Space Engineers

Space Engineers

186 个评价
Battlestar Galactica Mod Pack 2.9
9
2
3
2
4
2
2
2
2
   
奖励
收藏
已收藏
取消收藏
Type: Mod
Mod category: Block
文件大小
发表于
更新日期
431.380 MB
2023 年 1 月 30 日 上午 11:36
1 月 21 日 上午 4:45
20 项改动说明 ( 查看 )

订阅以下载
Battlestar Galactica Mod Pack 2.9

描述


Welcome to the Battlestar Galactica Mod Pack by Q-Tech. This mod pack adds a number of weapons and fighter craft from the TV shows and requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list. It is also optional, but not mandatory, to use the Q-Tech Vanilla Reinforcement mod on my workshop together with this mod pack. It will make the fights last longer as the armor will be tougher and the weapons are balanced against the effective DPS of the WeaponCore Vanilla Replacement Weapons.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason!



The description of each mod in the mod pack can be found in the Battlestar Galactica Mod Pack Guide. Please refer to the guide for information about each mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.



This mod contains the following blocks:
  • KEW Battery
  • Fixed Battery
  • Flak Battery
  • Point Defence Battery
  • Colonial Guided Missile Launcher
  • Colonial Nuclear Missile Launcher
  • Cylon Guided Missile Launcher
  • Cylon Nuclear Missile Launcher
  • Drone Launcher including Viper MKI, MKII and MK VII; Cylon Raider MKI, MKII and MKIII Heavy Raider; and Raptor
  • Centrifuge for producing Enriched Uranium for nuclear missiles
  • Small grid Viper Cannon
  • Small grid Cylon Raider Cannon
  • Small grid Viper Missile Launcher
  • Small grid Cylon Raider Missile Launcher
  • Small grid Raptor Missile Launcher, Rocket Pod, and Decoy Launcher
  • Colonial Viper MKII Kit
  • Colonial Raptor Kit



The Energy and Kinetic damage resistances in this mod are set to 1. This means that weapons will do 100% of their normal damage to the affected blocks. It is possible to customise these resistance values using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon as well as overrides for the armor resistances of the blocks. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. Each <ArmorOverride> section can be copied to the config file between the <ArmorOverrides></ArmorOverrides> tags. You can then change the weapon damage output or armor resistance values to suit your gameplay.


  • Cylon Raider MK I - ShaggyDude
  • Cylon Raider MK II (TRS) - Mohamed Hussien
  • TRS Cylon Heavy Raider - Marian87
  • Single KEW Battery - Battlestar Galactica Deadlock
  • Dual KEW Battery - HustlerJohn
  • Colonial Nuclear Missile - Bogdan Kuznetsov
  • Colonial Guided Missile - Euvand
  • Colonial Viper Missile - Pocolov
  • Point Defence Battery - Atherin
  • Raptor - Pagan
  • Viper MK-I - LocoPixel
  • Viper MK-II - LocoPixel
  • Viper MK-VII - LocoPixel
  • Centrifuge - Pavlinkov
  • Enriched Uranium - Asset Factory



If you like this mod pack then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
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?