Space Engineers

Space Engineers

Battlestar Galactica Mod Pack 2.9
459 条留言
Qarannia  [作者] 11 月 21 日 上午 5:33 
Yeah, PDCs plus the flak turrets are a must. The truth is, though, that if the basestar gets close enough, neither the flak nor the PDCs will stop that missile barrage. Also, nuking the basestar is the quickest way to stop the flow of murder hornets (I like that description).
B.R. NortherlyRose 11 月 20 日 下午 1:42 
didn't mean to make 2 comments but I'm altered, also I'm pretty sure the Cylon ships have no guns whatsoever like the show so you need only worry about the Colonial ships
B.R. NortherlyRose 11 月 20 日 下午 1:41 
Since the MES mod hasn't been updated yet, they most likely default to one of them, should prolly check before just using the Colonial Desigins
Crysis Revelation 11 月 20 日 上午 6:43 
Did your ship also have the PDCs in this pack? They are a key part of the flak screen, as they provide more precision to it by shooting down nukes and heavy fighters.
boomstick154 11 月 20 日 上午 4:00 
I was using your encounters mod but those swarms though I couldn't put enough flak on my ship to counter the murder hornets that are the cylons
Qarannia  [作者] 10 月 26 日 上午 3:44 
@boomstick154 As I said to NipSlip in the previous comment, there is no MES part of this mod; it's a completely separate mod. It's meant to be an extreme challenge; the Cylons decimated the 12 Colonies after all.

If it's too big a challenge in the beginning, and I can totally agree that it would be, then simply disable that mod until you're ready for it. IRL got in the way of me fully realising my vision for that MES mod, and I have (for the time being) completely stepped away from SE modding.

If someone else wants to use this mod to make their own Cylon MES mod then that's fine by me.
boomstick154 10 月 25 日 下午 9:26 
the mes pack of this sucks XD the cylons swarm you like bees
NipSlip 10 月 15 日 下午 12:43 
Thank you!
Qarannia  [作者] 10 月 15 日 上午 6:05 
@NipSlip There are no encounters in this mod; you must have also loaded my BSG Encounters mod.

The encounters will spawn from the word go; the Cyons hate you remember. :steamhappy:

There is a way around it; setting your antenna range to below 1,000 m should stop them from spawning.

If that doesn't suit your gameplay then it's best to disable that Encounters mod until you're ready to take on a Basestar or two.
NipSlip 10 月 15 日 上午 4:43 
loaded the pack with a few other mods and FAR too hard encounters keep spawning even when I am still at the VERY start of the game. Am I supposed to instantly spawn in a huge battleship, is there a way to prevent spawning encounters or did I bork my mods with too many weird other mods? any idea?
Qarannia  [作者] 7 月 13 日 上午 10:03 
@Crysis Revelation Thanks for that; that's the one I was thinking of.
Crysis Revelation 7 月 13 日 上午 4:30 
the mod you're looking for is called: Chaotic Spawning Settings
You're welcome.
Qarannia  [作者] 7 月 13 日 上午 4:19 
@bubblebutt If you're referring to the spawn rate of the Cylons from my other BSG mod, then there is a mod on the workshop that will do that. It's not my mod though and I don't recall the name. It's something like Insane Pirates or Insane Spawn or something like that.

Most likely someone on Keen's Discord will be able to point you in the right direction.
bubblebutt 7 月 13 日 上午 2:19 
dose any one know how to increase the spawn rate
Valdar 7 月 1 日 下午 6:54 
Ah alright
Qarannia  [作者] 7 月 1 日 下午 2:15 
@Acherion Hmmm, they were working the last time I checked, which was quite a while ago. I've stepped back from SE modding for a while now due to RL. I will go and have a look and see if something's up with them.
Valdar 7 月 1 日 上午 8:45 
For some reason, flak batteries do not target missiles or projectiles. Is there something I am missing?
TheWonderer 5 月 26 日 上午 5:35 
Ok thanks ill try it out and see what happens
Crysis Revelation 5 月 26 日 上午 4:59 
The PDCs only target drones and small grids. it's the flak batteries that target missiles and rockets.
B.R. NortherlyRose 5 月 25 日 下午 6:16 
or I'm high and being dumb
B.R. NortherlyRose 5 月 25 日 下午 6:16 
Point defence turrets only target projectiles, you want flak batteries
TheWonderer 5 月 25 日 下午 6:13 
Point Defence battery dont seem to work it has power and ammo it just says not in range so i move it like right up to its face and nothing i have moved it around and it wont attack it at all i can make it fire but i have to go into the option and do it is there somthing im doing wrong with it ???
Qarannia  [作者] 5 月 6 日 上午 1:25 
@jamstraz Yeah, If you fire missiles with mouse click and no target then they will just go straight ahead.
jamstraz 5 月 5 日 上午 9:54 
That explains that one then. I had them selected and then...waited for them to fire and nothing happened. Yet I did fire with mouse click still they just went straight to nowhere. I'm thinking I have too many weaponcore packs going.
Qarannia  [作者] 5 月 5 日 上午 4:58 
@jamstraz The missiles are guided but you have to have a target selected using the mouse scroll wheel. They won't fire automatically with AI because they're fixed weapons and WeaponCore doesn't allow fixed weapons to fire with AI.
jamstraz 5 月 4 日 上午 10:42 
Am I not understanding things? missiles don't seem to fire with AI and they don't seem to be guided even though they say they are. Maybe a mod conflict???
Qarannia  [作者] 3 月 29 日 上午 7:11 
@Rex It stops missiles (mostly) as long as they're not fired at point blank range. That's all it's designed to do. Not sure what non-WC variant you're talking about; I assume it's another mod in which case it's not a variant since it's made by someone else with a different idea of what balance is. Such is life with these mods.

In any case, if you're not happy with how much damage it does to missiles (it's not meant to damage other things) you can always change that in the WC server config file for your game.
Rex 3 月 29 日 上午 1:29 
the flak is pretty under whelming compared to the non wc varient kinda a shame
Qarannia  [作者] 2 月 8 日 上午 7:13 
@Galax I have the prefabs in my BSG Encounters mod but that's basically just the Cylon Basestar for now, Apart from that I'm afraid I don't have anything on the workshop.
Galax 2 月 7 日 上午 8:33 
Hi, do you have ships and stations (prefabs) based on this mod?
Qarannia  [作者] 1 月 22 日 下午 12:27 
@wArLock Lol, it's no problem. I think landing gear are weird in SE anyway; this is the only kit where I use them. The Raptor and my Star Trek shuttle use connectors which are more reliable.

I'm glad if it works 99.9%; I reckon that last 0.1% is just Klang.
wArLock 1 月 22 日 上午 11:48 
Works 99.9%! lol only weirdness now is the landing gear lights will look like it is unlocked when you reload but it actually is locked. I'm willing to declare Good Enough if you are :D

You're great Q! Sorry I had to be the bringer of bad news
Qarannia  [作者] 1 月 20 日 上午 2:54 
@wArLock I think I've found a solution. I'll try to get it uploaded in the next day or two. Once updated, landing gear "should" remain locked on game start. Using autolock should also be more consistent in catching the event where one of the gear isn't locked on game load.

This one was a proper pain to track down.
Qarannia  [作者] 1 月 19 日 上午 2:45 
@wArLock Hmmm, I'll have to check with the author of Animation Engine since it's his implementation of the landing gear that these blocks use.
wArLock 1 月 18 日 下午 10:56 
Reposting here because I don't know why I originally put it in the Encounters discussion. Derpyderp. Apologies for that.

"The Landing Gear on the Viper Kit don't remain locked on a game reload so turn off autolock at your own peril."

I've since done more testing. In an empty world with only modpack, animation engine and weaponcore loaded I still get the same result. I have half a dozen Vipers in here in various configurations with some built while others admin created, some done fresh and some from blueprints and they all exhibit the same behaviour reliably.

Lock down, save, exit to menu, reload: everyone is detached. If autolock is left enabled then they will sometimes (but not always) manage to relock themselves. The only reliable way to keep these things from floating away and coring carriers is to give them a looping Timer that spams lock

I haven't tested the Raptors
Qarannia  [作者] 2024 年 12 月 19 日 上午 3:09 
@Agent Revan Lamey Not in the immediate future; those models take a huge amount of time to put together and I just don't have the time for that right now.
Rylan "Revan" Cadera 2024 年 12 月 18 日 下午 9:57 
Do you ever plan on making a viper MKVII or Mk 7 like the player piloted Raptor and Mk2 Viper?
Crysis Revelation 2024 年 12 月 12 日 上午 12:31 
@Tgot It did. But due to the unstable nature of that type of targeting, and Weaponcore updating to 2.0, that block was removed. The same can be said about every WC mod that used the same targeting method.
Tgot 2024 年 12 月 12 日 上午 12:22 
I swear this mod had a Dradis for weaponcore targeting
Z4CKZ33D 2024 年 11 月 25 日 下午 9:25 
@Qarannia Oh.. lol well hopefully this was somehwat insightfull then.
ATF_Coldblooded Carebear || 2024 年 11 月 25 日 下午 8:14 
and also since i don't know the effect toolcore will have on my other mod like mexplex heavy drill and the tier ship tools and also by what i see on the toolcore mod comment it have quite a few bug and issue to fix to make it stable, so till then it hard pass for me. but i will keep my eyes on then and see what the futur hold for the mod.
ATF_Coldblooded Carebear || 2024 年 11 月 25 日 下午 8:10 
will do, since my sight are only the LG/SG weapon themself and not the raptors, viper or raiders
B.R. NortherlyRose 2024 年 11 月 25 日 下午 7:45 
but you could try it out nontheless
B.R. NortherlyRose 2024 年 11 月 25 日 下午 7:44 
No I believe in order for the tools on the raptor to work you need toolcore, they may be 'vanilla' tools but the code is all toolcore
ATF_Coldblooded Carebear || 2024 年 11 月 25 日 下午 7:42 
so unless it used a toolcore dependent tool mod i can ignore the toolcore mod all together?
B.R. NortherlyRose 2024 年 11 月 25 日 下午 7:24 
Toolcore is for the Tools on the Raptor I believe
ATF_Coldblooded Carebear || 2024 年 11 月 25 日 下午 5:16 
What is the toolcore for?
Qarannia  [作者] 2024 年 11 月 25 日 下午 12:31 
@Z4CKZ33D Yeah, I'll add it in to the guide I think, otherwise the mod page becomes cluttered. In almost two years though, you're the first to actually experience the minimum distance and report it.
Z4CKZ33D 2024 年 11 月 25 日 上午 10:19 
Seems so, they started blasting as soon as I pasted the target further away, just over 1km.
Thanks for the info! I'm glad I know how they work now.
You might want to add that information to the mod page, so other people like me won't be confused in hte future =)
Thank you again!
Qarannia  [作者] 2024 年 11 月 25 日 上午 8:29 
@Z4CKZ33D Seems I may have forgotten another detail in the guide; the KEW turrets have a minimum distance of 500m, to stop them pointlessly trying to track targets that are too close because they move so slowly. Do they work from say 1km away?