Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Is game save file editing still a thing?
I have installed all the DLC.
I started a new Deadlock + Broken Alliance campaign. I skipped the tutorial missions and have started on mission 10.
I edit the savefile (campaign0.bsgsave for the campaign resume, but have also tried editing campaign1.bsgsave and tried to load that save) to change the shiptype for the Thanatos from a 5 (Adamant) to a 29 (Mercury). When I save the file, and try to load it, the game doesn't recognize the file as valid (i.e. the Resume Campaign button doesn't enable after editing the 0 save, and the load campaign screen doesn't show save 1).

I have also tried changing the ship to a 30 (Valkyrie) and a 3 (Ranger), with similar results.

I notice that there is a LastSaveTimestamp in the JSON data in the file, so I used PS to update the LastModifiedDate back to the time indicated in the file after I edit it, in case the game is using it as some sort of tamper detection, but that doesn't appear to have any effect, either.

Is there some mission that I need to progress beyond before ship and savefile editing is allowed, or has something been added to game that now prevents this?

Any help is appreciated! <3
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Showing 1-11 of 11 comments
Hello Tamian, attempts to modify this game are not allowed. Expect a lot of trouble if you decide to try it. It's really a great game as it is. For those that want to use all the ships and not just those that fought in the First Cylon War, try BSG Discord for multiplayer competition. You can use everything there. Give it a try.
Last edited by USS Midway veteran; Aug 23, 2024 @ 9:17am
DerRaketenRudi Aug 25, 2024 @ 9:08am 
Just restart the Game
Sometimes it works if you load an unedited file before

If you also want to use mk7 vipers search for „UnlockedSquadrons“ and add 113
gecko Aug 25, 2024 @ 11:42am 
Of course all my tipps are gatherd from the internet that i stumble upon as modding is forbiden and i would never attempt to mod it. Never. Nope. Of course not. Not even for fun in a single player campain.

The mk7 can, so it seems, only be used if you unlock all squadrons at once.
If the save dosen't show up, there is probably a "typo" in the edit, or the file still open.
There are also a handfull of missions were Galactica is needed as Jupiter MK2. Editing her results in mission breaking bugs.
Cabusha Aug 25, 2024 @ 7:43pm 
Editing the save file is fairly easy. It's NOT Modding. You're not changing anything in the game's assets or engine. And at this point, the game is done/abandoned.

Here's my collection of notes on things inside the save file. Regarding the Mercury, you have to change both the ship type and the squadrons.

ShipType
6 - Manticore
12 - Berserk
5 - Adamant
3 - Ranger
14 - Celestra
4 - Minotaur
2 - Atlas
0 - Jupiter
19 - Heracles
15 - Minerva
1 - Artemis
13 - Janus
24 - Jupiter Mk2
27 - Defender
26 - Orion
29 - Mercury
30 - Valkyrie

UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,]

Just add this for MKVII.

UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,113]

On the ship itself for a mercury:
"ShipType": 29,
"ActiveMunitions": [
0,
0
],
"ActiveSquadrons": [
1,
1,
1,
1
],

Specializations:
"FleetSpecialisation":0
0 = Command
1 = Nav
2 = Gunner
3 = Engineer
4 = Tech?

Specialization skills from tree
1,2,3 from command
4,5,6 from hidden I think
9,10,11 from Engineer

1 = Decisive Leader (+1 Posture)
2 = Indomitable (10% XP)
3 = Spatial (50% Elevation)
4 = Dextrous Controls (yaw)
5 = Leadfoot (+30% Flagship Speed)
6 = Cannoneer (15% gun range)
7 = Marksman (20% Turret Acc)
8 = Sharpshooter (10% Acc and Range Flaghship)
9 = Grease Monkey (60% Subsys Repair)
10 = Custodian (5% DR Flagship)
11 = Armourer (+20 Armor Flagship)
12 = OfficerAnalyst (+40% Dradis Range)
13 = OfficerTech (+3 Firewall Regen per Sec)
14 = Integrity (+25% Ship Hull Points)
15 = Mechanic (+30% Squadron Repairs Flag)
16 = Ace (+20% Squad Acc)
17 = Daredevil (+40% Squad Speed on Flagship)
18 = Warrior (+25% Marines)
19 = Wall (+5 Marine Armor)
20 = Demo Expert (+40% Munitions Salvo)
21 = Blank
22 = Blank

"CommandPointSpecialisationRank":5
this is the Maximum Fleet Values. Starts at 0 for 4K fleet. Increased by 1K per 1pt increase. EG :5 = a 9K fleet
Troff Aug 27, 2024 @ 7:38am 
Also don't forget to use a proper editor, some editors may leave invisible carriage returns when you turn word-wrap off etc. Just get a free open-source code editor (e.g. Notepad++)
The_Nemedian Sep 17, 2024 @ 7:50pm 
Is it possible to set up a skirmish with the Artemis & classic Basestars? I want to try to recreate the original series Living Legend scenario with the Galactica and Pegasus, but the TOS versions (sort of).
gecko Sep 18, 2024 @ 5:51am 
Yep it is
kucsidaveee Sep 19, 2024 @ 12:14am 
Originally posted by The_Nemedian:
Is it possible to set up a skirmish with the Artemis & classic Basestars? I want to try to recreate the original series Living Legend scenario with the Galactica and Pegasus, but the TOS versions (sort of).
One thing you might find annoying is that you can not name a ship Galactica in skirmish. Pegasus is there though.
The_Nemedian Sep 19, 2024 @ 8:39pm 
I see. So you can't edit the name of the ships in the save file?
MrZPeace Oct 1, 2024 @ 3:01am 
Originally posted by Cabusha:
Editing the save file is fairly easy. It's NOT Modding. You're not changing anything in the game's assets or engine. And at this point, the game is done/abandoned.

Here's my collection of notes on things inside the save file. Regarding the Mercury, you have to change both the ship type and the squadrons.

ShipType
6 - Manticore
12 - Berserk
5 - Adamant
3 - Ranger
14 - Celestra
4 - Minotaur
2 - Atlas
0 - Jupiter
19 - Heracles
15 - Minerva
1 - Artemis
13 - Janus
24 - Jupiter Mk2
27 - Defender
26 - Orion
29 - Mercury
30 - Valkyrie

UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,]

Just add this for MKVII.

UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,113]

On the ship itself for a mercury:
"ShipType": 29,
"ActiveMunitions": [
0,
0
],
"ActiveSquadrons": [
1,
1,
1,
1
],

Specializations:
"FleetSpecialisation":0
0 = Command
1 = Nav
2 = Gunner
3 = Engineer
4 = Tech?

Specialization skills from tree
1,2,3 from command
4,5,6 from hidden I think
9,10,11 from Engineer

1 = Decisive Leader (+1 Posture)
2 = Indomitable (10% XP)
3 = Spatial (50% Elevation)
4 = Dextrous Controls (yaw)
5 = Leadfoot (+30% Flagship Speed)
6 = Cannoneer (15% gun range)
7 = Marksman (20% Turret Acc)
8 = Sharpshooter (10% Acc and Range Flaghship)
9 = Grease Monkey (60% Subsys Repair)
10 = Custodian (5% DR Flagship)
11 = Armourer (+20 Armor Flagship)
12 = OfficerAnalyst (+40% Dradis Range)
13 = OfficerTech (+3 Firewall Regen per Sec)
14 = Integrity (+25% Ship Hull Points)
15 = Mechanic (+30% Squadron Repairs Flag)
16 = Ace (+20% Squad Acc)
17 = Daredevil (+40% Squad Speed on Flagship)
18 = Warrior (+25% Marines)
19 = Wall (+5 Marine Armor)
20 = Demo Expert (+40% Munitions Salvo)
21 = Blank
22 = Blank

"CommandPointSpecialisationRank":5
this is the Maximum Fleet Values. Starts at 0 for 4K fleet. Increased by 1K per 1pt increase. EG :5 = a 9K fleet

I know this is reaching back into the past a bit, so I hope you don't mind the sudden notification. Just out of curiosity but in your adventures of save game editing did you ever figure out how to use Mark 7 Vipers on a Jupiter Mk 2 or even on a support squadron slot reserved for Raptors/Sweepers? Thanks.

Playing around with it and every time I add a Viper Mk 7 squadron to a Jupiter Mk 2 in Anabasis the Mark 7's will never launch even though they're fully repaired.
gecko Oct 1, 2024 @ 4:40am 
Dosen't work. Mk 7 only works on Mercury and Valkyrie
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