Let me just start this off by saying this is the best BSG mod I've ever played. I don't mean this as a stab towards other mods, I just think ZombiesRus got the feel for BSG down very well.
Thanks, I love BSG and the mod's pretty decent considering the timeframe it was done in.
I think the way you handled flak is ingenius, but not seeing a particle effect does make me a little sad (though, honestly, it would be hard to come up with one that looked right all the time).
I had it periodically firing the vanilla Kol's flak burst for flavor in one of the versions of flak but pulled it when I made the ability a passive. I've thought about adding it back in to periodically fire when it's taking damage.
gameplay snip (read the above post from unikraken).
You've hit most of what I was trying for. I also tend to play like you, except I rarely play multi-star maps (though I intend to start doing a bit more of that).
In a recent game I played as Hypercorp (basically Tech right now) and a Cygnus Gunstar and a Galactica took out a 2 health star base pretty easily. The worst thing about the AI is they don't heal their units well enough so he lost his capitals shortly after. The AI would have been deadly had it matched my fleet and protected it's capitals.
Before I start modifying too much around fleet supplies and cost I'd like to make some headway in research and abilities. I think there are some potential opportunities there that might make mid-late game BSG fleets more viable while keeping the tension in the early game.
For those items explicitly mentioned... I might be inclined to tweak the siege and berzerk though as I've not been really happy with where those are currently. I also think the Colonials need something that can be anti-module as bomber only support can get pretty tough against entrenched players/AI. I'll take a look at the Nova, but I would have thought the Pegasus to be more powerful. IMO, the Thor is too weak, the Pegasus and Nova a bit too durable early on and the Valkyrie completely overpowered DPS compared to the others. I've been leery to give capital ships research requirements as my mod is mixed with the vanilla races, but might consider shifting Battlestars to the Titan class when Rebellion roles around.
Basically lots of stuff left to do to make Colonials even more fun, so good feedback will always be considered and often implemented.
Now that I've gotten gameplay out of the way, I have a few aesthetic suggestions as well.
BailKnight's missiles aren't very pretty. I would suggest trading his missile effects out for those in the TotalEffects mod. I'm 95% sure that KrdaxDrkrun would have no problem giving you permission to use it. He was more than happy to allow us over at Sins of the Prophets to use them and we had no prior working experience together. When you start getting a number of missile using ships into the same area it gets very..."unpretty".
I'll check his effect out. He's already provided permission to use the effects so it's worth a look. I don't really care for BK missiles as it is and the vanilla missiles are really tough to distinguish.
I also saw that you've mentioned previously that you're shooting for this mod to be from the reimagined series, but you're using ships from the old series. A number of people online have "reimagined" most of those ships and made them fit pretty well within the newer universe. You may want to look into replacing the flying boxes with something more like Ice-Dragon's work (googling "Ice Dragon BSG" finds his work immediately).
Which ships do you consider are from the original series? By re-imagined I mean the 2003 series as well as using KEW and Missiles (no lasers). As near as I can tell the ships all match up pretty close to the reimagined ships on wolf's shipyard. Or, they are civilian ships from the Coxxon fleet. I really wanted to fit a old school Battlestar in but didn't see how it would fit the mod in the end and the models I found would have taken some work regardless.
Also, the Cygnus is from Ice Dragon, but drastically reduced to fit Sins limits. I've tried contacting him about other models but have had no response. I'm really not even sure if his other models would work in Sins...
I'm also not married to all of the models and flipped in and out some based on their overall aesthetics. There are several models that didn't make it in as a result. If I find better, I'd be more than willing to exchange out as long as general roles are preserved.