Battlestar Galactica - BSG mod

Discussion regarding ongoing development for battlestar galactica mod

Me and a friend is BSG(battlestar galactica) fans and i'm a fairly new player to the Sins of a Solar games, while he has been playing for a while. One of the things we are missing from the new game is a BSG mod. 

I've seen the "Fall of kobol" mod which looks amazing, and my friend has previously tried it. But i can't find any ongoing mod development for this or any other BSG projects. 

 

Is anyone from the old project available for questions and/or would anyone else be interested in such a full conversion mod. 

 

Current Idea for the full Conversion:

Races: Colonial & Cylon

Ships uses crystal/resource for jumping like in the series (tylium)

Scenarios from the series 

Fairly new to modding, but a decent 3D modeler and basic code knowledge. 

707 views 3 replies
Reply #1 Top

The tylium idea is the one I would build first, before any of the ships. In vanilla a jump only costs you time, so a fleet can always run, and that is pretty much the opposite of the show. Half the episodes are about them running low on the stuff.

I would think hard about who pays it though. If both sides pay per jump, the Cylons end up as a second Colonial faction with different models. If only the Colonials pay, and the Cylons are limited by something else, then the two races actually play differently, and that is most of what makes a conversion worth downloading.

The thing I would check early is whether the AI can cope with jumps that cost a resource, because a conversion the AI can't play only really works for people with a friend online. You two have each other, so for a first version that may be fine.

Reply #2 Top

I agree, although lore wise they all need Tylium to jump, but in a scenario this could be an interesting playtrough. 

The main idea was maybe Tylium being more expensive for Colonial and or maybe harder to refine/extract. While Cylons would possibly be weaker 1v1 against the colonials, etc. One thing i've seen is the ressurection ships that could give the Cylons an advantage, so targeting those to keep Cylons from respawning could be the way to play this.  The balance here is important to try and nail. But Tylium is one of the things I want to test yes, and also, might as well work on the NPC to make sure they are able to play it as well. 

Reply #3 Top

Resurrection ships as the thing the Colonials hunt is better than anything I suggested. It gives the two sides different jobs in the same fight. The Colonial player is trying to get through to one ship, the Cylon player is trying to keep it out of reach, and that is a composition problem on both ends instead of two lines of ships trading damage.

Where I would push is the 1v1 weakness. If Cylon ships come back, being weaker per ship barely matters while the resurrection ship is alive, and matters a lot the moment it isn't. That is the show, more or less, the whole point of that two-parter was that a Cylon who dies out of range stays dead. But in a match it means the balance swings on one ship, so most of your tuning ends up being how hard it is to reach and how long it takes to replace, not the stats on the raiders.

On tylium, if every side needs it to jump I would still make it hurt the Colonials more, maybe through supply rather than price. The fleet in the show is short because it can't stop long enough to refine, not because the stuff is expensive. That reads to me as a cost in time spent sitting at a planet, and sitting still is already the thing that gets fleets killed.