readme.txt wrote:
Welcome to Rise of Kobal, a total conversion modification for
Battlefield 2 based on the Battlestar Galatica Universe. Rise of Kobol is based 45 years prior to the
current BSG show, on the SciFi channel, during the first Cylon War.
Mod Info:
Build Version: Beta .05
Release Date: 5/5/2006
Mod Website:
www.riseofkobol.com
Table Of Contents:
1: Getting Started
2: Story Line
3: Maps & Gameplay
4: Flight School
5: FTL Drive Briefing
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1: Please Visit: <Link to Read Me> for a more in-depth new player guide. This guide contains the info you will need to play ROK to its fullest. This includes FTL drive info and example Flight Controls.
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2: “Rise of Kobol” Story
Such was the extent to which the Colonies had invested their military power in the Cylons that when they chose to rebel against their masters, the Colonials found themselves well-matched.
With their mastery of Colonial technology, the Cylons were able to infiltrate nearly all networked devices and match the Colonials in all areas of combat. The Colonials were forced to abandon networked computers and wireless devices in favor of more secure and durable technologies, able to withstand both Cylon infiltration and the powerful weapons used by the warring parties. Twelve Battlestars built in the opening years of the war best exemplified these principles, including Galactica. In response to the great threat posed by the Cylons, the Twelve Colonies formed a unified federal Government for the first time, at the beginning of the war marking Colonial Day.
At its darkest hour, the Cylon War came very close to wiping out the Colonies. This outcome of the war likely developed, among other practices, the Case Orange contingency government succession protocol as well as the re-buildup of the Colonial Fleet in the Federal Era.
Through the darkness the Colonials began to turn the tides of what seemed an almost inevitable defeat at the hands of their own creation. This became known as the Rise of Kobol era. Like a phoenix rising from the fire a new hope filled the Colonial soldiers for the first time in what seemed like ages. The Cylons with all their imbedded knowledge of war couldn’t predict the one element that made them different. The spirit & will to survive!
This is the dawn of the Rise of Kobol.
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3: Maps / Gameplay:
Rok Beta .05 installs with one map. This map is a zero gravity space combat map in which the Colonials and Cylons in a conquest mode battle over an asteroid based Cylon Tylium mine.
Gameplay on this map is conquest style and the objective is to control the Cylon Tylium mine and the outlying locations.
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4: Flight School
In ROK, you have complete control of 6 degrees of freedom.
"Why are there 6 pedals if theres only 4 directions?!" - Because there are 6 directions!!!
X,Y,Z movement and Yaw, Pitch, Roll rotation.
You also have a Afterburner in the Positive X direction.
The weapon slots 5, 6, 7, and 8 are your X and Y thrusters...
5 - Left
6 - Right
7 - Up
8 - Down
In order to use these thrusters correctly you must change your control.con in your profiles directory.
Example: C:\Documents and Settings\Home User\My Documents\Battlefield 2 \Profiles\0001\Controls.con
With out these changes, the lateral thrusters will only pulse. Sorry we cant do this for you, this is a Battlefield 2 limitation.
Notice my joystick entries may be different from yours.
You must change the appropriate ‘10000’ to ‘0’.
Examples:
Change this:
ControlMap.create AirPlayerInputControlMap
..
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect5 IDFKeyboard IDKey_5 10000 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect5 IDFGameController_0 IDButton_29 10000 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect6 IDFKeyboard IDKey_6 10000 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect6 IDFGameController_0 IDButton_27 10000 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect7 IDFKeyboard IDKey_7 10000 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect7 IDFGameController_0 IDButton_28 10000 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect8 IDFKeyboard IDKey_8 10000 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect8 IDFGameController_0 IDButton_26 10000 1
To this:
ControlMap.create AirPlayerInputControlMap
..
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect5 IDFKeyboard IDKey_5 0 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect5 IDFGameController_0 IDButton_29 0 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect6 IDFKeyboard IDKey_6 0 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect6 IDFGameController_0 IDButton_27 0 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect7 IDFKeyboard IDKey_7 0 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect7 IDFGameController_0 IDButton_28 0 1
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect8 IDFKeyboard IDKey_8 0 0
ControlMap.addButtonToTriggerMapping c_PIWeaponSelect8 IDFGameController_0 IDButton_26 0 1
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5: FTL Drive Briefing
Each viper and raider is equipped with its own FTL drive, however your FTL computer is linked with your squad leaders and only the squad leader can start a jump. A squad leader is not able to jump without others in his squad due to the lack of additional jump computers.
All FTL jumps are initiated by your squad leader. The squad leader can choose between several distances for either his squad or himself, and Jump Home which jumps you back to your base / capital ship.
In order to start a jump as squad leader:
1: Bring up squad leader ComoRose (Default: Hold down the T key)
2: Right-Click while holding down your ComoRose key.
3: Select a jump
4: Close ComoRose (Default: T key)
After each jump, the squad must wait for their FTL drives to cool down before making another jump. The time it takes to cool your FTL drive depends on the distance you jump.
*NOTE*: When squad jumping, each squad member must use their boost to avoid crashing into one another after the jump.