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I think you misread my response to another person talking about a Stargate mod, not the BSG mod.
But ultimately the franchise owner calls the shots and mods are to the mercy of their decisions.
a) You said they could be deleted
b) They were misleading, added nothing to the conversation and, weirdly, condescending
Lond answer: There was previously a stargate mod for Homeworld:RM, which I happened to actually work on (it was not apart of Ensemble), but it was C&D by Slitherine/MGM (due to Stargate Timekeepers & a poor decision to also announce a 'fan-game' by the the modding group who controlled the mod - Phoenix Interactive).
Going back to ensemble, we don't have any plans for the future as it stands.
Responding to your comment: Sadly HW:RM isn't great for this. With the Valkyrie we trailed this (ie ability to add the wing), but it didn't turn out too great :(
Hope you enjoy the mod though!!! :D
So Say we ME!
For the Cylons you can use a Resurrection Ship. It works the same way as a Loki would.
Most Cylon ships can repair themselves though with the right research.
Steps what you can do right now:
Remove the mod from your subscriptions (and the DLC dependencies as well) and make sure it's deleted from the steam Workshop content folders.
Restart steam (just in case)
Sub to the mod and their dependencies again and try again.
Try micro managing Galactica, especially with ctrl+a moves (Attack any/Flak)
Liked & Favorited.
https://www.moddb.com/mods/battlestargalactica-fleetcommander
So by default our 'Huge' unit cap has the maximum amount of fighters the engine will allow (250).
However if you want to play without all the other unit caps being so high, you can enable this submod to increase the fighter caps whilst having the rest of the fleet on lower unit caps.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3374572505
@tredavidson77 We currently don't have any future plans after the final BSG update
There isn't much improvement to be made performance wise, the mod has little overhead and we save on performance by having some simpler FX and usage of LOD's
As all our ships have lots more weapons than a typical RM ship, and has a much fighter fire, the engine is being pushed quite hard late game
Sadly we have no way of improving the performance around this though, as that's out of the scope of the games mod-ability
FIne, but there's no waypoint or marker or anything else that tells the player WHERE to send the civilian ships? Where are they supposed to go?
PLEASE TELL US!
Hopping with the new engine and what not it would open many doors for much more detail and easier time for you all to enjoy making fan created mods for the die hard fans.
And THANK YOU SOOOOOOOOOOO MUCH for doing the mods ^_^ your legends amongst the dark times of modern day gaming where good content does not come often at all and always falls back on the modders or indie developers so really thank you i mean it :)=