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.

 


 

 

 

 

 

5,307,591 views 2,178 replies +7 Loading…
Reply #176 Top
A little update on my part.
I've been messing with the particle effects for different parts of the mod that are already in-game. So far:

1. Almost finished with the Hyperspace Exit Effect. I am just tweaking a few small things to get the right size and timing.

2. Hyperspace Entrance/travel is done. I have completely modified the entrance effect to include a custom texture by one of our texture artists. Also I have added a 'flash' as the ship enters hyperspace.

3. The Asgard Beam weapons have been overhauled. Still in progress, but so far I have made the hit effect more pronounced as well as some extra effects. I plan to add small explosions upon the beams hit, also.

4. Railgun hit effect has been increased in size so there is a more noticable explosion effect.

5. Railguns are completely finished for the models in game. There are 3 or 4 different size of 'bullets' used by the ships, depending on the ship.

6. BC304's missile hit explosions are still being worked on. I like the look of the planet bombing damage, but I am trying to make it smaller.

7. Excalibur planet bombing beams. The Excalibur will be the only ship to use Asgard beams as a bombing weapon. There are 5 beams per bombing 'run.' Each beam causes the normal TEC's bombing effect, but the effect has been changed to a blue color.

8. I am currently trying to figure out how Bailknight has added smaller pre-explosions to the ship and planet module explosions. Once I figure that out, I will redo all of the aforementioned explosions.

9. Exhaust trails have been modified for the different ships to look better.

Once I get a good-looking effect for most of this stuff, I will post a video. I have just begun really messing with particle files so you'll have to give me a break if it takes me a while to get some of this done. The timings and size of the flashes for hyperspace exit and entrance have been a significant pain. They can't be too long or too short or the effect will look silly. And they can't be .1 second early or .1 second late for the same reason, but I'm almost there.

And again, I'm going to repeat EOmega. We are really in need of some texture artists. I especially would like to work with someone to get research icons in game. And I'm sure EO would like to work with someone to get ship icons in game. So if you're at all interested, please join us.

Thanks,
derbal213
Reply #177 Top
Check the explosions.explosiondata file. There, you can specify sub-explosions for specific explosion events. You can use them to time different explosion effects, or to synchronize two or more different explosions for one big boom.
Reply #178 Top
Check the explosions.explosiondata file. There, you can specify sub-explosions for specific explosion events. You can use them to time different explosion effects, or to synchronize two or more different explosions for one big boom.
End of quote


Thanks, I'll try that. I didn't even think about that. I was just trying to add more explosions to the explosion particle file and then change the timings.
Reply #179 Top
Update:
I got a lot done in the last few hours thanks to ManSh00ter's advice. So, as promised, here is a video of some of the effects that I've got pretty close to being done. Constructive Criticism is always welcome.
-Side note: I also have allowed the smaller railguns on the Excalibur to fire at fighters. The 304 and Tempest will both do this also with their smaller railguns.



Thanks,
derbal213Stargate Effects
Reply #180 Top
Looking good, but in the first kaboom has the ship dissapear half a second too late, I find it looks best if you sync it with debris flying out, then it looks like the ship blew up proprely. Just like you have in latter explosions, so I don't know if you fixed it already.
Also, you might want to desync the smaller explosions, right now the front and aft blasts happen at the same time which looks sort of "off" (at least to me). A good pacing for "chain reaction" stuff is to have one small explosion, then a couple of rapidly successive explosions, then maybe two synced explosions followed closely by the final kaboom. Try it, you might like the result. :)
Reply #181 Top
Yea. I have the actual particle effect having a lifetime of .5 seconds. Then for each explosion in the explosion file, I have the playtimes set at 1 sec. (0,1,2,3,4,5,6). For some reason, though, it causes multiple explosions at the same time, waits about 2 seconds, then gives off more explosions, waits a little more, then more explosions. I can't seem to figure out why it does this. I also tried differing the timings by .5, .25, 1.5, .75, and 2. So I'm going to keep playing with it and try to get it to look right. And as for the final explosion and the ship disappearing: I am waiting to get that timing perfect until I can get the smaller explosions to look good. I have to keep changing timings and throws everything off.
Reply #182 Top
I think the PlayTime variable does not mean the length of the sub-explosion, but the timing. So PlayTime 3 would not mean the sub explosion is 3 seconds long, but that it starts after 3 seconds are up. Anyway, as I am in the process of making my explosions&debris mini-mod, I will share any interesting stuff I find. :)
Reply #183 Top
I think the PlayTime variable does not mean the length of the sub-explosion, but the timing. So PlayTime 3 would not mean the sub explosion is 3 seconds long, but that it starts after 3 seconds are up. Anyway, as I am in the process of making my explosions&debris mini-mod, I will share any interesting stuff I find.
End of quote


That's what I thought also. I had the play-times at 1,2,.etc. hoping that there would be .5 sec after each explosion before the next one happened. But, of course, that was not the case and it doesn't work. I'll keep at it, though, and keep everyone posted.
Reply #184 Top
its pretty nice, though no offence but these models, and textures especialy, aint nothin' compared to soa2.
Reply #185 Top
its pretty nice, though no offence but these models, and textures especialy, aint nothin' compared to soa2.
End of quote


Neither the models nor textures for any of the ships are finished. I am not the modeller and texturer. EOmega did those and gave them to me in that state so I could get started on all of the stats, weapons, explosions, and other effects. We are taking our time on this mod so it looks good. A little patience and you will have textures and models that are brilliant.
Reply #186 Top
Not bad. Will the Ori get a supergate?

I have high hopes for this mod. Textures need some work though.
Reply #187 Top
If you read the origional post, you will see that the Ori will not be in the mod.
Reply #188 Top
Um... ? I was pretty excited about this mod until I realized one major problem in my eyes... Maybe this has been addressed earlier, but where are the Goa'uld? X-( . I was dreaming of becoming my own system lord and crushing all who oppose me with my massive fleet of Ha'tak attack ships... If you just don't feel you have enough people on your team for something like this, I might be able to devote some time towards making some awesome Goa'uld-ness...
Reply #189 Top
Not bad. Will the Ori get a supergate?I have high hopes for this mod. Textures need some work though.
End of quote


The Ori will not be in this mod at all. Supergates, on the other hand, are going to be implemented. We just aren't sure how. If the developers give us the ability to add new buffs, abilties, and entity types it will be pretty easy to put them in. A

Like I've said before, literally the post before yours, the textures are NOT done yet.

Um... ? I was pretty excited about this mod until I realized one major problem in my eyes... Maybe this has been addressed earlier, but where are the Goa'uld? . I was dreaming of becoming my own system lord and crushing all who oppose me with my massive fleet of Ha'tak attack ships... If you just don't feel you have enough people on your team for something like this, I might be able to devote some time towards making some awesome Goa'uld-ness...
End of quote


I believe we are planning on releasing the Milky Way half of Stargate after the Pegasus version. Stargate Atlantis is our favorite of the series, so we naturally chose that. And I think the Goa'uld ships will be used mostly by the Free Jaffa. You'd have to ask EOmega about the Goa'uld as a playable race. But, I'm sure if you're willing to make some of the Goa'uld ships, EO would be happy to have you for the second part.

And Plus..What could be better than glassing planets with a massive fleet of huge Hive ships. I mean, they're massive. The 304 fit inside of one. I, personally, can't wait to get a Hive ship. Not to mention the masssive swarms of Wraith Darts that are going to come with Hives.
Reply #190 Top
I'm not sure if anyone has thought of this or not but why not replace the wormholes with supergates - one supergate in each system or more depending on how many systems there are

Btw i think your doing a great job and good luck :CONGRAT:
Reply #191 Top
dude i love your work it looks sweet and so real
Reply #192 Top
I'm not sure if anyone has thought of this or not but why not replace the wormholes with supergates - one supergate in each system or more depending on how many systems there areBtw i think your doing a great job and good luck
End of quote


Our plans exactly. If plan A doesn't work, which is Races being able to build Supergates at planets. They would have to be researchable, cost a lot, etc. But right now, there is no way to implement them that way. So, for now, we would like to have the Supergates replace wormholes and do the same things as wormholes. Hopefully, we can get some cool effects for activation and stuff.

I've talked about it with EO and I think, if we can find someone to devote time to it, we would like to release a map pack with the mod. That way we can have authentic maps to play on that would have strategically located supergates. We plan to do at least three, one for Pegasus, one for the Milky Way, and one combining the two, as well as others.

We appreciate all of the suggestions and support.
Reply #193 Top
Also I have a question about the wraith, so far all I've seen is three Wraith ships- Scout, Dart, Hive, and Cruiser- What other kinds of ships do you have planed?

Another question would be, is it possible to build orbital stargates (that small ships like jumpers or darts could fly through) around planets? and if so can you use/research an iris/ shield to stop enemies from using them?

Sorry if I'm asking to many questions just seeing where your at in the mod and I think it looks great
Reply #194 Top
Thinking about the orbital gates, in theory you could use them as a creative form of hanger defense maybe? in which it has defense fighters come through? sorry if thats been suggested already.
Reply #195 Top
Also I have a question about the wraith, so far all I've seen is three Wraith ships- Scout, Dart, Hive, and Cruiser- What other kinds of ships do you have planed?Another question would be, is it possible to build orbital stargates (that small ships like jumpers or darts could fly through) around planets? and if so can you use/research an iris/ shield to stop enemies from using them?Sorry if I'm asking to many questions just seeing where your at in the mod and I think it looks great
End of quote


For the Wraith, we don't have any other ships planned right now that I know of. We are doing the Tau'ri first. But, probably, like the Tau'ri we will use a lot of fan ships as well as original designs for all of the races. The Tau'ri only have like 3 or 4 ships throughout the series anyway.

We would also like to create space gates (not supergates) that would only let smaller ships like frigates through. Or, hopefully we can define new entity types with the mod tools later and restrict the use of the gates more. We'll just see how space gates and super gates are implemented once we have more access to the game's engine. And I'm not sure how we would create a researchable iris/shield. Again, we'll see what happens later on.

Thinking about the orbital gates, in theory you could use them as a creative form of hanger defense maybe? in which it has defense fighters come through? sorry if thats been suggested already.
End of quote


I don't think it has been suggested. And it is a really good idea. If we can't get the gates to work like stargates, then we will probably fall back onto something like this. I hadn't even thought of doing this. Nice idea.
Reply #197 Top
These are my opinions on the space gates being included in the mod.


I still don't like the idea of using space gates or super gates to go to planet to planet within the same solar system. Just to win, all you have to do is send a masive fleet of smaller ships through each gate early on in the game. Sure you can have the iris researchable, but i'm sure that may come a little after setting up the space gate. If by all circumstances the space gate is included in the mod, travel should be only allowed to scout ships or fighters to balence the fighting. The space gate iris should be used as a main defence of being discovered and when clicking on the gate you have the option to leave the iris on or off(having it left on will also prevent you from using it also). The supergate would be most utilised if there were one in every solar system to make travel between each system quicker. So please don't swap the hyperspace for space gates(unless its for scouts), it'll only bring up more issues.

 :CONGRAT: I like the progress guys. Great job.
Reply #198 Top
These are a few quick questions

Have you planned out any research tree for the Tau'ri yet?

Also will the Tau'ri be able to use any ancient ships/ technology, (Aurora class warship, drone defenses, city ship)?

Last will the X-304 (Daedalus, Apollo, Odyssey) be a capital ship, because if not then it wouldn't make much sense to have one of the most powerful ships in the show be a cruiser.
Reply #199 Top
These are a few quick questionsHave you planned out any research tree for the Tau'ri yet?Also will the Tau'ri be able to use any ancient ships/ technology, (Aurora class warship, drone defenses, city ship)?Last will the X-304 (Daedalus, Apollo, Odyssey) be a capital ship, because if not then it wouldn't make much sense to have one of the most powerful ships in the show be a cruiser.
End of quote


We've begun planning out the research tree. We're pretty much finished with the Asgard section. From there, we're not sure where we'll go.

The Tau'ri will probably use a lot of Ancient tech since their based of operations is Atlantis. Drones will probably a rarer form of planetary defenses. Also, we plan to have the city of Atlantis be a playable ship. So yes, the Tau'ri will make use of Ancient technology.

The 304 is going to be a cruiser. It is replacing the Kodiak Heavy Cruiser. It will be the most powerful of the cruisers. The capital ships are going to be based on fan lore as well as other literature put out by the creators of Stargate. I believe there are a few books we are basing this information on. Yea, the Daedalus was powerful, but no match for even one Hive ship until it is outfitted with Asgard technology. We want the Tau'ri's capital ships to be much more competitive with other races' capital ships.

These are my opinions on the space gates being included in the mod.I still don't like the idea of using space gates or super gates to go to planet to planet within the same solar system. Just to win, all you have to do is send a masive fleet of smaller ships through each gate early on in the game. Sure you can have the iris researchable, but i'm sure that may come a little after setting up the space gate. If by all circumstances the space gate is included in the mod, travel should be only allowed to scout ships or fighters to balence the fighting. The space gate iris should be used as a main defence of being discovered and when clicking on the gate you have the option to leave the iris on or off(having it left on will also prevent you from using it also). The supergate would be most utilised if there were one in every solar system to make travel between each system quicker. So please don't swap the hyperspace for space gates(unless its for scouts), it'll only bring up more issues.   I like the progress guys. Great job.
End of quote


We don't plan on the stargates taking the place of hyperspace travel. That's why we'd like to have a custom map pack to release with the mod. That way there are strategically located star and super gates so no one can 'rush' through a stargate and win too quickly. And if we do implement them as planet modules able to be built, we would like to place a limit on the number of ships you can send through.

For example, we could have the gate use antimatter to transport the ships, once the antimatter is depleted, it will take a long time to recharge. We would have to balance everything also. Also, the person using the gate would have to have discovered another gate. Just like in the show, they would need to know the 'coordinates' to the second gate.

Again. How we use stargates in this mod will all depend on what the developers give us access to.
Reply #200 Top
this looks awesome keep up the good work i cant wait to play it when its done