For those of you interested, I've written up a thing on how to play on BSGcore:
QUOTE The Battlestar Galactica core playing guide, V0.25
This is for the core version of the same name. This guide is written for R3, although the core is designed with R4 in mind.
General:
All weapons have a higher degree of spread than usual. They also have a much higher rate of fire. This, coupled with the longer range of the weapons, leads to a whole new type of combat that is very fast paced.
All ships are faster - The capitol ships cruise at a minimum of 150mps, while small craft are at least 225 mps. This also helps with the fast paced combat. To compensate for this, the sector boundary has been extended by 25%/
Because the capitol ships are, well, huge, the recommended 'Asteroid' setting is 'low' - this is not the special asteroids, just the normal asteroids.
There are not as many different types of ships - Interceptors and Fighters have been merged into a 'fighter' category. Similarly, a Heavy Troop Transport is also a Heavy Bomber.
There are no shields, although Cylons can have 'Armor Plating' on some of their craft, and most utility craft from both sides have armor plating as well. Armor plating is, in essence, non regenerating shields.
Armor classes have been simplified:
Light: All small craft
Medium: Bombers/TTs/Utility
Heavy: Some lighter bases, Base Star
Extra Heavy: Most bases, Battlestar
Utility: Tougher bases, Heavy Battlestar
All weapons effect all armor classes, and while they 'effect' all bases as well, the base regen is too high for one player or a few players to actually do anything.
Guns take up a LOT of ammo - using Burst fire is more or less a must.
Turning speed is a lot higher - Colonial fighters can flip in the ship launch animation, and it gets better from there for most things.
There are no boosters or cloaks for 99% of things. The only ships with access to these are the Stealth Ships and Captured Raptors
Missiles are longer ranged and track better. To balance, Countermeasures are more numerous (Most ships mounting over 20) and more powerful
All nuclear missiles increase sig by enormous amounts, especially the Micro-nuke.
Cylons vs Colonials:
In general, the Colonials have only 2 levels of development, where the cylons have 3 levels. The Colonials have faster ships, and their capitol ships are a lot tougher. Cylon research is slower than the colonial research, but it costs the same. Cylon weapons have a longer range and more power than their Colonial counterparts, but they also suffer from a wider spread. Cylon ships are more manuverable and mount more missiles, in addition to they Cylons having general better missile tech. Colonial fighters cannot rip, but all colonial advanced bases are rip beacons. Cylons require dedicated rip beacons.
Weapons:
KEW (Colonial)
KEW (Cylon)
Heavy KEW (Colonial)
Heavy KEW (Cylon)
Super-Heavy KEW (Colonial Battlestars)
Nuclear Missiles (Both, Anti-base missiles)
Anti-Fighter Missiles (Both)
Rocket Pods (Both)
Ship to Ship Missiles (Both, capitol ships)
Heavy Ship Nukes (Both, slightly different for each)
Ships:
Colonial:
Fighter/Enh Fighter/Advanced Fighter: The Enh Fighter is not overridden by the Advanced fighter. The Enh fighter uses the Mark 2 model, and the Advanced Fighter uses the Mark 7 model. I am thinking of having an 'Advanced Fighter' for each model, for the BSG nerds like me that like flying the Mk.
Scout/Advanced Scout: Raptor model.
Bomber/TT/HTT: Bomber and HTT use the 'Raptor Gunship' model, troop transport uses Raptor model
Battlestar: Uses Galactica model
Heavy Battlestar: Uses Pegasus model
Stealth Ship: Currently uses Mark 2 model
Cylon:
Scout\Enh Fig/Scout\Adv Fig\Scout: Combine Scout and Fighter in one ship. Uses the Cylon Raider model.
Bomber\TT\HTT: Use the Heavy Raider model
Base Star: Uses the Base star model
Captured Raptor: Uses Raptor Model
Fighter Missiles:
Anti-Fighter Missile: Very powerful missile with decent range and decent tracking.
Rocket Pod: Rapid firing, zero tracking 'Galv' type weapon
Micro-Nuke(Cylon): A fighter mounted anti-everything single-shot missile. Very short range (Suicidal in R4 with FF on)
Stealth ships (Captured Raptor, Stealth Ship):
Can mount Afterburners and can use them for about 10 seconds before running out of fuel. No fuel reloads are available.
Can mount 'Signature Suppression Device' - Can use for about 8 seconds before running out of energy. Energy does not recharge. The device eliminates all signature (Although even 0 sig is detected at a range of a few meters)
Can mount 'Bombs' - Missiles that do not accelerate and are launched at the same speed and direction that the craft is traveling at. Cause large amounts of damage to nearly everything. Long lifespan.
Can travel fast, and then boost with the afterburner.
Does not mount any guns.
Equipment:
Pulse Probes last for just over a second, but they reveal EVERYTHING in the sector. They require stealth ship research and an advanced Expansion
Stations: (Cylons automatically have Advanced stations)
Garrison:
-Enh/Adv Miners/Cons
-Bomber
-Countermeasures
-Probes
-TP probe 1
-Anti-Fighter Missile 1 (Colonials)
Supremacy:
-Enh/Adv Fighters
-Adv Scouts
-TT/HTT
-Ship based GAs (Accel, Speed, Agil)
-Light miner (Replaces standard miner with a faster miner that rips faster (Rips in case of Cylon miners) and has lower sig, but has lower armor and scan range.
Tactical:
-Nuclear Missile 2
--Micro Nuclear Missile (Cylons)
-KEW 2
-Heavy KEW 2
-Prox 2
-Mine 2
-TP probe 2
-PW Damage/Range 1 GAs
-Advanced Tactical:
--Nuclear Missile 3
--KEW 3
--Heavy KEW 3
--Rocket Pod 1,2,3
--Anti-Fighter Missile 2,3
--Mine Pack 2
--Prox 3
--PW damage/Range 2 GAs
--Missile Track/Damage 1,2 GAs
Expansion
-Stealth Ship/Captured Raptor
--(With Advanced Expansion) Signature Suppression Device
-Ship Energy/Hull/Sensors/Sig 1 GAs
-Station Hull/Sig 1 GAs
-Faster He3/He3 Yield 1 GAs
-Advanced Expansion
--Pulse Probe (Req. Stealth/Captured Raptor)
---Ship Energy/Hull/Sensors/Sig 2 GAs
-Station Hull/Sig 2 GAs
-Faster He3/He3 Yield 2 GAs
All techbases:
-Allow Shipyard devel
Shipyard
-Heavy Ship Nuke
-Ship to Ship Missile II
-Heavy Countermeasures
-Battlestar(Colonials)
--Heavy Battlestar(Colonials)
---Advanced Shipyard
----Base Star (Cylons)[/quote]
I might be missing stuff, but I'll add that later
Playing BSGcore
Hi Andon,
Just a question, how come the enhanced fighter doesn't get replaced by the advanced fighter? Does this mean to get the adv fig, I need to manually change it when I dock after the new ship is available? Is the enh fig more suitable for a different task than the adv fig?
Looks like it was a lot of work, nice job!
Just a question, how come the enhanced fighter doesn't get replaced by the advanced fighter? Does this mean to get the adv fig, I need to manually change it when I dock after the new ship is available? Is the enh fig more suitable for a different task than the adv fig?
Looks like it was a lot of work, nice job!


Originally, to keep with the 'Run away from the cylons' type of BSG, I had the Advanced Fig cost money. Yes, it means you'll have to change ships.
But, so that people can have their choice of what ship to fly, I am going to make the Advanced Fig have 2 versions - Mark 2 and Mark 7. They'd be slightly different - the Mark 7 would be as it is now, with three guns etc. The Mark 2 would have 2 guns, but more ammo, less missiles, and probably more agility and speed.
EDIT: Removed links.
But, so that people can have their choice of what ship to fly, I am going to make the Advanced Fig have 2 versions - Mark 2 and Mark 7. They'd be slightly different - the Mark 7 would be as it is now, with three guns etc. The Mark 2 would have 2 guns, but more ammo, less missiles, and probably more agility and speed.
EDIT: Removed links.
Last edited by Andon on Wed Oct 31, 2007 3:10 am, edited 1 time in total.



Here's some more information:
QUOTE Lifepods
Colonial: Small rip reciever. Takes 25 seconds to charge to full capacity, and can rip in 1 normal scout or three advanced scouts on a full charge. Has more armor than the Cylon eject pod.
Cylon: Can rip to all forms of rip recievers.
Colonial Advanced Fighter has two versions:
Mark VII: 3 weapons, better missile loadout. More armor.
Mark II: Better speed, better manuverability, 2 weapons
Stations:
Colonials:
Starbase
Adv. Supremacy
Expansion
Tactical
Refinery
Outpost
Sensor Buoy
Cylons:
Starbase
Adv. Supremacy
Adv. Expansion
Adv. Tactical
Refinery
Outpost
Teleport reciever
Colonial 'Sensor Buoy' is a small, permanent probe with long range but high sig and limited self-repair capabilities that rescues any pods that come to it.[/quote]
QUOTE Lifepods
Colonial: Small rip reciever. Takes 25 seconds to charge to full capacity, and can rip in 1 normal scout or three advanced scouts on a full charge. Has more armor than the Cylon eject pod.
Cylon: Can rip to all forms of rip recievers.
Colonial Advanced Fighter has two versions:
Mark VII: 3 weapons, better missile loadout. More armor.
Mark II: Better speed, better manuverability, 2 weapons
Stations:
Colonials:
Starbase
Adv. Supremacy
Expansion
Tactical
Refinery
Outpost
Sensor Buoy
Cylons:
Starbase
Adv. Supremacy
Adv. Expansion
Adv. Tactical
Refinery
Outpost
Teleport reciever
Colonial 'Sensor Buoy' is a small, permanent probe with long range but high sig and limited self-repair capabilities that rescues any pods that come to it.[/quote]








