Starpoint Gemini 2

Starpoint Gemini 2

75 ratings
BishopGladius 1.2002
   
Award
Favorite
Favorited
Unfavorite
GAME OBJECTS: Ships
File Size
Posted
Updated
66.699 MB
25 Oct, 2014 @ 4:37am
6 Feb, 2015 @ 5:44am
8 Change Notes ( view )

Subscribe to download
BishopGladius 1.2002

Description
- V 1.2002 - TOP OF MOD ORDER - ONLY WHITE HULL TINT - READ HARDPOINT DESCRIPTION

Customized Battleship for Sneak Attacks...designed to be stronger in skilled Player hands than AI or brutes - possibly ship for the whole game.
Now is totally separated from default ship - Can be purchased at Vigo near Trinity Planet, class Fighter so you can buy from start: 10.000 creds so prepare to be underdog in weapons for a while - use FighterWings. Incompatible with other VigoMods like VigoMart etc.
---
Thanks goes to Klonicus(Daegon on forums) for help with adding ship to Station =)
---
Mediafire Link for "no-Steamers" =P :
{LINK REMOVED}
---
They said, that battleships are no longer needed...obsolete "kitties" teared down by dreadnoughts "biggies"...
But its design ,not idea a flaw. Why we use other ship of smaller size and weaker chassis? They all have their role, their place in space ecosystem ballet. Just sometimes upgrades, customization must take place and a little heart and love is needed.

Bishop has very nice model, its hull being a triangle-like gives wide cons of fire, visuals and stats-wise it was nice ship to have. Two flight decks, large cargo hold and extreamly powerfull weapon battery refill system...
...but also weak hull to depend on, midicore shields but with fast recharge and after update (i think) bad firing arcs...what to do if You want to play some particular ship whole game?
Answer is...SPECIALIZE.

Feachures:
+ 360* Turrets placed in better positions with firing arcs from 140 up to 260 deg!
+ Additional Heavy Weapon spot located on the back
+ Very smart and though-through balance of turrets and their coverage (like Heavy Weapons overlap on some angle but can be still separated if loadout is more complex)
+ New unique weapon firing "groups"
+ In the future script-driven/turret-based Large Forward Cannon...for now as a placeholder in form of Cavalier scaled to 0.55 mounted statically with normall turret placed on top.
+ Cloak to be used and abuse (useable but need upgrades to shine)
+ Large energy reserves (it enables using skills for longer)
+ Faster (somewhat...in Ork lore the biggaa the shippa the fastaa =P )
+ Doubled Cargo Hold and Trooper Quarters
+ Little more troops for assaults (this is cloak infiltrator vessel, ideal for abordage! xD )
+ Large Magazine of Heavy Weapon Ammo (but not to much)
+ A lot of friking time spend on Visuals, new ship parts and effects, hi-res (kinda) textures, .mdl editing (ambient/reflection/occlusion...), 3 diffirent trails for wings/engines like wing trails are thin and fragile often inconsistant as space dust density, synced diffirently lamps of 4 colours, diffirent reflectors with flares and glares, fixed burning slow down engineglow, deleted silly exaust effect, added side truster-arrays with fumes and many more to make ship more alive and up-to-scale.

...but everything comes at a cost as Specialization takes its toll:

- Weaker hull (Generators - Saratoga Rotors - ware moved out of hull for bigger cargo hold, it was weak either way so use shields)
- Weaker acceleration (it seems to not work in game for now...balance for higer speed)
- Weaker maneuverability (balance for better firing arcs and turrets position)
- Higer cost (somewhere betwean Battleships and Dreadnoughts)
- Shorter transporter (Its not stupid idea for balance...you can abordage lot of ships but capturing will take little more effort = balance to not allow capturing large strong ships to early)

There ware no changes in most not mentioned aspects or very minor, explenation why those few ware not touched:
- Longer PTE? (It should, but its an annoyance)
- Even less agile? (it was, i will wait for players input)
- Less turrets? (Turret number was changing since beginning of this project, 14-15-13-14-15 is not so much and its just cool like WWII sea battles with those all bullets. I WILL lover this when Devs give us Point Defence or i enable forward cannon)
+ Shields...up please? (Yea, hull take a hit because of those large Generators compromising construction and there is no shield buff...the thing players should get in return? YES...taking hits on shield is for AI and monkeys - you are supposed to attack after de-cloak with full potential, fire rockets and return to cloak if things get out of hand, cloak energy is the same energy skills use extreamly quickly and it does not recharge faster, so longer battles will eat you up, play as skrimisher)
- Less FighterWings? (Just look at this ship...from hull shape it beatifully fits two fighter hangars, this is only battleship that had 2 by default, and 3 are only for Carriers. Changes to fuel or pre-launch does not work outside of enhancements, i think i will leave subject for now until devs fix this.)
- Grappler? (What about it? Shorter is a pain, longer shall be not =P )

LEFT/RIGHT/FORWARD/BACK BATTERIES REFITED AS FIRING GROUPS

TURRETS:
360* and Maximal firing arcs, but without penetration of hull...some tricks i learned, look up in MaterialEditor and here:
http://www.starpointgemini.com/forum/showthread.php?tid=1548&pid=15528#pid15528

FORWARD:
2 Turrets - In the future this will be that single or dual giant turret based on down-scaled Cavalier model. WIDEST cone of fire while still being full 360*. Put here your most powerfull weapon (plasma).
BACK:
3 Turrets - One Overseer on reinforced plate on top of command deck for overall defence "what you see is what you will hit" - this mounting forced maintinance staff to move "Piranha-Under-Belly", two other on back on special elements (two re-scaled Corsairs and Squires - custom textures to fit) to protect the back, one up and one down with overlaping zones. Put here your overall weapons with long range (Railguns).
LEFT:
4 Turrets - Two on Top and Two on sides - left/right respectively - those below placed on rocket silos are almost default), designet for extreme overlaping and massive forward/vertica/horizontal-zones+deep sides and some back as engines does not obscure so much. Put here Your heavy hitters (Rail-Vulcans or Power-Firendly-Plasma).
RIGHT:
6 Turrets - Three on each broad-side placed in a row, can fire massive barrage directly in front where their firing arcs overlap nicley, designed mainly as wide-broad-side weapon system or extreme de-cloak hitter (Place whatever or some Beam Emitter for brutall short-range suprices! >:D )

HEAVY - In order of hardcoded in game fire sequance (if their firing zones overlaps) :
While i was able to change 360* turrets cones of fire by manipulating their rotation:
http://www.starpointgemini.com/forum/showthread.php?tid=1548&pid=15528#pid15528
...i was not able to manipulate Heavy Weapons Missile and Torpedoes Launching direction, its always forward no matter how i possition turn and bend turret even with firing arc prohibitions, when Devs fix this (launching direction based on orientation of turret - not a ship) i will fix this, info of "I dream of" directions in description.

LEFT/RIGHT:
Little forward from Rocket Silos, near Shockwave and Torpedo Tubes at the nose/bow of the ship. Overlaps forward, mostly designet to fire broadside with little up+down. Place here Your shortest ranged weapons ofcourse. LD - 45* Front/Left-Right

FORWARD:
Almost exacly where Forward Turret-Cannon is located, with almost same firing arcs, but fliped and prohibited to fire deep into LEFT/RIGHT firing-zones (only 90* left/right), but keep its immense Up and bottom/under ship coverage. Place here Long Ranger. LD - 45* Front/Down

BACK:
Placed behind Overseer Turret on top of Triangle-Launcher (re-scaled Piranha engines, its bottom serves as maintinance personel deck). 90* in evety direction so it can be named Dual-180*, mostly designed to fire above and support left/right/front upper regions, but has nice back coverage. Place Long Ranger. LD - 45* Up/Back

Regards.
47 Comments
rubyismycat 4 Jun, 2017 @ 1:40am 
thankyou for letting us know matey
ScrambieBambie  [author] 4 Jun, 2017 @ 1:37am 
Its outdated, you have ver. number in the title.
Sorry...but i stopped supporting that game - devs decided to split into multiple addons rather than made such simple mod support as multiple ship mods at once possible.
Also colouring of ships was always wonky.
If by any hope i have outburst of mone, and warlords will be good so i buy a copy, you might find new version one day... if mod support was expanded. Unlikley thou.
If anyone will decide to do a revive ver for Warlords - you have my agreement - just check if colouring of mutliple ship parts was fixed, i was unable to make all parts change their tilt those days. Just remember about the credits, it took like few days to ajust all details.
Have fun, Regards.
rubyismycat 3 Jun, 2017 @ 11:54pm 
not working
BaldyMike 27 Jan, 2017 @ 11:15am 
Hmm...Cant figure out why but, though I was able to finish the Titans Mission Line, and even though the Titan ship was in my Hanger...I was unable to load into the Titan.
Still some issues.
BaldyMike 25 Jan, 2017 @ 8:53am 
Part 2


4. Copy the very last line...should be line 119 and should read "116 Bishop_Gladius Mods\BishopGladius...(etc. You'll see it, it's the botton line.)

5. Paste this line into the Ships.wdt you just copied over from step 2.

6. Save it back to "Your Location:"\Steam\SteamApps\common\Starpoint Gemini 2\Mods\BishopGladius\Spg2\Base.

You should be G2G to finish the mission chain.

It has something to do with the way the game loads the files and if you use the original BishopGladius file it wont load the correct Titan.
Note: I only had problems with this mod durring the Final mission for Titans, other than that it was great for a complete playthrough of SoA and Titans DLC...Havent tried in Origens yet.

Cudos to the Author...Great Job Scarab! Gave me a chance for a play through to learn the in/outs of the game, without dieing every 5 minutes. Now for a playthrough in the standard ship :)

BaldyMike 25 Jan, 2017 @ 8:53am 
Note: Have to break into 2 parts...too many characters.

Part 1:

Great Mod.
One note though: If you want to use with Titans DLC you will have to make some simple changes if you want to be able to finish the mission chain.

*FIRST OF ALL...MAKE BACKUPS BEFORE YOU START THESE CHANGES!

1. Go to your main game folder ("Your Location:"\Steam\SteamApps\common\Starpoint Gemini 2\DLC\Titans\Spg2\Base

2. Open Ships.wdt (Notepad++ is good for this). Save this to "Your Location:"\Steam\SteamApps\common\Starpoint Gemini 2\Mods\BishopGladius\Spg2\Base
**AFTER YOU BACKUP THE ORIGINAL BISHOPGLADIUS SHIPS.WDT FILE (Ships.wdt.bak?!?!) or something.

3. Go to "Your Location:"\Steam\SteamApps\common\Starpoint Gemini 2\Mods\BishopGladius\Spg2\Base and open the Ships.wdt you just copied over AND the Ships.wdt.bak (or whatever you named it)

Continued Part 2
SukiLycaenion 8 Apr, 2016 @ 1:10pm 
love the mod but I had to disable it for the titan ships~ when I used this mod the titan ships ended up replaced with lgm resvered curisers~
ScrambieBambie  [author] 4 Jan, 2016 @ 8:15am 
There was few for star wars as i remember...look closer ;-)
As for new ships for this game...sorry...but i have no time in this point of life =(
usoNTDC 3 Jan, 2016 @ 4:43pm 
i have to ask. would you ever make a mod for this game wich allows the user to fly around in slavemk1? sorry if the qustion is a bit random. ive seen some star trek ship mods on here but none for star wars and honestly slavemk1 was a really nice ship. sound of its lazers the look of it. would love to hear back from you
afederowicz 29 Nov, 2015 @ 11:00pm 
This is such a TERRIFIC MOD ScarabParamit ! I Hope You will update it so I can install and use it in all Post Titan's missions, and also free play... You coul make it available as the Sarting Ship For all availible Game start options... MAN oh Man I sure hope you do...