just Galactica; the Vipers mopped up all the raiders, but after that they were pretty much useless. But the way I was able to take out both Basestars was just by jumping a few kilometers or so away (but not outside firing solution) every time a nuke got close from the Basestars.
I'm wondering if this is "the right way" or if this is an "exploit."
Should the player be allowed to use jumps in that way? Jumping over such short distances really isn't that hurtful to your economy, only a hundred or so RU per jump, so I could do that all day, and it's pretty much instantaneous, so it completely nerfs and invalidates the nukes.
Like I said, I know it's only Beta or Alpha or what have you, but I wanted to point out this game mechanic, just to question if it's really intended, and if it's good for the game.
@Cronyx
I think we had some similar ideas about the network/virus, but those where lost so I'm happy you wrote it up here, thanks.
Clever way to defeat the Basestars, I think the "Cronyx Jump Tactic" probably shouldn't be possible for a few reasons in the final version. In the short term we could pump the min/max cost of jump up for the Galactica and the Pegasus. You got any numbers in mind? If you want to test out new numbers you can change the "HyperSpaceCommand" line in the ship/hur_galactica/hur_galactica.ship see http://wiki.hw2.info/FunctionaddAbility and scroll down to HyperSpaceCommand for what the various numbers are for.
Cronyx
3rd Sep 06, 1:33 PM
I think the numbers are fine as they are; what would fix it permanently and with finality would be to increase the jump time. It's so short right now, that's the only reason the tactic works; I can pay close attention, see if Galactica's flack will take out the missile on her own (usually does), but if one gets too close, I have plenty of time, even when the missile is only a hundred or so meters out, to jump, just because jumping is so responsive and happens so quickly.
I mentioned earlier a new game mechanic for jumping, but I wasn't, and still am not, very sure on its feasibility.
Is there any way that you can "build" a jump? The fundamentals how-to's aside, the end result that I'm envisioning is a jump-plotter game mechanic of some sort. So that you can't just jump anywhere, with no preperation, instanteously.
As I said, I'm not sure how to go about implementing it, I won't pretend to have anywhere close to the fundamental understanding you have of the Lua scripting involved, but perhaps giving the player a new button on the console, or changing the way the existing jump button works.
Say you press the jump button (with any jump-capable ship selected), and the GUI responds just as it does now, with the radial overlay and distance / cost reticle, etc. But when you click, instead of jumping, you're now "researching" (with a progress par and everything) a jump. Once that's complete, you have those coordinates plotted, and now the jump icon on the HUD is flashing, or somehow illuminated to indicated that it's ready and the jump has been prepared.
Now, when you click the jump button again, however long in the future it becomes necessary, with any (or all ships) selected, instead of getting the standard behavior, the ship(s) you've selected will instantly jump to the location you plotted previously.
Jumping again will require a new set of coordinates and research time. Also, you pay for the jump during research, before you even use it, so you can have one ready to use just in case. However, the jump locked is to a specific location. If you change your mind for whatever reason after you've plotted this jump, you have to discard it and plot a new one. However, once that jump has been researched, any ship that can jump, may do so for free as much as it wants to. Of course, once your opponent finds out where you're jumping, those coordinates will become useless very quickly.
I know that for the Starwars Mod, "Navigational Buoys" were employed. Perhaps this is an easy shortcut to implement it for teasting purposes, should you choose to explore this route? Spawn a small, invisable object at the exit point of the course plotter, and this is where ships will exit the jump when they're told to do so.
Sorry for rambling on incoherantly ad nauseam. ;)
Err... ya... like I said...
probably shouldn't be possible for a few reasons in the final version. In the short term we could pump the min/max cost
As it doesn't look like we will have the final jump stuff ready for a long (long) time (assuming it is possible at all (I have seen some posts saying it is, others it isn't...)), I am going to pump up the min/max costs of a jump.
Cronyx
3rd Sep 06, 3:07 PM
I musta missed where you said that (or just forgot), my bad.
How about just increasing the time it takes to execute then? Standard HW2 jumps seem to take a little longer than what's in the mod right now. Maybe bumping it up to two or three seconds should do it. I'd personally rather have slow jumps than expensive jumps, but YMMV.
I seem to recall I took a look at that, probably about a year ago now, and those settings don't exactly work the way I expected them to, so I think there is more work to do what you suggest than it would at first seem.
You could test it yourself by tweaking that HyperSpaceCommand line. Just post what numbers you think work well and I will set them for 0.1.9.
If you can't get the effect you want from tweaking that line, then you are talking about having to code it, which is not in the short term.
Cronyx
3rd Sep 06, 5:27 PM
I'll look at it and if I can figure anything out (I've done a little Lua scripting of SWEPS for Gary's Mod), I'll post the results.
admiraligor
4th Sep 06, 6:55 AM
I'll be completed honest and blunt - the new flak gun FX suck. They are ugly and almost cartoonish. The rest is quite lovely tho :) GIMME THE PEGASUS!!! :D
Solstyce
4th Sep 06, 2:20 PM
the flak effects havent changed for several releases Admiral so im not sure what your refering to.
The way i was thinking we could stop the jumping its giving the basestars large Hyperspace inhibitor fields well out side of thier firing solution once you are inside of that field you can not hypersace at all.. that seems to me to be the best way to prevent the hyperspace evasion technique right now the basestars have an inhibitor field so you cant jump in right on top of them... but ifr we made it much bigger it once the Galactica had engaged the basestars it would be well within the hyperspace inhibator field and could not jump...
That wouldn't stop me from using the Cronyx Jump Tactic the way I have been using it. In order to stop my jumps the inhibitor field would have to be huge. Probably huge to the point that there is no hyperspacing at all. If we did that I would rather we just disable hyperspace so it doesn't taunt me.
If we adjust the cost of hyperspace and the resources available then it seems to me we could find a balance while being able to tune that balance for specific missions.
http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.1.9-data.rar?download
mr. WHO
5th Sep 06, 3:30 AM
Does it contain TOS weapons FX fix and rebalance?
EDIT: FX fixes yes,TOS rebalance - apparently not :(
1) Helios textures looks weard (colorfull like christmass tree :D ):
http://img123.imageshack.us/img123/6447/helios1mr6.jpg
http://img123.imageshack.us/img123/9528/helios2ts0.jpg
http://img123.imageshack.us/img123/934/helios3ck6.jpg
2) TNS Colonials cause CTD in loading screen:
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
Sorry mrWHO, I didn't have the TOS rebalance stuff. Best way for me is if it gets posted as a Patch - http://sourceforge.net/tracker/?group_id=162250&atid=823051
Yes the Helios is untextured.
TNS Colonial crashing for anyone else? cuz it doesn't for me.
evillejedi
5th Sep 06, 8:18 AM
I had to write my own AI, BSG will also need a custom AI, not much you can do with the stock AI because it is so specific.
for hyperspace jumps there is a good solution.
make a 'ship' that is a nav point but works like a hyperspace gate.
the galactica and pegesus (and basestars) can both 'build' these nav points. you need to build two of them to get a jump coridor. they should have a very fast top speed (2000 m/s or faster)
other ships can then use the plotted jump routes, however you limit how many routes can be built at one time (unit limit on the nav points) the player needs to scuttle old points to plot new points (lets say max of 4 destinations or so, since gates can re link)
it's a very flexible system and I used it in warlords (though a lot of people didn't understand it) the trick is to make the nav point not register as a target to the enemy (sensor cloaking, making it non-visible on the map or in sensors and making the attack family unattackable all help, though the AI sometimes chokes.)
this means the player can't jump instantly, they actually have to plot it. if map objects have gravity wells they will need to plot multiple jumps. a jump cost through gates will eliminate people ping ponging back and forth.
Thanks Evillejedi, I wrote that up as a Task on hw2bsg.sf.net - http://sourceforge.net/pm/task.php?func=detailtask&project_task_id=130646&group_id=162250&group_project_id=48680
mr. WHO
5th Sep 06, 8:58 AM
Sorry mrWHO, I didn't have the TOS rebalance stuff. Best way for me is if it gets posted as a Patch
here is a link to my TOS ballance path:
http://files.filefront.com/BSG_TOSrar/;5434071;;/fileinfo.html
Orion_knight
5th Sep 06, 10:26 AM
The TNS collonial race crashes for me every time, im playing on the captains hand map and terrah
the other 3work fine
also i cant play the 'starbuck takes on all 8' although i can do it with apollo
@mrWHO - Oh, I had seen that, sorry. I've created a Patch that links to your file so it will be more "in my face" - http://sourceforge.net/tracker/index.php?func=detail&aid=1552860&group_id=162250&atid=823051
@Orion_knight - Do you have the skills to add -luatrace and post your HW2.log of your crashes? Did you install 0.1.9 ontop of a previous install or was it a clean install?
Orion_knight
5th Sep 06, 11:28 AM
-luatrace is already on my shortcut if thats what you mean
and it was a clean install, once i saw that this had been released i reinstalled H2 and patched it
Ragnarokx
5th Sep 06, 12:12 PM
Orion_knight, he asked for -luatrace because he wants you to post / look up your log. The logfile saves the reason for the crash.
Orion_knight
5th Sep 06, 1:52 PM
This it?
--------------------------
Tue Sep 05 18:17:10 2006
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Usiell
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1
Using ATI Technologies Inc.'s 1.5.4202 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4202)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -overrideBigFile -nomovies -luatrace
Starting Level: data:LevelData\Multiplayer\ApolloTakesOnAllEight\APOLLO.LEVEL
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
parameter:
stack traceback:
1: function `NumSubSystems' [C]
2: function `CacheCurrentState' at line 152 [string ""]
3: function `doai' at line 229 [string ""]
Warning, screen with name LoadingScreen does not exist
Screen with that name was not found in the m_loadedScreens list LoadingScreen:
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_apollo,,9999.0400390625}
******** COMMAND ATTACK: shipname, targetname, attackType = hur_apollo,cyr_raider,0
******2- COMMAND ATTACK: shipType, targetShipType, genericShipName = 0,3,apollo
** Battle Momentum Value: -5.342295646667481
*** StatusTakingLightDamage: name = hur_apollo Health = 0.9141666889190674
****** StatusUnderAttack: shipnm, enemy, attackcode = {hur_apollo,,2739.724853515625}
*** StatusTakingLightDamage: name = hur_apollo Health = 0.5591666698455811
Killing player 1 (C) at time 100.799034
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_SHIELDS.LEVEL
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
-----------------------
Yup thats the log. This wasn't a log of a crash tough was it? I see that it is Apollo Takes on All Eight.
All of that looks "okay" I get those errors too, but it doesn't crash me.
Orion_knight
5th Sep 06, 2:43 PM
ah, thats cause i played thatmission before i turned it off...
ill play again and post it again
Sorry
here it is
just tried a TNS Col against TNS Cylon on the Terrah Map... crashed before it finished loading...
anyway, here ya go
Tue Sep 05 22:39:59 2006
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Usiell
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1
Using ATI Technologies Inc.'s 1.5.4202 WinXP Release RADEON 9600 x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4202)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -overrideBigFile -nomovies -luatrace
Starting Level: data:LevelData\Multiplayer\Deathmatch\6P_TERAH.LEVEL
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
EngineTrailStatic::getTweaks requesing index(1) that doesn't exist.
oh,and by crash i mean throws me to the desktop...
mr. WHO
5th Sep 06, 2:48 PM
Warning: Engine trail missing a texture 'smoketrail2.tga'. It won't display properly
this is same error that I got.
Anyway how to add a production ability to TOS Helios?
I added:
addAbility(NewShipType, "CanBuildShips", 1, "Fighter_Huo, Utility_Huo, SuperCap_Huo", "Utility, Fighter, Capital")
but no effect.
Orion_knight
5th Sep 06, 3:19 PM
any ideas?
it throws me to the desktop when i play as TNS Colonial... i really want to see the Bucket in action...
Hurm... well I am getting some TNS crashes that I wasn't getting yesterday :(
I can play Starbuck takes on all Eight without a crash, along with Apollo and the BSG Demo level 33.
I've fixed the index and smoketrail errors, but that doesn't fix the crash.
Solstyce
5th Sep 06, 9:49 PM
what is happening when it crashes, specific weapons... a specific mission event... any more detail could help nail down the bug.
With Colonial TNS on Skirmish or the campaign during "Frontend" on the load screen is when I get the crash. I was playing it for hours yesterday... Nothing interesting in the log. I disabled all icons as well as all the ships from hur_00.lua, I don't even get the "level might not have ships" error because it crashes before it gets that far.
I was able to get TNS Colonial Skirmish to start a few times using the 0.1.7 version of the script/weaponfires (blaser_4d and 5d, kinetic_largesaj and the vgr_heavymissles). Though it seems in the process of tracking down which of the 7 weaponfires are causing the crash, I now seem to be back to where I started. I'm too tired to deal with this anymore this morning.
Orion_knight
6th Sep 06, 8:23 AM
with my crashes it gets to the final part of the loading bar and throws me to the desktop...
33 works alright for me as well
I was able to play TNS Colonial Skirmish 0.1.9 a few more times this morning by replacing the weaponfires that have changed since 0.1.7 and rebooting. Though each time I could play only once, then it goes right back to crashing...
I threw up a patch for this... http://sourceforge.net/tracker/index.php?func=detail&aid=1553535&group_id=162250&atid=823051 I am interested to hear other peoples expierences.
Though after a few more hours I don't think those weaponfires are the problem. I've got TNS Colonial Skirmish 0.1.9 starting when I replace the files that changed under the ship directory with the 0.1.7 versions which also fixes the TOS basestar problem.
I installed 1.9 on top of 1.8 and it works, but again only for one run.
I'm not getting crashes now get the new 0.2.0 release (which includes mrWHO's TOS Patch) at http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.2.0-data.rar?download
Orion_knight
7th Sep 06, 7:00 AM
i installed that one over the last, and it works perfectly!
thanks
Glad it is working out for ya, I'm enjoying it too. I'm also glad other people reported the "runs once", I thought I was loosing my mind.
Orion_knight
7th Sep 06, 3:47 PM
with me it wasnt even running once for the TNS col it just wouldnt have it
but hey, im kicking cylon tail now
research isa bit of a pain though... taking so long... not that im complaining of course :)
Ragnarokx
8th Sep 06, 10:12 AM
Well i think Cylon nukes are a bit powerful. One hit, and the Firestar was destroyed. I think the Galactica can only take 1 hit as well. In the show there is one scene, early on, where Galactica is hit by nuke. While it did good damage, it definitly did not blow up the battlestar :p
Nukes are pretty cool. Moving into the blast a ship takes more damage than standing still. Moving away, less damage. Running away the Galactica can take up to five. Charging straight in, 1 or 2. Not moving around, 3.
Orion_knight
9th Sep 06, 3:28 PM
argh now the TOS col wont work!
ill try reinstalling it
TOS works for me don't forget the -luatrace if it doesn't work after a reinstall.
Same problem here. game crashes when its almost finished loading. luatrace and all. Using the new 0.2 version that is.
-luatrace produces more verbose output in your bin/release/HW2.log which if you post migh help us figure out the problem.
Well here is the content of the .log file yafn, i hope it helps you out. To clarify, the game crashes without fail when loading any mission or skirmish, about halfway through the load.
.log:
Sat Sep 09 22:22:05 2006
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Tain
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using NVIDIA Corporation's 2.0.3 GeForce 6800 GT/PCI/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.9147)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -overrideBigFile -nomovies -luatrace
Starting Level: data:LevelData\Multiplayer\BSGdemo\33.LEVEL
Warning! WeaponStatic file 'Huo_ViperBlaster' not loaded! -- FATAL EXIT -- weaponstatic/232:! --stack trace-- 0x0044A097: GSLobbySessionDesc::operator= () 0x0047B7F8: GSLobbySessionDesc::operator= () 0x003C46B5: lua_error () 0x003C4749: lua_error () 0x003C4751: lua_error () 0x003C47EE: lua_error () 0x003C481E: lua_call () 0x003C4A13: lua_dobuffer () 0x0046CB81: GSLobbySessionDesc::operator= () 0x0047681E: GSLobbySessionDesc::operator= () 0x00442EA9: GSLobbySessionDesc::operator= () 0x0043180C: GSLobbySessionDesc::operator= () 0x00489A93: GSLobbySessionDesc::operator= () 0x0048A246: GSLobbySessionDesc::operator= () 0x005781E0: getLibraryID () 0x00579086: getLibraryID () 0x0059865E: getLibraryID () 0x00599CDD: getLibraryID () 0x004952A1: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()
Solstyce
9th Sep 06, 8:50 PM
missing the Huo_Viperblaster weapon looks like...
I re-downloaded the 0.2.0 rar and I see a Weapons/huo_viperblaster/huo_viperblaster.wepn redownload and reinstall? http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.2.0-data.rar?download
Tain
10th Sep 06, 12:26 AM
looks like your hunch was right yafn. I re-downloaded 0.2.0 and got it working with no problem. The download must have been borked the first time, because i never got the custom menu background, or music either.
Success!
http://img168.imageshack.us/img168/9855/ss00006iy5.th.jpg (http://img168.imageshack.us/my.php?image=ss00006iy5.jpg)
Star Dragon
10th Sep 06, 12:38 AM
Impressive background...
Not to derail you folks, but Solstyce replied to my PM request:
"First of all I want to say I'm a HUGE fan of TOS series and of any mod that incorporates them. That said I just got a look at the TOS model pack linked a while ago (I think it was you or a member of your team).
Forgive me for asking as I lost my bookmark and you got over 80 pages to search though Did a single author make them or was it a group effort (no read me was in the file).
Would you know if the author would mind if I wanted to use most of those ships in another TOS mod (For the Freespace 2 engine)? Full credits would be maintained of course.
There has been an existing mod for ages, but it only included the Galactica, a Viper and a Raider.
I would greatly appreciate any assistance you could render (knowing how busy you are, as I try to help out with 7 projects myself). If the author(s) would be opposed to their use in another engine I would understand.
Sincerely,
Star Dragon"
------
I Think the Model pack your refering to is by MR who, but several of the TOS ships we have were made by other Modelers. my suggestion is post on our forums, im sure they will be more than willing to help you out, provided you give them proper credit.
-------
I would be very appreciative if the modeler's here would allow me the use of their works (with credit). This does not mean they will make it in game, but I'd like to secure permission to allow the ATTEMPT. If the authors don't like the results of said conversion , then they would be pulled immediately.
My apologies for taking space in your thread for this request...
"By your Command!" (Youtube video in the works!!!).
Some of the TOS models come from the Homeworld BSG mod, the link is on the first post.
Nice shot Tain, you mind if I post that in the ModDB Image gallery?
I don't mind at all yafn, go right ahead :D
Also, its a great mod you guys have there. Not only is it a ton of fun, but it it runs great. Superb work!
mr. WHO
10th Sep 06, 3:46 AM
Hey, Star dragon, I'm FS2 fan too. If you want then you can use my models (look for the link for my model pack, it should be few pages back).
Edit: Contact with TWCooke it have few more TOS models too.
Solstyce
10th Sep 06, 9:22 AM
Aye you can use my models as well. Ragnar, And resurrection... and a few others.
Star Dragon
10th Sep 06, 10:36 AM
Awesome, thanks guys, you're very generous!
I HOPE (for example), that I can get the Helios to crossover. When I saw that monster I nearly fell out of my chair! (Like years ago, when I first saw the ST:TMP era YAMATO!)
Hehe, as much as I DO like the show, we'll show those Neo BSG'ers the 'old gal' still has some teeth! :jig:
Solstyce
11th Sep 06, 10:16 PM
so we have some really great news... i was just given Access to these models from Coxxon
http://i97.photobucket.com/albums/l226/coxxon/colrtf1cox00Crp.jpg
http://i97.photobucket.com/albums/l226/coxxon/colrtf1cox00.jpg
http://i97.photobucket.com/albums/l226/coxxon/colrtf1cox06.jpg
mr. WHO
12th Sep 06, 2:20 AM
Nice, even nicer with textures included. I hope you have a fast way to convert them to HW2 format.
BTW I didn't knew that Adriatic was so large.
DatonKallandor
12th Sep 06, 5:00 AM
You'll have to do a lot of optimizing though.
Daton
yafn
12th Sep 06, 10:34 AM
The textures are all one file, which makes conversion easier. We have plenty of optimizing to do in general, only a hand full of folks provide LODs.
Ragnarokx
12th Sep 06, 11:44 AM
Very cool. Now, how about some new Cylon ships...? I really hope they show more of the Cylons in Season 3.
Solstyce
12th Sep 06, 3:30 PM
We have some Cylon ships in the works. So be expecting them soonish.
Great looking ships. I am also quite surprised, assuming that is all to scale. I always thought Galactica was bigger than Pegasus.
Solstyce
12th Sep 06, 7:55 PM
im not sure about the scale but its right for the most part... yes peggy is bigger the the galactica.
yafn
12th Sep 06, 10:58 PM
Got Coxxon's Agro ship in - http://mods.moddb.com/gallery/image/48200/
Solstyce
16th Sep 06, 10:47 AM
some ingame shots of newly textured ships.
http://moddb.com/images/cache/mods/69/6951/gallery/water_48473.jpg
http://moddb.com/images/cache/mods/69/6951/gallery/water_48472.jpg
http://moddb.com/images/cache/mods/69/6951/gallery/water_48471.jpg
Ragnarokx
16th Sep 06, 11:04 AM
VERY nice.
Will raptors be combat ships, or be more of a recon unit ? And the Cyclon Heavy Raider ?
mr. WHO
16th Sep 06, 12:00 PM
I think that Raptor should have a weak missiles. This would make them defend itself and attack with Vipers (aka stick close to them and performing Electronic warfare support).
Heavy Raider have very good armour (one of them easily break trough Galactica suppresion field with two Vipers VII on it's tail). So it should have good combat stats.
Anyway could someon finally fix Viper VII missing it's third gun? this bug cause it to be preatty usseles comparing to Viper II.
Solstyce
16th Sep 06, 12:03 PM
mr who can you post a screenie of a viper mk 7 fireing its 3rd gun?
we will have several variations of the Cylon heavy Raider, and the Raptor so they can be used in multiple roles.
mr. WHO
16th Sep 06, 12:09 PM
you mean they don't shoot their third gun? I could bet that Viper mk. VII shoot all it's guns when chasing that Heavy Raider that boarded Galactica.
EDIT:
Damn you're right!! I just rewatched that scene and Vipers mk. VII DO use only two guns. weard :bricks:
They propably saving ammunition for them :D
Anyway I'm looking froward to shots of textured-ingame Adriatic :D
Jewegee
16th Sep 06, 7:43 PM
mr. Who- Yea I noticed that too. However, the BSG development team occasionally has some slip-ups (ie in "33" when Helo fires at a centurion, he clearly fires but there is no muzzle flash). Perhaps this is just a bug?
Also, are we really sure that that ship is the Adriatic? I know it is seen in the series (ie the season 2 finale), and I knwo they mention the Adriatic, but are we sure they are the same ship?
yafn
16th Sep 06, 10:32 PM
I've gotten Coxxon's mining ship into the game as well. I've been able to set it up to harvest (though it looks kind of silly being so big and the default astroids being so small) I was hoping I would be able to send the harvested resouces straight to the players resource without docking with some other ship and unloading them, if anyone has any ideas I would like to hear them!
Release 0.2.1 for the Homeworld2 Battlestar Galactica (HW2BSG) mod! Get it at http://prdownloads.sourceforge.net/hw2bsg/hw2bsg-0.2.1-data.rar?download Speech has been added to the first mission, as well as more TNS ships the Cylon Heavy Raider, Colonial Raptor, and Colonial Flattop.
Maleck
18th Sep 06, 12:49 PM
THings seems to be coming along great.
Thanks, with special thanks to Coxxon for the use of his ships.
Ragnarokx
19th Sep 06, 12:26 PM
Its less than one month until season 3 is being aired ! :)
khib yusa
19th Sep 06, 1:46 PM
Greetings,
I have been able to play on the newest version of the mod, and it is stunning. As the TNS Colonials I managed to kill all of the TNS Cylons with only losing 24 Viper squadrons. More MKVII's for some reason though...
Anyway, I have just tried it now and it says that there is a 'conflict with the disk emulator software' and my anti-virus program pops up to say that a Trojan has just tried to infiltrate my system.
Any ideas as to why?
Regards,
Khib Yusa
Solstyce
19th Sep 06, 4:25 PM
hrm... that is a good question, it must not like something in our code, i assure you there are no trojans within our mod. But this is the first i have heard of this problem. Did 0.2.0 work for you?
Zatch
19th Sep 06, 4:46 PM
there is a 'conflict with the disk emulator software
Disable all disk emulator software including any virtual drives. :)
The trojan is most likely a part of whatever emulation software you're running.
@khib yusa - are you running something so as to not need your hw2 CD to play? Google brought up a couple of hits like - http://forums.relicnews.com/showthread.php?t=23869 and http://forums.afterdawn.com/thread_view.cfm/81367 I use Symantec anti-virus on one computer and pc-cillin on another, neither have reported anything like this. You did download the mod from our sourceforge download page right and not some other site right?
khib yusa
19th Sep 06, 11:59 PM
Greetings,
I don't have a cracked copy of the game and I did download the mod from Sourceforge.
I never got the 0.2.0 version either. I just jumped ahead.
But even when it was running it still had some issues. I couldn't play a TNS Colonials vs TNS Colonials game either. I only manages 2 TNS Colonials vs TNS Cylon games before this appeared.
I'm going to uninstall it, send all of my system cleaner programs at my machine and try installing it again.
The mod is stunning though, I just wish that the enemy would come to me and play though. I can destroy them with minimal casualties now.
Regards,
Khib Yusa
yafn
20th Sep 06, 12:18 AM
Ya, our AI needs a lot of work it's better in the campaigns.
evillejedi
20th Sep 06, 4:27 AM
I recently did a clean reinstall of my system (and I mean clean, at this point I had zone alarm, avg and spybot installed beyond XP and sp2), installed HW2, and got the same error, looked at my disk and it was all scratched up, I think if you look around it is common for 'copy protection' to think that it needs to act because of a damaged disk, after trying a few times I was able to get into the game and patch, it just took a long time to read the disk.
Zatch
20th Sep 06, 7:43 PM
Although this is more of a performance issue, it can lead to copy protection thinking you are using some sort of illegal disk: drives falling into PIO mode after multiple disk read errors. (http://support.microsoft.com/?kbid=817472)
If an IDE drive detects a certain number of errors (I believe it is 6) the drive will downgrade its access protocol, all the way to PIO (the slowest possible mode.) When the disk reads so slowly, often well below the drive's specifications, even more errors are generated and it all goes downhill. I suggest using the registry fix mentioned on the Microsoft page. SP2 does NOT fix the issue, they're liars.
Valaron
21st Sep 06, 5:30 AM
Microsoft?? LIARS?? Oh no.. Never!! Why would they have any reason to lie? :P
[/sarcasm]
JarredT1030
26th Sep 06, 1:51 PM
site will be back online with a facelift, www.battlestarmod.com is a temporary page.
"Apollo"
26th Sep 06, 8:05 PM
My computer is working and I just installed HW2. Once I set up SVN I should be able to get back into coding. Solstyce and I have been tossing around some ideas that we are going to need to get to work on.
Good to have you back Apollo.
Zephey
30th Sep 06, 12:07 PM
Sorry i haven't been on in along time. I started college the a few weeks ago so i haven't had much time to play.
"Apollo"
1st Oct 06, 9:19 PM
I think that Raptor should have a weak missiles. This would make them defend itself and attack with Vipers (aka stick close to them and performing Electronic warfare support).
Heavy Raider have very good armour (one of them easily break trough Galactica suppresion field with two Vipers VII on it's tail). So it should have good combat stats.
Anyway could someon finally fix Viper VII missing it's third gun? this bug cause it to be preatty usseles comparing to Viper II.
I just gave the Heavy Raider a makeover on SVN, so this should be much better now.
Jim Starluck
4th Oct 06, 11:50 PM
Say, are Heavy Raiders and Raptors ever going to be able to board capital ships?
Mefusta
5th Oct 06, 2:26 AM
Say, are Heavy Raiders and Raptors ever going to be able to board capital ships?Heavy Raider capturing and/or sabotage parties would be nice, but it's completely infeasible to expect a Raptor or two with 6 Marines apiece somehow capturing a Battlestar with over 2000 crew, or a Basestar where the controls are likely entirely organic. Even smaller ships like Colonial One would be somewhat on the impractical side for human marine boarding-parties, as they'd still have to contend with well over a hundred crewmen.
mr. WHO
5th Oct 06, 5:28 AM
Heavy Raider capturing and/or sabotage parties would be nice, but it's completely infeasible to expect a Raptor or two with 6 Marines apiece somehow capturing a Battlestar with over 2000 crew, or a Basestar where the controls are likely entirely organic. Even smaller ships like Colonial One would be somewhat on the impractical side for human marine boarding-parties, as they'd still have to contend with well over a hundred crewmen
Simple, make them not capture, but disable ship power(aka engines and weapons) instead.
In stock HW2, when you tried to capture carrier/SY/MS and capture bar goes to 100% it make ship offline for few moments.
This would be good for Colonials capturing basestar.
However, Cylons are able to capture Battlestar, by depressurising(aka blowing all air and crew into space) and then connect into colonials control computers (they only need few centurions, if you watched the end of season two, you know that battlestar can be run by only few persons on bridge). Note that Centurions are armoured so only few of marines with AP rounds can kill them. Standard marines and crew are no match for centurions.
Mefusta
5th Oct 06, 6:32 AM
However, Cylons are able to capture Battlestar, by depressurising(aka blowing all air and crew into space) and then connect into colonials control computers (they only need few centurions, if you watched the end of season two, you know that battlestar can be run by only few persons on bridge). Note that Centurions are armoured so only few of marines with AP rounds can kill them. Standard marines and crew are no match for centurions.Granted, but remember that the Centurion boarding-action in 'Valley of Darkness' almost succeeded only because the element of surprise was on the their side, the Galactica was extremely understaffed , and the Cylon virus heavily crippled the crew's ability to mount a defense. Under optimal circumstances, one would expect a full marine compliment fully equipped to fight Centurions and appraised of their tactics, meaning a small 5-man Cylon team would be slaughtered before they could do much damage, and even a dedicated boarding force would meet more than significant resistance.
IMO, capture efforts for both sides should be restricted to merely shutting down the given vessel or something similar, given that the chances of either side managing to gain control of a hostile vessel are logically [i]miniscule.
Ragnarokx
5th Oct 06, 1:07 PM
Season 3 will air on 30th of October, i hope we get to see some canon Cyclon material ! :)
splintercell56
5th Oct 06, 1:12 PM
It will actually start on the 6th of October.
Ragnarokx
5th Oct 06, 1:52 PM
Oh. That would be tomorrow already ? My bad, sorry. Even better this way though.
Valaron
5th Oct 06, 5:24 PM
Awww... I havent even seen season 2 yet!! :(
twcooke
6th Oct 06, 7:32 AM
does anyone know when season 3 will be shown in the UK
@mrWho - excellent points on capturing.
@folks in the US - BSG sesson 3 starts tonight! Has everyone watched all 10 webisodes? They are about 3 minutes each - http://www.scifi.com/battlestar/video/index.php?cat=webisodes&vid=29339 If you just can't wait for tonight you can see the first act online - http://www.scifi.com/firstlook/battlestar_03/
Solstyce
6th Oct 06, 3:36 PM
IF we see any new cylon stuff you know we will be working diligantly to get it in game =). WOOOHOO Season 3...
oh and a note on the capture, why not make the cylons capture time long but still shorter than the Colonials due to the superiority of a Centurian... just a thought.
Ragnarokx
8th Oct 06, 1:18 AM
So, did you like the new seasons premiere ? Im stil downloading it, but have gathered some not-so-good opinions lately.
evillejedi
8th Oct 06, 11:36 AM
good for plot (especially since they have to draw out new caprica some more to make it matter)
bad for no space battles (would have like to seen adama on the run from cylons)
in general, just too slow for a season opener, feels like they shoud be episdoe 2-3 not 1-2
Solstyce
8th Oct 06, 12:33 PM
yeah but i think it is setting up some really sweet stuff, i like that fact that i have no clue where they are going with it and how this could end in the colonials advantage. Slow yes, but im thinking they are setting up some huge plot lines, so ill settle for slow.
I didn't find it too slow, but I have really been enjoying the plot and drama with how it relates to current events.
No space battles, though it does look like we will be gearing up for a big one!
mr. WHO
8th Oct 06, 12:50 PM
Hey guys, could any of your scripters could help me with this:
http://forums.relicnews.com/showthread.php?p=1766510#post1766510
cloaked
17th Oct 06, 10:23 PM
Sorry for my abscence, 'life' happened. Anyways, I've finally got access to a good connection (still no Maya :() so I've uploaded the useful stuff that I've had sitting on my hard drive. Namely, the textured TOS ships and my mining ship hoded and in game + the same in obj model format. It shouldn't take much to get them working w/ the current version of the mod either.
http://files.filefront.com/hw2bsg_cloakeds_stuffzip/;6035757;;/fileinfo.html
Nice work on the mod btw (go team), just downloaded the latest version and it looks like theres a lot more ships. :D If i get the drive to, i may work on the skirmage ai for you guys. Dead ships in space just plain suck. :/
Ragnarokx
23rd Oct 06, 1:04 PM
wut. 5 days and not a single post ?! Is everyone paralysed watching S3 ?
twcooke
23rd Oct 06, 2:04 PM
i have to wait till january to see season 3 :(
dacis2
24th Oct 06, 2:11 AM
The intarweb is a wonderful thing :)
khib yusa
25th Oct 06, 3:20 AM
Greetings,
series 3 is very good so far (I have seen the first four episodes. not saying how, but they are sooo good!). The new tactics that are present in the fourth episode are very cool, and probably one of the only ways to actually have the Colonials taking on the Cylone piece-meal.
The only other thing that I have to point out, s that the Pegasus appears to have 8 or 12 chin cannons paired up. That is a hell of a lot of firepower... One Base Star removed in a 5 or 6 second volley from those guns... That is some scary firepower there...
Regards,
Khib Yusa
PatB
25th Oct 06, 11:21 PM
It also appears that the raptors can be armed far more heavily than suspected...
Jewegee
25th Oct 06, 11:30 PM
Good, we can FINALLY have a bomber type thing based on cannon material for TNS. Several variants of the raptor could be used ie a boarding raptor, gunboat, bomber or ECCM ship. Meanwhile vipers are stuck to being fighters/heavy fighters.
PS...are the mk VII's still next to useless or has that issue been addressed yet?
sprrol
26th Oct 06, 3:21 PM
It also confirmed that Galactica can make quick tactical jumps within seconds.
splintercell56
29th Oct 06, 6:27 PM
Is this mod still alive.
Yes, though I have been busy, and will continue to be busy for a few more weeks. Looks like I should have some time in Nov.
TechOps101
5th Nov 06, 3:11 PM
woot woot for making this a mod the tv serieries (new) has really slamed the original out of the water. i have followed since the show since day one and have seen most of the older original episodes from the first BSG and i cant wait to get this mod working... since my comp crashed a while ago and i lost everything homeworld mod related good thing though i had most of the original files on a external hard drive or i would be totaly screwed.
Vagyr Admiral
6th Nov 06, 12:02 PM
In Kobols last gleaming pt. 2 i saw a large freighter at one point it is only there like a sec and it's definitivly not a heavy raider. Is there a website? Is galactica bigger and stronger than pegasus?`caus if it were the case it would not bee correct.
Jewegee
6th Nov 06, 8:25 PM
It helps to read the thread/ watch the show to answer such questions.
However, yes there is a sort of freighter for the cylons.
Peggy appears to be bigger, and is far more stronger (in the episode The Captain's Hand she took 3 nukes and was *relatively* fine).
Yes there is a website, www.scifi.com or the specific BSG HW2 site is probably linked somewhere on this very page.
Hope this helps.
Vagyr Admiral
6th Nov 06, 11:44 PM
Is peggy beter in the mod? and i meant website for the mod.
Ps: At one point they say that peggy is twice the sise of galactica
utpoorboy
7th Nov 06, 11:48 AM
Great Mod! Lots of promise here; I'm looking forward to seeing this fully developed. :yippee:
Razor7
8th Nov 06, 10:22 AM
Peggy is alot more durable that has to be said, it took 3 direct nuclear hits (cpts hand) Where as the bucket suffered extensive damage after one hit (mini series)
Vagyr Admiral
8th Nov 06, 1:19 PM
Yea But what about the size and the web-site?
twcooke
10th Nov 06, 2:34 PM
@vagyr admiral: heres the mod website http://battlestarmod.com/
nearly reached the 100th page
Vagyr Admiral
11th Nov 06, 12:01 AM
thx
Omniplex09
11th Nov 06, 2:26 PM
does anyone know were i can find the tools to edit hw2? I know its off topic (plus why wasnt the pegasus textured version released withthe last release since those new models were donated to the group?)
Zatch
11th Nov 06, 5:39 PM
http://www.relic.com/rdn/homeworld2/index.php
Get the RDN toolkit from that page.
Kinjiss
18th Nov 06, 7:41 PM
Anyone see new episode of BSG? It had two new ships Battlestar Valkyrie and a Stealth fighter of somesort
Sure did. It may have been an illusion, but the Valkyrie sure seemed alot smaller than both the Galactica and the Pegasus.
Norsehound
18th Nov 06, 11:03 PM
The Stealthstar looked like a Stealth-ified Viper, IIRC. It was missing the top tail fin and had two rectangular exhausts at the rear. Also seemed to be painted in low vis camo...
I got the impression the Valkyire was a long and slim ship- possibly a little larger than galactica. Wikipedia says it was a modern battlestar, probably closer to Mercury than Galactica if we're to make them the end-points. She also clearly had anti-capital guns (two of them at least on each end of the flight pod) and several vertical launch chutes for ship-to-ship missiles mounted around the back part of the ship's 'head'. She also had what seemed to be a drive pod more similar to a Mercury class than the Galactica's. Tigh also seemed to infer that the Stealthstar mission might have been Adama's last aboard the Valkyrie.
Yes, I've been watching the new Galactica for a while now, ever since "Collaborators". This was the best TNS galactica episode I've seen so far.
evillejedi
18th Nov 06, 11:28 PM
it has engines like the pegusus but half as many, so maybe half the size?
Norsehound
18th Nov 06, 11:51 PM
I wouldn't put it that way.
I would have to see it again I suppose. The Valkyrie was supposed to be a mainstream Battlestar some time before the Cylon attack of the colonies. I would guess it was a type that might have replaced the Galactica possibly... I just had the impression it was the same size, maybe a little longer. The Mercury class might have been state-of-the-art, while the Valkyrie was just 'mainstream.'
It also seems that whenever the production team introduces a new battlestar, they are drawing it closer and closer to the TOS vessel. I had the impression the Valkyrie was the closest the TNS came to the origional Galactica... at least that's the thought that went through my head as I saw the aft-on view of the Valkyrie. I think it was the only full body shot we'll ever see of this ship, since it was Adama's command of the past.
Reguardless, I think the point with the Valk was that it was using the same kind of engine as the Pegasus, but didn't need as many to drive as massive of a ship. So it wasn't slower because it was smaller in bulk and size, and the engines were that efficient.
Since a Picture (http://media.battlestarwiki.org/images/4/40/3x8-Valkyrie-Firing.jpg) of the Valkyrie is up, we can look at better details...
Jim Starluck
19th Nov 06, 1:40 PM
I kinda figured that Valkyrie was the Kitty Hawk to Pegasus' Nimitz-class. A lighter, not quite top-of-the-line ship, employed for lower-priority missions.
Edit: Also that link you posted isn't working, Norsehound, just lands us at an error page.
Norsehound
19th Nov 06, 1:51 PM
Well, I pulled the image from the Battlestar Wiki:
http://en.battlestarwiki.org/wiki/Valkyrie
Stealth Star's entry is up also:
http://en.battlestarwiki.org/wiki/Stealth_Star
Good, since I was afraid they would just re-use the Blackbird model for thier 'stealth ship'.
Though mainstream Wikipedia (or somewhere) indicated this was an experimental craft, but I'd like to think it was the Colonial's prime Stealth fighter, much like the F-117 was during it's inception. Relatively low armament (or all missile based), and designed to be as stealthy as possible.
Not sure if it worked or not though- as Bulldog was shot down by DRATIS unknowns. The fact that his assailant fired and dissapeared can be blamed on the Cylons, but it might as well also be blamed on another Colonial ship setting Adama up to fail. The fact that the UNKNOWN retreated and did not persue Bulldog to destruction says much. (Point is, there may have been no problem with Steathstar's passive jamming after all)
Norsehound
23rd Nov 06, 5:17 PM
Anyways... not sure where the production of this mod went...
If you guys are interested, I did re-design a TOS ship presented on another galactica Website. Her name is the Xerxes class Light cruiser... and I think she may have been the contemporary of the Valkyrie in the new galactica.
Anyway, she's over here: http://www.deviantart.com/deviation/43548641/
If you want me to sketch up other colonial/cylon ships, let me know and I can give it a whirl.
RenegadeLight
23rd Nov 06, 7:41 PM
http://img86.imageshack.us/my.php?image=peg05160602lg9.jpg
Five of them just recently appeared as far as I know...
Shame the beast had to be killed off before it happened though!
Jewegee
23rd Nov 06, 8:07 PM
that's a nice model of peggy!
Omniplex09
3rd Dec 06, 9:50 PM
how would i add the ships into the single player game or make some of the buildable from the mothership?
Norsehound
4th Dec 06, 8:28 PM
Is THAT Pegasus going to be ingame?
And what's been completed so far? Classic Galactica yet?
twcooke
5th Dec 06, 12:26 AM
pegasus is already in game it's just not textured.
ans at the moment the classsic galactica is being worked on if you look at the forums you'll see updates every once in a while
Omniplex09
5th Dec 06, 5:10 PM
ok but what about using the ships in the original story campaign?
Norsehound
5th Dec 06, 6:02 PM
pegasus is already in game it's just not textured.
ans at the moment the classsic galactica is being worked on if you look at the forums you'll see updates every once in a while
What forum? This one, or the one linked in the last page?
I've seen the classic Galactica untextured, but aside from one shot of a TOS viper pretty much every ship in the game is TNS.
twcooke
6th Dec 06, 12:29 AM
Omniplex09- i cant awnser the question but another member of the mod might post a thread in the welcoming forum at the mod site forum http://battlestarmod.com/forums/
Norsehound-like i said the tos are being worked on MGoblin has been working really hard on it lately.
Razor7
8th Dec 06, 6:22 AM
Will there be Ai in the next release?
twcooke
8th Dec 06, 8:28 AM
might be but no promises
Ragnarokx
8th Dec 06, 1:21 PM
looks cool !
mr. WHO
8th Dec 06, 3:15 PM
Hi guys, I've been quite busy and haven't any time to register to new forum so I don't have internal acces.
Could you tell me if any of my ships is ingame (I know about my warstar and TNS Bombers, BTW do you plan to put my TOS Serpent too?) or got textures?
If yes, could you PM me some screenshots?
EDIT: Hey TWCooke, same questions regarding your models :D
twcooke
8th Dec 06, 3:34 PM
none of mine are in game yet at the moment i think we're focusing on AI, TOS and finding a texturer, and im afraid we havent got any more of your model in game yet.
things you might see in the next release
textured TOS battlestar and base star
textured Pegasus (not sure but mgoblins working on it) with new weapon layout
Mr Who register on the new forums and pm darken he'll give you the access
showhow
8th Dec 06, 3:47 PM
The ship look awsome, and I can't wait to see more. :)
mr. WHO
9th Dec 06, 1:51 PM
Heh, I got internal access back :D
I can tell you that this TOS Galactica is only a very tip of an iceberg :D
Norsehound
10th Dec 06, 10:59 AM
Indeed! TOS, imo, seems to still remain and underexploited arm of the Galactica Mythos.
Then again, some would argue Battlestar Galactica itself is unexploited...
JarredT1030
11th Dec 06, 4:54 PM
TOS Cylons have been filled out a lot Norsehound, we're getting ready to release a temp list of the changes that will be coming out. I think you'll like them. TOS is really fleshed out.
Solstyce
15th Dec 06, 11:26 AM
Hey guys just to give you an update, we are going strong. Also we have been nominated for Mod of the year on the ModDB site, we made it through the first phase and are considered one of the top 100 mods, so please help us out and vote...
http://moddb.com/images/goldenspanner/2006/promo_big.gif (http://mods.moddb.com/6951/battlestar-galactica-hw2-mod/)
Arvis Taljik
16th Dec 06, 9:18 PM
I would like to offer up my soundtrack from the first season of BSG should you people need it. Feel free to contact me through MSN with barraganap1804@msn.com if you want the music.
Ragnarokx
17th Dec 06, 4:52 AM
I voted for you guys :)
How about some new eyecandy screenie ? :P
mysticknight14
17th Dec 06, 7:51 PM
"Spoilers for Episode 311: Eye of Jupiter"
Now that we know how Galactica fires nuclear missiles, will they be included in the game?
Crossroads inc.
17th Dec 06, 11:03 PM
Greetings all.
It may be hard to believe but I've really never taken a look at this mod from the time it first started. Having been away from the forums for a couple of months it's small wonder theres a lot I have missed. Among those many things, is how can I get this working on a mac?
The Download apears to be several individual files. Yet The mod runner I have works only with single ".big" files...
Undoubtably the answere I'm looking for has been addresed before, yet I am reluctant to wade through the 90 odd pages :/
twcooke
18th Dec 06, 12:25 AM
how can I get this working on a mac?
go on to our website forum and go into the astral queen support center and mae a thread someone will help you
Norsehound
18th Dec 06, 8:26 AM
Now that we know how Galactica fires nuclear missiles, will they be included in the game?
Yeah but they weren't there in every other episode, so do we consider them canon or a spasm on the point of the writers for the sake of a cliffhanger?
PatB
18th Dec 06, 10:01 AM
They've been carrying nukes since the first episode. Had to have some way to use them.
Solstyce
18th Dec 06, 2:19 PM
They will be, in wht capacity is under some descussion, we are thinking research option..
evillejedi
19th Dec 06, 2:48 PM
those also may be bombardment only, not useful for ship to ship... (I thought they only had 3 nukes onboard anyway.. thiough peg may have shared)
Norsehound
19th Dec 06, 9:40 PM
Can pegasus manufacture nukes, I wonder?
Gotta wonder about the production possibilities of nuclear warheads in the colonial fleet as a whole...
Solstyce
20th Dec 06, 1:07 AM
An update:
We have released v 0.3.0 to our staff members to squish the bugs and work out any playability kinks. We are continueing to add content. the next Version will be 0.3.0 due to the amount of content that we are releasing. And if you guys thought it was good before get ready... you are going to love this release. ATM we dont have an ETA on the release but we want to get a relatively bug free release out so you guys can enjoy playing rather than chase down bug solutions.
Solstyce
Allright, I need some help, I'm running XP as my OS, but I can't get the SP mission to work. Cylon vs. Cylon fights (with TNS ships), produce crashes, Hyperspacing with any Colonial ships produces Crashes, and on occasion it will crash anyway, having allies also creates crashes.
Any chance iof some ideas as to what i'm doing wrong? The SP not working is the one thats annoying me ATM.
mysticknight14
20th Dec 06, 7:53 AM
Ohhh can't wait, I hope you release it on Christmas as a Christmas present.
Solstyce
20th Dec 06, 10:07 AM
Carl-- do you have v 1.1 of HW2 and do you have anyother mods installed?
Carl
20th Dec 06, 10:23 AM
Defintly got the latest patch, (if thats what 1.1 is). However my HW2 fiolder is full of Junk, I extracted the files ages ago and arn't sure which is which so I deleted everything but the .BIG files, (before putting your mods files in that is).
What should be in the Data folder prior to your mod going in?
thaier are no mods in it removed those as i know which they are BTW.
Thanks.
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