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I'd love to see this mod expanded at some stage with new units, such as the Orion-class Battlestar (which was significantly mishandled in Battlestar Galactica: Deadlock and would be a lot more fun in this mod) and perhaps Mark III Vipers. As far as fan-made designs are concerned, bringing in a Gunstar or even a Warstar might be a neat idea, too. Either way, fantastic mod.
thats the latest version of the mod on Moddb too
there is another BSG mod under the same name but is version 0.66.
I am waiting now for more than 3 years. xD
WE WANT THE NOVA CLASS BATTLESTAR PLS!!!
https://www.youtube.com/watch?v=7EBYObP49P4&ab_channel=CoreyLoses
You can change the unit cap in the XML files pretty easy. I set them to 50. Had them at 90 first but it was a little much.
See here:
First you have to locate the mod folder in your files. For Example:
G:\SteamLibrary\steamapps\workshop\content\32470\1426753815\Data\XML
Then you need to open the the Factions XML file in your editor and then you need to locate these lines for each faction :
"<Space_Tactical_Unit_Cap>50</Space_Tactical_Unit_Cap>"
That is the important line!
Change it to whatever cap you want. Then you have to scroll till you find the part for the Cylon faction and change their limit too.
You should backup the XML file before editing it and you may have to scroll a while, but it works. Remember to change both sides.
However it does not change too much. Sure more Units, but all in all your basic fleet composition for effektive fleets does not change much. You can however give your enemy a little bit of strength in numbers.
Mods been out for a few years now. Thankfully someone posted this here for conveinience as its been buried in all the unfinished Mobdb Garbage these days.
There's bits of it that i like more than the Deadlock game and i hope to see more work on this mod in the future
First, make a bone in the core, as the pivot point, then make the viper and raiders as the turret barrels.
Then, use the x-wing attack position to make it either locked to point forwards, moving at normal speeds, then when u toggle it, they either keep speed in current direction and act like a turret, or they slow right down and pivot like a turret. Either way the pivot point codings would be the key.
Tbh i dont have the time and resources to investigate this concept on my own, but i thought if u were still working on this u might want to know the concept and play with it yourself :D