BSGcore log

Development areas for Allegiance core (IGC) design.
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Andon
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Post by Andon »

It's not released yet, but it will as soon as I complete the capships and get the capship models from Aaron Moore.

Current settings:
Items in red are possible clashes between realism and gameplay and require further testing

General:
-All missiles have AoE
-All ships are fast/maneuverable (Compared to normal Alleg ships of the same type)
-Some leeway has been taken from the BSG universe to make things playable, but accuracy is kept in top priority
-Missiles do not accelerate but launch at a single velocity and maintain that velocity
-Missiles have longer range
-Countermeasure effectiveness highly improved
-All nuclear missiles have very high sig when equipped
-All ship research time is 180 seconds
-No shields or energy weapons
-No boosters
-No cloaks
-All weapons damage all armor classes
--Some damage may be very minuscule though
-All weapons have much longer range

Weapons:
-KEW - Fast firing, high DPS small-ship mounted weapon.
-Heavy KEW - Turret mounted, medium firing, high DPS weapon
-Super-Heavy KEW - Battlestar main gun.
-Nuclear Missile - Anti-base missile
-Micro-Nuclear Missile - Cylon 'Super-Galv'
-Rocket Pod - Galv equivilant missile, non-tracking.
-Anti-Fighter Missile - Good tracking high speed missile
-Heavy Ship Nuclear Missile - Battlestar/Base Star anti-everything missile
-Ship-to-Ship Missile - Battlestar/Base Star Anti-cap ship/Base missile

Technology
Because of the way that changing around the available technology for BSG realism worked, tech stations have been completely re-worked. I still need to do more testing and re-organizing to have everything worked out correctly.

Garrison:
-Drone improvements
-Bomber research

Supremacy
-Advanced Scout
-Enhanced Fighter
--Advanced Fighter
-Troop Transport
-Heavy Troop Transport (Also Heavy Bomber)
-(Colonial) Stealth Ship

Tactical
-All non-cap weapon upgrades and weapon upgrade GAs

Expansion
-Most GAs

Shipyard
-Requires 'Allow Shipyard' devel (Which requires a techbase)
-Has normal SY GAs
-Battlestar/Base Star weapons
-Battlestar/Base Star development
-Battlestar/Base Star are carriers and TP receivers

Balance
-Early Shipyard is near-impossible
--Shipyards require Techbase (120 seconds + buildtime), Allow Shipyard Devel (240 seconds), building of the Shipyard (120 seconds + Buildtime), researching the heavy ship (180 seconds) in order to launch any capitol ship - That's 660 seconds, or 11 minutes before any cap ship can be made

-Expansion needs something to make it a viable tech path (IE, something to cap/destroy bases)

-Cap ships are nigh-indestructable but are very, very, very expensive and very high sig

Colonials
-Level 1 and Level 2 devels only
-Superior RoF and lower spread
-Stealth ship
-Two kinds of Battle stars
-Advanced Fig costs money
-Enh fig is superior to Cylon Enh fig and still available
-Figs can't Ripcord
-All bases are Teles
-Ships are slightly faster

Cylons
-Longer range weapons
-All ships can ripcord
-Ships are more manuverable
-3 levels of devels.
-Superior Range and Damage
-Advanced fig does not cost money
-Better Sensors
-Better missiles
-Less health

Planned additions:
Yellow items to go in before Beta
-Set base shields to '0'
-Create Base models
-All scouts as teles
-Finish capitol ships
-Finish editing small craft
-Change Cylon ship tree
-Finish stuff from Giant List of DOOM
-Change Armor Classes

Please put suggestions in This Thread. That's the dev thread for it, this is the 'What's going on' thread.
Last edited by Andon on Sun Sep 16, 2007 11:56 pm, edited 1 time in total.
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aemmon
Posts: 23
Joined: Fri Aug 31, 2007 10:23 pm
Location: Canada

Post by aemmon »

Looks to be right on track. I'll lend what help I can and keep pestering for info.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
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Post by Andon »

Beta status is nigh! Just need to finish up the CVH of the Galactica to add functional hangar bays and test the Pegasus to make sure hers work.

The list again:
Items in red are possible clashes between realism and gameplay and require further testing
-Some leeway has been taken from the BSG universe to make things playable, but accuracy is kept in top priority

General:
-All missiles have AoE
-All ships are fast/maneuverable (Compared to normal Alleg ships of the same type)
-Missiles do not accelerate but launch at a single velocity and maintain that velocity
-Missiles have longer range
-Countermeasure effectiveness highly improved
-All nuclear missiles have very high sig when equipped
-All ship research time is 180 seconds
-No shields or energy weapons
-No boosters
-No cloaks
-All weapons damage all armor classes
--Some damage may be very minuscule though
-All weapons have much longer range

Weapons:
-KEW - Fast firing, high DPS small-ship mounted weapon.
-Heavy KEW - Turret mounted, medium firing, high DPS weapon
-Defense Heavy KEW - Turret mounted, fast firing, high DPS, high scatter weapon.
-Super-Heavy KEW - Battlestar main gun. Slow firing, heavy damage projectile.
-Nuclear Missile - Anti-base missile
-Micro-Nuclear Missile - Cylon 'Super-Galv'
-Rocket Pod - Galv equivilant missile, non-tracking.
-Anti-Fighter Missile - Good tracking high speed missile
-Heavy Ship Nuclear Missile - Battlestar/Base Star anti-everything missile
-Ship-to-Ship Missile - Battlestar/Base Star Anti-cap ship/Base missile

Technology
Because of the way that changing around the available technology for BSG realism worked, tech stations have been completely re-worked. I still need to do more testing and re-organizing to have everything worked out correctly.

Garrison:
-Drone improvements
-Bomber research
-TP probe research

Supremacy
-Advanced Scout
-Enhanced Fighter
--Advanced Fighter
-Troop Transport
-Heavy Troop Transport (Also Heavy Bomber)
-(Colonial) Stealth Ship

Tactical
-All non-cap weapon upgrades and weapon upgrade GAs

Expansion
-Most GAs

Shipyard
-Requires 'Allow Shipyard' devel (Which requires a techbase)
-Has normal SY GAs
-Battlestar/Base Star weapons
-Battlestar/Base Star development
-Battlestar/Base Star are carriers and TP receivers

Balance
-Early Shipyard is near-impossible
--Shipyards require Techbase (120 seconds + buildtime), Allow Shipyard Devel (240 seconds), building of the Shipyard (120 seconds + Buildtime), researching the heavy ship (180 seconds) in order to launch any capitol ship - That's 660 seconds, or 11 minutes before any cap ship can be made

-Expansion needs something to make it a viable tech path (IE, something to cap/destroy bases)
--Likely to be an upgrade of a basic weapon that makes it more damaging to bases.

-Cap ships are nigh-indestructable but are very, very, very expensive and very high sig

Colonials
-Level 1 and Level 2 devels only
-Superior RoF and lower spread (Except the Defense Heavy KEW)
-Stealth ship
-Two kinds of Battle stars
-Advanced Fig costs money
--Enh fig is superior to Cylon Enh fig and still available after the Advanced Fig is bought
-Figs can't Ripcord
-All bases are Teles
-Ships are slightly faster

Cylons
-Longer range weapons
-All ships can ripcord
-Ships are more manuverable
-3 levels of devels.
-Superior Range and Damage
-Advanced fig does not cost money
-Better Sensors
-Better missiles
-Less health

Planned additions:
Yellow items are going to be in soon after or just before the Beta
Purple items are done but may need changing
-Set base shields to '0'
-Create Base models
-All scouts as teles
-Finish capitol ships
-Finish editing small craft
-Change Cylon ship tree
-Finish stuff from Giant List of DOOM
-Change Armor Classes

Please put suggestions in This Thread. That's the dev thread for it, this is the 'What's going on' thread.
[/quote]
Last edited by Andon on Sat Oct 06, 2007 1:35 pm, edited 1 time in total.
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Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
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Post by Andon »

The BSG core beta has been released! No server yet, but there will be.

Until it's up on autoupdate, it can be found here: http://www.bcedev.com/Andon/Battlestar%20G...tica%20Core.zip

EDIT: Just fixed it. I had a bad artwork file. I went back to a version that didn't need it, but I'll try and fix it later.
Last edited by Andon on Tue Oct 09, 2007 3:20 am, edited 1 time in total.
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AaronMoore
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Joined: Sun May 06, 2007 3:09 pm
Location: Australia

Post by AaronMoore »

Awesome work Andon!

This will be a lot of fun /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> and it will offer a very refreshing change from Alleg: (all bases TPs, figs cant rip, hehe)

Looking foward to testing it out, is your Beta Server working?

PM me if you want to arrange a time /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Die dam toasters! `gu

`ym
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Mordechaj
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Joined: Fri Mar 03, 2006 8:00 am
Location: Zagreb/Croatia/Europe

Post by Mordechaj »

can't wait for the server to go live! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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w0dk4
Posts: 304
Joined: Sun Jun 12, 2005 7:00 am

Post by w0dk4 »

nice job on the technology section, putting all the upgrades into tac and exp

very excited to play Alleg in BSG environment /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Andon
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Location: Maryland, USA
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Post by Andon »

I've got a thing planned for Expansion that'll make it as viable as a tech path as the other two. Not going to say what right now, but it does involve part of Season 1 as part of it.
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Andon
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Post by Andon »

Thanks to Psych and Wyld, I managed to fix a lot of imbalances/bugs. Not quite up to the par I wanted yet - a little more testing to see is needed.

I have a server on the beta. If you want to test it, download the artwork from here and then get the core update from here. Just unzip the artwork to your artwork folder and put the igc file in there as well
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