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[MOD WIP] Stargate Invasion DIP 1.32 (released 10-25-11)

[MOD WIP] Stargate Invasion DIP 1.32 (released 10-25-11)

The invasion has begun

http://z15.invisionfree.com/Stargate_Invasion/index.php?


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 Primary Website: http://z15.invisionfree.com/Stargate_Invasion/index.php?

Secondary Websites:

https://forums.sinsofasolarempire.com/177748/page/1/#replies

http://www.moddb.com/mods/stargate-invasion

 

 DOWNLOADS:

Diplomacy :


DIPLOMACY 1.32


 DIPLOMACY 1.011A  & 1.01 RELEASES

Entrenchment: 

STARGATE INVASION ALPHA 2.3 DOWNLOAD

7 ZIP REQUIRED TO UNPACK FILES 

YOU MUST DOWNLOAD ALL FILES AND PATCHS FOR MOD TO WORK PROPERLY.

 

Download the BC304 minimod

Download Daedalus Class

View the Tutorials for the BC304 Minimod

View Adding the BC304 Minimod to Sins of a Solar Empire

View Adding Missile and Beam Weapons to the BC304 Minimod

 

 

Stargate Invasion is a total conversion mod for Sins of a Solar Empire: Entrenchment and Diplomacy . As of this time, there is no FINAL release date yet for this mod.

  

 

The mod will be built in 2 halves.  The first is the Pegasus side, I.E. Humans, Wraith and Asurans, with the Pirates being a classified race at the moment.  The second part of the mod, will add in the Asgard and Goa'uld races to the mix, we will even be creating a separate version of the mod as well, which will just be Humans, Asgard and Goa'uld, with the Lucien Alliance as the Pirates for that half.

 


 

 

 

 

 

5,307,209 views 2,178 replies +7 Loading…
Reply #701 Top

Best program for making meshes for sins without having Max is XSI.  Which is fully supported by the mod tools.  There is no estimate at the moment, we are currently having conversion problems and that is taking up the moding time attempting to figure out why a ship is fine in normal space, then disappears in hyperspace... Once we work through it, we will start up at full speed, which is hard without a full time texture artist.

Reply #702 Top

Hi i am back again .

Program XSI can be crack or virtual image ? or i must buy it.Is buy only way?

If not please say me how i can do it .Please.

Write to [email protected]

Thank you

Neki heki

Reply #703 Top

search google for the XSI Mod tool, its free.  Just download the mod tool, that is what the Developers have used to make everything for the game.

Reply #704 Top

But the devellopers probably use the complete version..not just trial!

Their not as cheap as us mere mortals! (or at least me) O:)

Reply #705 Top

OK thank´you very much .

Maybe a i say my father .He can buy XSI for me.:') .And i can download it.

 

Thanky you .

Neki heki 

Reply #706 Top

Its FREE ! ffs lol

I used Mod XSI mod tools 6 to make the ships i have (i.e. practically all of the asuran ships inc the aurora above and some stations, and many others ^^) it has PRACTICALLY the SAME stuff as what the devs use there is NO TRIAL ITS FREE, NO TIMELIMIT on how long you can use it. Mod XSI 6 has everything you need to make models for sins !. So just google it and download it

 

Reply #707 Top

Hi myabe i am stupid because a icant find good download link.

If somebody know where is good download link please send me .Thank you very much

Reply #709 Top

Hi Justin ,

Thank you for you work but this download link not working.I dont know why but this saying this

Server Error in '/' Application

The resource cannot be found.

Description: HTTP 404. The resource you are looking for (or one of its dependencies) could have been removed, had its name changed, or is temporarily unavailable.  Please review the following URL and make sure that it is spelled correctly.

Requested URL: /downloads/XSI_Mod_Tool/default.aspx


Version Information: Microsoft .NET Framework Version:2.0.50727.1433; ASP.NET Version:2.0.50727.1433

 

If somebode know how can i imporve this download link ?Please say me how .Thank you.

Reply #711 Top

XSI Mod Tool 6 is the latest free that there is.  Everything else you have to buy.  I would wait and give that link some time to be fixed, maybe a couple of days of what not. 

 

MOD UPDATE: We are currently upgrading everything to 1.1, and once that is done I hope that everything runs smoothly, but we will have to wait and see till I get on my modding desktop.

Reply #712 Top

Well, it's great if it works, lol.  I haven't been able to get the tool to import any models.  anything else that can export in .mesh format?

Reply #713 Top

I have a problem .

I found the setup packed for XSI mod tool 6 and instal but when i want run that say me this:

User`s directorz contains non ascii character(s).

XSI will terminate.

What i must do for correct start XSI?

Thank you very much

 

Reply #714 Top

Quoting Neki_heki, reply 13
I have a problem .

I found the setup packed for XSI mod tool 6 and instal but when i want run that say me this:

User`s directorz contains non ascii character(s).

XSI will terminate.

What i must do for correct start XSI?

Thank you very much

 
End of Neki_heki's quote

 

Try redownloading the file, I have no idea why you are getting that error, so I cannot help you.

 

UPDATE

 

I have been attempting to work on getting the mod to 1.1, but have been really busy with work, and here soon I am going in for surgery so I will be unable to sit at my computer and work on the mod, but for the moment, Im still good to go, so here is an update on the Cerberus Class ship.  I had to rebuild alot of the faces, as there were many mesh errors, but now she is looking good, all that is left for the main ship before I start adding the greebles is the engines and the new pods, which will be more accurate to the model seen on SFM.  Well enough of my babbling, here she is.

 

Reply #715 Top

Hey guys,

I've run into something recently that I thought you might want to know about.  I've been doing a bit of modding again lately with 1.1's release and have been going through the process of finishing up the Wraith race I had been working on a while back.  I know from previous discussions with the team that the plan was to have no colony frigate for the Wraith and instead require them to have Hive ships to colonize planets.  This does not play well with the AI.  I went so far as to convert the other capital ships into large frigates and leave them with only Hives as their sole capital in an effort to force the AI to build them but it still doesn't choose the colonize ability for them (at least to start).  The result is that an AI using a race set up like that is virtually incapable of competing in a game as they end up with their starting planet and, if they're fortunate, maybe one or two other planets before everything is taken.  This leaves them rather uncompetitive in a game.

Unless you can modify the AI, which I'm not sure is possible or feasible, you are going to have to give the Wraith a colony frigate of some sort to allow them to be AI viable.  It's too bad since the concept was one I liked but unfortunately it doesn't seem to work very well.

-dolynick

Reply #716 Top

here are a couple more updates on the Cerberus, please tell me what you all think so far.

 

 

 

Reply #717 Top

Quoting dolynick, reply 15
Hey guys,

I've run into something recently that I thought you might want to know about.  I've been doing a bit of modding again lately with 1.1's release and have been going through the process of finishing up the Wraith race I had been working on a while back.  I know from previous discussions with the team that the plan was to have no colony frigate for the Wraith and instead require them to have Hive ships to colonize planets.  This does not play well with the AI.  I went so far as to convert the other capital ships into large frigates and leave them with only Hives as their sole capital in an effort to force the AI to build them but it still doesn't choose the colonize ability for them (at least to start).  The result is that an AI using a race set up like that is virtually incapable of competing in a game as they end up with their starting planet and, if they're fortunate, maybe one or two other planets before everything is taken.  This leaves them rather uncompetitive in a game.

Unless you can modify the AI, which I'm not sure is possible or feasible, you are going to have to give the Wraith a colony frigate of some sort to allow them to be AI viable.  It's too bad since the concept was one I liked but unfortunately it doesn't seem to work very well.

-dolynick
End of dolynick's quote

 

Hmm I will have to have a talk with you more on this subject on MSN, maybe tonight if I see you online.  If this is the case, I think i have an idea on how to get it to work, and still look good.  I will discuss it with you later though, thanks for the insight.

Reply #718 Top

you could remove all the abilities save the colonize for level 1 or something, and just balance it with added hull points or something like that, then the AI would have no choise but to have colonizing caps

Reply #719 Top

you could remove all the abilities save the colonize for level 1 or something, and just balance it with added hull points or something like that, then the AI would have no choise but to have colonizing caps
End of quote

Now that might resolve the issue a fair bit.  It never occurred to me to modify that.  The AI's standard modus operandi is still to rely on colony frigates for the most part for expansion but this would at least force it to have colonize capable capital ships asap.

-dolynick

Reply #720 Top

Actually, the AI is hardcoded to use colony frigs.  No colony frig, no scout frig, no expansion, no AI.

Reply #721 Top

here is the almost 100% completed Cerberus, Im using the Daedalus bridge as a base right now.  Going to build a custom one.

 

Reply #722 Top

I've been reading about this mod for some time now.. It looks really good.. I can't wait to try it out..  The stargate universe rocks!

Reply #723 Top

Hello all, I just wanted to inform you all that I have recently finished a new model for the mod, its the Wraith Dart, obviously.  :lol: Anyhow, she weighs in at 1258 polies, and the textures are soon to come.

Here are the screens.  C&C welcome.





EO

Reply #724 Top

Quoting dolynick, reply 15
Hey guys,

I've run into something recently that I thought you might want to know about.  I've been doing a bit of modding again lately with 1.1's release and have been going through the process of finishing up the Wraith race I had been working on a while back.  I know from previous discussions with the team that the plan was to have no colony frigate for the Wraith and instead require them to have Hive ships to colonize planets.  This does not play well with the AI.  I went so far as to convert the other capital ships into large frigates and leave them with only Hives as their sole capital in an effort to force the AI to build them but it still doesn't choose the colonize ability for them (at least to start).  The result is that an AI using a race set up like that is virtually incapable of competing in a game as they end up with their starting planet and, if they're fortunate, maybe one or two other planets before everything is taken.  This leaves them rather uncompetitive in a game.

Unless you can modify the AI, which I'm not sure is possible or feasible, you are going to have to give the Wraith a colony frigate of some sort to allow them to be AI viable.  It's too bad since the concept was one I liked but unfortunately it doesn't seem to work very well.

-dolynick
End of dolynick's quote

well, I would suggest taking this from the Advent AI (if there are separate AI files per race like there should be - I haven't modded this game yet) as they tend to build the mothership (colonize) but I don't know what ability they choose first.  or you could technically call the Hive ship a frigate and give it colonize to begin with.