this is 4 versions out of date. I'm going to update it sometime soon.
IIRC, Light Miners replace regular miners, and then heavy miners replace light miners
Playing BSGcore
The Battlestar Galactica core playing guide, V0.29
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 - A basic colonial fighter can nearly do a 360 in the 2 second opening animation, and most ships are more agile than that.
The only cloak available is for the Stealth Ship/Captured Raptor. These cloaks reduce the ship to 0% sig, but neither has an energy regen, so the total time they can be used is limited
Enhanced fighers and Advanced fighters can have an 'Afterburner' - but the total time available to them is limited, as there are no fuel tanks. Stealth Ships/Captured Raptors have a 'Stealth Ship Afterburner' which is mildly more effective.
Missiles are longer ranged and track better.
Countermeasures are more effective than in standard alleg, and are in similar quantities.
All nuclear missiles increase sig by enormous amounts, especially the Micro-nuke.
Almost all 3rd level tech requires a shipyard - And anything that isn't in the shipyard should be there.
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 maneuverable 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. Colonials have a 'Sensor Buoy' that is a station that has a 5000m scan range and 75% signature. However, it is very weak and can be killed by everything.
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(II)/Advanced Fighter (VII): The advanced Fighter now overrides the Enhanced fighter, but there are two versions. The Mark II is speedier and more manuverable than the Mark VII, but the VII has 3 gun mounts, larger missile capacity, and more armor/
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.
--Heavy Miner (Replaces light miner with a slower miner that has higher sig, armor, and scan range than normal)
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:
--Rocket Pod 1,2
--Anti-Fighter Missile 2
--Mine Pack 2
--PW damage/Range 2 GAs
--Missile Track/Damage 1,2 GAs
Expansion
-Stealth Ship/Captured Raptor
--(With Advanced Expansion, no research) 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 (With Nuke 2)
-Heavy Countermeasures
-3rd level tech
-Battlestar(Colonials)
--Heavy Battlestar(Colonials)
---Advanced Shipyard
----Ship-to-ship Missile II
----Base Star (Cylons)
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 - A basic colonial fighter can nearly do a 360 in the 2 second opening animation, and most ships are more agile than that.
The only cloak available is for the Stealth Ship/Captured Raptor. These cloaks reduce the ship to 0% sig, but neither has an energy regen, so the total time they can be used is limited
Enhanced fighers and Advanced fighters can have an 'Afterburner' - but the total time available to them is limited, as there are no fuel tanks. Stealth Ships/Captured Raptors have a 'Stealth Ship Afterburner' which is mildly more effective.
Missiles are longer ranged and track better.
Countermeasures are more effective than in standard alleg, and are in similar quantities.
All nuclear missiles increase sig by enormous amounts, especially the Micro-nuke.
Almost all 3rd level tech requires a shipyard - And anything that isn't in the shipyard should be there.
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 maneuverable 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. Colonials have a 'Sensor Buoy' that is a station that has a 5000m scan range and 75% signature. However, it is very weak and can be killed by everything.
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(II)/Advanced Fighter (VII): The advanced Fighter now overrides the Enhanced fighter, but there are two versions. The Mark II is speedier and more manuverable than the Mark VII, but the VII has 3 gun mounts, larger missile capacity, and more armor/
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.
--Heavy Miner (Replaces light miner with a slower miner that has higher sig, armor, and scan range than normal)
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:
--Rocket Pod 1,2
--Anti-Fighter Missile 2
--Mine Pack 2
--PW damage/Range 2 GAs
--Missile Track/Damage 1,2 GAs
Expansion
-Stealth Ship/Captured Raptor
--(With Advanced Expansion, no research) 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 (With Nuke 2)
-Heavy Countermeasures
-3rd level tech
-Battlestar(Colonials)
--Heavy Battlestar(Colonials)
---Advanced Shipyard
----Ship-to-ship Missile II
----Base Star (Cylons)



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.[/quote]
Hang on, this seems to be saying ships can rip to pods? Is this right?
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.[/quote]
Hang on, this seems to be saying ships can rip to pods? Is this right?


spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
The Battlestar Galactica core playing guide, V0.30
New stuff is bold. Changed stuff is italicized.
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 - A basic colonial fighter can nearly do a 360 in the 2 second opening animation, and most ships are more agile than that.
The only cloak available is for the Stealth Ship/Captured Raptor. These cloaks reduce the ship to 0% sig, but neither has an energy regen, so the total time they can be used is limited
Enhanced fighers and Advanced fighters can have an 'Afterburner' - but the total time available to them is limited, as there are no fuel tanks. Stealth Ships/Captured Raptors have a 'Stealth Ship Afterburner' which is mildly more effective.
Missiles are longer ranged and track better.
Countermeasures are more effective than in standard alleg, and are in similar quantities.
All nuclear missiles increase sig by enormous amounts, especially the Micro-nuke. All missiles increase sig by a large amount. - Updated missile sigs for 0.30
Almost all 3rd level tech requires a shipyard - Everything except EWS Probe 3 and Chaff 3 are now in Shipyard.
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 maneuverable 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. Colonials have a 'Sensor Buoy' that is a station that has a 5000m scan range and 75% signature. However, it is very weak and can be killed by everything.
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(II)/Advanced Fighter (VII): The advanced Fighter now overrides the Enhanced fighter, but there are two versions. The Mark II is speedier and more manuverable than the Mark VII, but the VII has 3 gun mounts, larger missile capacity, and more armor/
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.
--Heavy Miner (Replaces light miner with a slower miner that has higher sig, armor, and scan range than normal)
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:
--Rocket Pod 1,2
--Anti-Fighter Missile 2
--Mine Pack 2
--PW damage/Range 2 GAs
--Missile Track/Damage 1,2 GAs
Expansion
-Stealth Ship/Captured Raptor
--(With Advanced Expansion, no research) 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 (With Nuke 2)
-Heavy Countermeasures
-3rd level tech
-Battlestar(Colonials)
--Heavy Battlestar(Colonials)
---Advanced Shipyard
----Ship-to-ship Missile II
----Base Star (Cylons)
Deathmatch:
Colonials have their Enhanced Fighter
Cylons have the Advanced Fig/Scout
All have KEW 2 and Anti-Fighter Missile 2
All have Afterburner
Fixes from 0.29 to 0.30
Capitol ship turn rates are better. By a lot.
Enhanced Fighter fuel is fixed
unnecessary items removed from DM
Light Miner/Heavy Miners fixed
Improved Colonial Garrison's docking
Fixed Shipyard model
The install file will be up later tonight. Check the main thread
New stuff is bold. Changed stuff is italicized.
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 - A basic colonial fighter can nearly do a 360 in the 2 second opening animation, and most ships are more agile than that.
The only cloak available is for the Stealth Ship/Captured Raptor. These cloaks reduce the ship to 0% sig, but neither has an energy regen, so the total time they can be used is limited
Enhanced fighers and Advanced fighters can have an 'Afterburner' - but the total time available to them is limited, as there are no fuel tanks. Stealth Ships/Captured Raptors have a 'Stealth Ship Afterburner' which is mildly more effective.
Missiles are longer ranged and track better.
Countermeasures are more effective than in standard alleg, and are in similar quantities.
All nuclear missiles increase sig by enormous amounts, especially the Micro-nuke. All missiles increase sig by a large amount. - Updated missile sigs for 0.30
Almost all 3rd level tech requires a shipyard - Everything except EWS Probe 3 and Chaff 3 are now in Shipyard.
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 maneuverable 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. Colonials have a 'Sensor Buoy' that is a station that has a 5000m scan range and 75% signature. However, it is very weak and can be killed by everything.
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(II)/Advanced Fighter (VII): The advanced Fighter now overrides the Enhanced fighter, but there are two versions. The Mark II is speedier and more manuverable than the Mark VII, but the VII has 3 gun mounts, larger missile capacity, and more armor/
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.
--Heavy Miner (Replaces light miner with a slower miner that has higher sig, armor, and scan range than normal)
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:
--Rocket Pod 1,2
--Anti-Fighter Missile 2
--Mine Pack 2
--PW damage/Range 2 GAs
--Missile Track/Damage 1,2 GAs
Expansion
-Stealth Ship/Captured Raptor
--(With Advanced Expansion, no research) 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 (With Nuke 2)
-Heavy Countermeasures
-3rd level tech
-Battlestar(Colonials)
--Heavy Battlestar(Colonials)
---Advanced Shipyard
----Ship-to-ship Missile II
----Base Star (Cylons)
Deathmatch:
Colonials have their Enhanced Fighter
Cylons have the Advanced Fig/Scout
All have KEW 2 and Anti-Fighter Missile 2
All have Afterburner
Fixes from 0.29 to 0.30
Capitol ship turn rates are better. By a lot.
Enhanced Fighter fuel is fixed
unnecessary items removed from DM
Light Miner/Heavy Miners fixed
Improved Colonial Garrison's docking
Fixed Shipyard model
The install file will be up later tonight. Check the main thread
Last edited by Andon on Thu Nov 29, 2007 4:12 am, edited 1 time in total.


