Eomega Eomega

[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.

 


 

 

 

 

 

5,307,176 views 2,178 replies +7 Loading…
Reply #1401 Top

Quoting Franz, reply 1398
I got a question.

 

On the Moddb site, there's a mod for two different DSC-304's, both Capital Ships.   Are they for entrenchment or reglar sins (please say regular!)
End of Franz's quote

They are for entrenchment only, however it is not that difficult to change them for vanilla sins . keep in mind this mod as well as most mods are for entrenchment only .  The correct and most current donwload link is posted below     :digichet:

 

http://www.moddb.com/mods/stargate-invasion/addons/battlecruiser-daedalus-class

http://www.moddb.com/mods/stargate-invasion/tutorials/adding-the-bc304-minimod-to-sins-of-a-solar-empire

Reply #1402 Top

Quoting TheRezonator, reply 1399


i got lost on that site, could you possibly post a direct link when you get a minute? cheers
End of TheRezonator's quote

I cant give you a direct link because you need to be registered to see the Stargate Invasion forums on the board.  If you are, just go under Sins of a Solar Empire, Stargate Invasion and the title of the thread is Stargate Invasion: Custom Maps.

Quoting ColonelShadow, reply 1400
will there be any more mini mods to come

 
End of ColonelShadow's quote

Unsure at the moment, we might be doing 1 or 2 more, depending on how we are progressing

Reply #1403 Top

Hi, I have two questions. But first, I'de like to comment on your time, dedication and commitment to the mod. It's great, everything you make looks great and the things you improvise on look like they would had the origonal stargate team made it.

First, will you be changing any physics to the gameplay? Just wondering.

And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed but) even with 2gb of RAM.

Thanks.

 

-Kris

Reply #1404 Top

Quoting kris159, reply 1403


First, will you be changing any physics to the gameplay? Just wondering.
End of kris159's quote

We will change it to suit the Stargate universe as much as possible, yes.

Quoting kris159, reply 1403
And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed but) even with 2gb of RAM.
End of kris159's quote

Well 2gb of ram doesnt mean anything, if you dont have a good enough graphics card, or processor, it wont matter the ram.  BUt this mod shouldnt be to expansive.

Reply #1405 Top

 

here are a few screen shots of the new asgard beam weapons and a few others to show off our progress. enjoy:drool:

Reply #1406 Top

*Grin*

That's awesome!

 

I tried doing what it said on the guide to add beam weapons and missiles to it.

Can you post what the file should look like for the Daedalus-class Tech Heavy Frigate thing?  I put it in, put all I got was a mini-dump.

Reply #1407 Top

the beams require custom particle files and custom abilities not mentionied in the guide , hence this is still a wip

 

Reply #1409 Top

Quoting Alpha_Sniper, reply 1408
That beam's bigger than the 304...
End of Alpha_Sniper's quote
 

it just appears that way from the angle the screen shot was taken. but we are still fine tuning it :P

Reply #1410 Top

Quoting Franz, reply 1406
*Grin*

That's awesome!

 

I tried doing what it said on the guide to add beam weapons and missiles to it.

Can you post what the file should look like for the Daedalus-class Tech Heavy Frigate thing?  I put it in, put all I got was a mini-dump.
End of Franz's quote

 here is a example of how the entity file should look for beam weapons keep in mind this will not give you the beams shown above.

entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire FALSE
usesFighterAttack TRUE
autoJoinFleetDefault FALSE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 100.000000
basePopulationKilled 2.800000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
 weaponType "Projectile"
 burstCount 1
 burstDelay 0.000000
 muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
 muzzleSoundMinRespawnTime 0.100000
 muzzleSounds
  soundCount 1
  sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
 hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"
 hitHullEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 hitShieldsEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"
typeCount 2
frigateRoleType "Light"
frigateRoleType "Lrm"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_PHASEUTILITY1"
picture "PICTURE_FRIGATE_PHASEUTILITY1"
NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"

basePrice
 credits 1000.000000
 metal 150.000000
 crystal 50.000000
slotCount 3.000000
BuildTime 5.000000
hasLevels FALSE
ExperiencePointsForDestroying 1000.000000
MaxHullPoints 1500.000000
MaxShieldPoints 2000.000000
HullPointRestoreRate 1.550000
ShieldPointRestoreRate 1.50000
BaseArmorPoints 11.500000
maxMitigation 0.7
Prerequisites
 NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 6
numSpecificDebris 0
armorType "Heavy"
hudIcon "HUDICON_FRIGATE_TECHHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 95.000000
 DamagePerBank:BACK  0.000000
 DamagePerBank:LEFT 95.000000
 DamagePerBank:RIGHT 95.000000
 Range 6000.000000
 PreBuffCooldownTime 2.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.000000
 TravelSpeed 9000.000000
 Duration 0.60000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_PsiSupportBeamLight_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
  beamGlowTextureName "CapitalAbilityBeamBlast_Glow"
  beamCoreTextureName "CapitalAbilityBeamBlast_Core"
  beamWidth 50.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "ANTIHEAVY"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "AUTOCANNON"
 DamagePerBank:FRONT 170.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 170.000000
 DamagePerBank:RIGHT 170.000000
 Range 5000.000000
 PreBuffCooldownTime 4.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 1.000000
 TravelSpeed 2000.000000
 Duration 5.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Projectile"
  burstCount 9
  burstDelay 0.060000
  muzzleEffectName "Weapon_TechSupportAutoCannonLight_Muzzle"
  muzzleSoundMinRespawnTime 0.770000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechSupportAutoCannonLight_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
  projectileTravelEffectName "Weapon_TechSupportAutoCannonLight_Travel"
Weapon
 WeaponType "Missile"
 damageEnums
  AttackType "ANTIMEDIUM"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "MISSILE"
 DamagePerBank:FRONT 199.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 199.000000
 DamagePerBank:RIGHT 199.000000
 Range 5800.000000
 PreBuffCooldownTime 6.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.150000
 TravelSpeed 1500.000000
 Duration 0.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Missile"
  burstCount 5
  burstDelay 0.600000
  muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.500000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
  missileStartTurningDistance 250.000000
  missileSlowTurnRate 0.708997
  missileMaxSlowTurnTime 3.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 2
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 2
TargetCountPerBank:RIGHT 2
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 1000.000000
ShieldMeshName "Shield_FrigateTechAntiModule"
renderShield TRUE
maxAccelerationLinear 250.000000
maxAccelerationStrafe 75.000000
maxDecelerationLinear 750.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 64.999985
maxSpeedLinear 800.000000
maxRollRate 12.000000
maxRollAngle 45.000000
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 25.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 25.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 6
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
 meshName "Frigate_Tauri304"
 criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigatePhaseUtility1"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 1500.000000
AntiMatterRestoreRate 2.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 1.000000

Reply #1411 Top

can you guys release a minimod with the Morpheus+F302s?

It might also include the Daedalus as a bonus *grin*.

Reply #1412 Top

I copied the entity file into the TECH Heavy in the GameInfo file in the DSC-304 mod folder, but I get a mini-dump when I try to activate it. 

Reply #1414 Top

Quoting Franz, reply 1412
I copied the entity file into the TECH Heavy in the GameInfo file in the DSC-304 mod folder, but I get a mini-dump when I try to activate it. 
End of Franz's quote

here is a copy that you should be able to copy and paste into your entity file . The previous post was to show you how to code the beam weapons. Also this coding is from my personal modding. YOU MAY WANT TO ADJUST SHIELDS AND WEAPONS SHE MIGHT BE A LITTLE OP FOR SOME OF YOU

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire FALSE
usesFighterAttack TRUE
autoJoinFleetDefault FALSE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 100.000000
basePopulationKilled 2.800000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
 weaponType "Projectile"
 burstCount 1
 burstDelay 0.000000
 muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
 muzzleSoundMinRespawnTime 0.100000
 muzzleSounds
  soundCount 1
  sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
 hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"
 hitHullEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 hitShieldsEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"
typeCount 2
frigateRoleType "Light"
frigateRoleType "Lrm"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHHEAVY"
picture "PICTURE_FRIGATE_TECHHEAVY"
NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice
 credits 1000.000000
 metal 150.000000
 crystal 50.000000
slotCount 3.000000
BuildTime 5.000000
hasLevels FALSE
ExperiencePointsForDestroying 1000.000000
MaxHullPoints 1500.000000
MaxShieldPoints 2000.000000
HullPointRestoreRate 1.550000
ShieldPointRestoreRate 1.50000
BaseArmorPoints 11.500000
maxMitigation 0.7
Prerequisites
 NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 6
numSpecificDebris 0
armorType "Heavy"
hudIcon "HUDICON_FRIGATE_TECHHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 95.000000
 DamagePerBank:BACK  0.000000
 DamagePerBank:LEFT 95.000000
 DamagePerBank:RIGHT 95.000000
 Range 6000.000000
 PreBuffCooldownTime 2.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.000000
 TravelSpeed 9000.000000
 Duration 0.60000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_PsiSupportBeamLight_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
  beamGlowTextureName "CapitalAbilityBeamBlast_Glow"
  beamCoreTextureName "CapitalAbilityBeamBlast_Core"
  beamWidth 50.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "ANTIHEAVY"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "AUTOCANNON"
 DamagePerBank:FRONT 170.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 170.000000
 DamagePerBank:RIGHT 170.000000
 Range 5000.000000
 PreBuffCooldownTime 4.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 1.000000
 TravelSpeed 2000.000000
 Duration 5.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Projectile"
  burstCount 9
  burstDelay 0.060000
  muzzleEffectName "Weapon_TechSupportAutoCannonLight_Muzzle"
  muzzleSoundMinRespawnTime 0.770000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechSupportAutoCannonLight_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
  projectileTravelEffectName "Weapon_TechSupportAutoCannonLight_Travel"
Weapon
 WeaponType "Missile"
 damageEnums
  AttackType "ANTIMEDIUM"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "MISSILE"
 DamagePerBank:FRONT 199.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 199.000000
 DamagePerBank:RIGHT 199.000000
 Range 5800.000000
 PreBuffCooldownTime 6.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.150000
 TravelSpeed 1500.000000
 Duration 0.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Missile"
  burstCount 5
  burstDelay 0.600000
  muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.500000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
  missileStartTurningDistance 250.000000
  missileSlowTurnRate 0.708997
  missileMaxSlowTurnTime 3.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 2
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 2
TargetCountPerBank:RIGHT 2
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 1000.000000
ShieldMeshName "Shield_FrigateTechAntiModule"
renderShield TRUE
maxAccelerationLinear 250.000000
maxAccelerationStrafe 75.000000
maxDecelerationLinear 750.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 64.999985
maxSpeedLinear 800.000000
maxRollRate 12.000000
maxRollAngle 45.000000
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 25.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 25.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 2
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
 meshName "Frigate_304_Human_Tech"
 criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigatePhaseUtility1"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 500.000000
AntiMatterRestoreRate 2.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 1.000000

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Reply #1415 Top

ok everyone, I have a bit of an update for you all.

 

Firstly, thanks to JTAYLORPCS, we have been able to get most of the coding for the Humans done, which is awesome.  I have been helping him clean up our mod folders, and in doing so we are saving space on the total mod size.  Anyhow, with his help the first part of the mod has just jumped to 25% complete, thankfully that means that I can focus on the Meshes and texture files that need to get done so that we can get going with the rest of the mod.

 

Secondly, I have just finished a model for the Asurans, it was something I had on a list of things to do, and I finally got around to her a few weeks back.  She is done now, and here she is in all her glory.

 

I present to you... the Atropos Class Destroyer:

Reply #1418 Top

Quoting Franz, reply 1417
Gah!

 

I replaced my TXT file with yours, JTAYLORPCS, but I still get a mini dump.

 

Do you think you can E-mail me a mod folder with the beam and missiles already put in the folder?  If you can, my E-mail is [email protected]

 

Sorry, again.
End of Franz's quote

 

what version of Sins are you running?

Reply #1420 Top

hmm, Im not sure, but I think that his version is for Entrenchment, as I see it... where it says:

 

MeshNameInfo
 meshName "Frigate_304_Human_Tech"
 criteriaType "None"

 

change that to just meshName "Frigate_304_Human_Tech" or whatever you renamed the mesh file too.  If its still the stock name, then change it to frigate_techheavy

Reply #1421 Top

The ship is cool. Looks like the Ancient corvette off the stargate mod for Star Wars: Empire at War.

Reply #1422 Top

Quoting kris159, reply 1421
The ship is cool. Looks like the Ancient corvette off the stargate mod for Star Wars: Empire at War.
End of kris159's quote

 

That mod also uses this design yes, it is from SGA season 4.

Reply #1423 Top

My goodness the ship is beautiful and you all are still killing me while I wait for this mod lol... keep up the good fight!  Good to see you guys got someone else to help out. 

Reply #1425 Top

Quoting Eomega, reply 1420
hmm, Im not sure, but I think that his version is for Entrenchment, as I see it... where it says:

 

MeshNameInfo
 meshName "Frigate_304_Human_Tech"
 criteriaType "None"

 

change that to just meshName "Frigate_304_Human_Tech" or whatever you renamed the mesh file too.  If its still the stock name, then change it to frigate_techheavy
End of Eomega's quote

 

you also have to remove this:

firingAlignmentType "Default"
TargetCountPerBank:FRONT 2
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 2
TargetCountPerBank:RIGHT 2
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE

as it was added when they updated into entrenchment to make the ships weapons work better.