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.

 


 

 

 

 

 

5,307,522 views 2,178 replies +7 Loading…
Reply #1851 Top

Quoting JTAYLORPCS, reply 1840
Hello all time for a little update.

We now having a working asgard beam that works, looks and is almost spot on with visuals from the show. Also we are working on a new hyperspace particle we are testing. Things are going well for sgi . We also now have almost all the new huds complete thanks to our new team member chad.  Also of great importance SGI is not no longer using ANY STOCK CODING.  the only stock elements we are using atm are some mesh textues, music sound and particle.

thanks jtaylorpcs
End of JTAYLORPCS's quote

 

Aw darn, and I thought that I had beaten ya to it.

Reply #1852 Top

Quoting Syneptus, reply 1851



Quoting JTAYLORPCS,
reply 1840
Hello all time for a little update.

We now having a working asgard beam that works, looks and is almost spot on with visuals from the show. Also we are working on a new hyperspace particle we are testing. Things are going well for sgi . We also now have almost all the new huds complete thanks to our new team member chad.  Also of great importance SGI is not no longer using ANY STOCK CODING.  the only stock elements we are using atm are some mesh textues, music sound and particle.

thanks jtaylorpcs


 

Aw darn, and I thought that I had beaten ya to it.
End of Syneptus's quote

by all means send it to us we will always compare and look at what fits best and looks great.

thanks jtaylorpcs

Reply #1853 Top

JTAYLORPCS, I got no responce/reply to that hyperspace enter effect I sent you...

Reply #1854 Top

I am having some troubles with my comp's uploading capabilities...

I am still chugging through the effects

Reply #1855 Top

Quoting kris159, reply 1853
JTAYLORPCS, I got no responce/reply to that hyperspace enter effect I sent you...
End of kris159's quote

please resend to me

been busy as of late checking on mod and stabiltiy after ripping all stock stuff out.  Not to mention my other mod Soa2 i a have been busy with as well

thanks jtaylorpds

Reply #1857 Top

Might be a silly question, but when I downloaded/installed, some of the ships such as the Achilles, look a tad different than the screenshots at the top of the page.  Darker, and not much texture detail.  Is this something in my settings, or with the ships themselves?  I've been looking forward to this mod for at least the last year, and I'm VERY grateful to finally be able to play with them.  Thank you guys for all the hard work!!

Reply #1858 Top

Quoting ronmcd1076, reply 1857
Might be a silly question, but when I downloaded/installed, some of the ships such as the Achilles, look a tad different than the screenshots at the top of the page.  Darker, and not much texture detail.  Is this something in my settings, or with the ships themselves?  I've been looking forward to this mod for at least the last year, and I'm VERY grateful to finally be able to play with them.  Thank you guys for all the hard work!!
End of ronmcd1076's quote

Quoting JTAYLORPCS, reply 1850


The mod works on Entrenchment 1.051 and codewise mod is 99% done, models 80% done , textures 10% done  overall the mod is about 60% done But much work is to be done especially in the texture dept. 

thanks jtaylorpcs
End of JTAYLORPCS's quote

 Thanks for your comments but please read the earlier posts - page before  ˄˄˄˄˄

Reply #1859 Top

@ the battle screenies on page 72: What's the ring of fire around Atlantis in some of them?

@ the asuran shield generator: What does/will that module do exactly?

Reply #1860 Top

My guess is the shield generator allows a shield to be placed around structures that normally don't have shields, also it could possibly reinforce shields around any ships in the area. This is just a guess as to what it MAY do

Reply #1861 Top

I have another suggestions...

In the show the Wraith didn't have the ability to hyperspace long distances, because of the ships hull...

Could you possibly make a limit to the length of a phase jump lane it can go on or maybe a cooldown on jumps after they jump from planet to planet

Just came to me..

EDIT: Another thing... Atlantis... Will it have a rounded bottom as it was when lifting off the ocean, and in the first episode when the city was lifting off for pegasus.

It would look better rounded to show the Star drives how the look since when Atlantis moves, it has no engine effetcs, so make the stardrive its engine effects but not too much stuff so that it would look like it did in the show

Reply #1862 Top

I'm curious about the Asuran Gate weapon...

Watching the episode, I picked up 2 things in particular,;

Firstly, the beam attacked the Apollo before the planet, and secondly, the beam was a sustained attack.

If you're trying to match this for the mod, am I to assume that it'll be capable of assaulting ships and structures as well as planets?

The sustained beam part sounds difficult to match though in the game, if its even possible to maintain a beam for a very long time (i.e. until the target is completely destroyed), I'm not sure if you could instruct the game to improve shield regeneration whilst the beam is being used unless you make it an ability perhaps?

I'm sure you'll think of something clever though.

Reply #1863 Top

Quoting sevendaydemon, reply 1862
I'm curious about the Asuran Gate weapon...

Watching the episode, I picked up 2 things in particular,;

Firstly, the beam attacked the Apollo before the planet, and secondly, the beam was a sustained attack.

If you're trying to match this for the mod, am I to assume that it'll be capable of assaulting ships and structures as well as planets?

The sustained beam part sounds difficult to match though in the game, if its even possible to maintain a beam for a very long time (i.e. until the target is completely destroyed), I'm not sure if you could instruct the game to improve shield regeneration whilst the beam is being used unless you make it an ability perhaps?

I'm sure you'll think of something clever though.
End of sevendaydemon's quote

Actually the Gate sat does already have beams that look spot on from the show, She also attacks ships , planets, strutures. She is truely a lethal ship. Small fast and powerfull!!!   Atlantis will be fully textured soon and the textures will have all of her details. Most of the weapons,  beams and effects are in for all of our base factions.  But we are always looking at different materials.

thanks jtaylorpcs

Reply #1864 Top

That is good to hear.

I am patiently awaiting the next release of the mod to enjoy it more fully.

Also, did you consider the Wraith hyperspace thingy I suggested?

Another thing, could I take the textures from the Dolynick mod of Atlantis, and put it into your currently available mod to make it look more like it should, or will it not look right and stuff?

If I could learn how to change the textures and whatnot I could be a help to you in the modding process.

Reply #1865 Top

Quoting Maxxedmk, reply 1864
Another thing, could I take the textures from the Dolynick mod of Atlantis, and put it into your currently available mod to make it look more like it should, or will it not look right and stuff?


If I could learn how to change the textures and whatnot I could be a help to you in the modding process.

End of Maxxedmk's quote

Dolynick's version of Atlantis doens't have a texture, it just reflects. Also, they are most likely modelled differently so even if Dolynick's did have a texture, it wouldn't look right on SGI's or would need editing to fit the model.

Reply #1866 Top

Okay, I guess I'll have to wait for the next release of this mod to properly see Atlantis and such ships.

Even thought Doly's Atlantis isn't quite what it should look like, It will have to do for now.

One downside though is that only the Asurans will be able to use Atlantis, even though the Human side also had access to the original Atlantis.

I'm assuming the next release will have the ships more balanced out?

Because some ships die to quick and some too damn slow... lqtm :grin: lqtm = laugh quietly to myself.

Other than that I need to play the mod more with different races to see any more things I may be able to suggest.

I love what you guys did with the pirates though it made them really worth fearing.

All in all it's really great how much work you guys put into this to make it work.

Almost forgot, the way when you start a new game on any map, it makes the surroundings really dark, so you can't really see the ships quite as good as you would want to... I don't know if you guys have had anyone mention this, but I hope you can change it somehow. Because it would be nice to see the work you guys did and not play in darkness =)

Reply #1867 Top

Quoting Maxxedmk, reply 1866
One downside though is that only the Asurans will be able to use Atlantis, even though the Human side also had access to the original Atlantis.
End of Maxxedmk's quote

The thing you've got to, and most people don't, consider is that the Asurans could build atlantis, the Tau'ri can't. It's not about what they have in their possession, it's about what they can build.

Reply #1868 Top

Quoting JTAYLORPCS, reply 1863

Quoting sevendaydemon, reply 1862I'm curious about the Asuran Gate weapon...

Watching the episode, I picked up 2 things in particular,;

Firstly, the beam attacked the Apollo before the planet, and secondly, the beam was a sustained attack.

If you're trying to match this for the mod, am I to assume that it'll be capable of assaulting ships and structures as well as planets?

The sustained beam part sounds difficult to match though in the game, if its even possible to maintain a beam for a very long time (i.e. until the target is completely destroyed), I'm not sure if you could instruct the game to improve shield regeneration whilst the beam is being used unless you make it an ability perhaps?

I'm sure you'll think of something clever though.


Actually the Gate sat does already have beams that look spot on from the show, She also attacks ships , planets, strutures. She is truely a lethal ship. Small fast and powerfull!!!   Atlantis will be fully textured soon and the textures will have all of her details. Most of the weapons,  beams and effects are in for all of our base factions.  But we are always looking at different materials.

thanks jtaylorpcs
End of JTAYLORPCS's quote

Awesome.  It sounds like the Asurans are gonna be a mean bit of work.  Naturally I'm assuming the Wraith will have the benefit of numbers, which would help even the odds and we've already seen how dangerous the Humans can be with Asgard and ancient weapon systems.

I can already see its gonna be an exciting play.

Reply #1869 Top

If you'd balance the game according to the Stargate Universe the Asurans would just turtle it out until something provoked it. Unlimited ZPM's, Atlantis bases and a great number of Aurora warships. Plus, they almost wouldn't be able to be bombed off a planet if you believe the series.

It would be way too easy to win with them, if they would provoke you (or if McKay unlocked the base code) you'd squash about everyone.

 

Balancing wise (I'm not a expert on this)

Asurans:

  • No unlimited ZPM's
  • No unlimited Atlantis bases
  • No huge ass replicator stronghold planet :cylon:

Wraith:

  • Might need something against beam weapons, but they already have a strong hull

Humans:

  • Need to build more ships compared to the SG Universe
  • Raise (Not solve) power requirement. No unlimited ZPM's, but maybe something like a limited number.

To the people developing this mod: You guys (and girls?) are doing a AWESOME job! Once the Ausurans are up and running I'll be re-installing Sins :)

Reply #1870 Top

Evening All,

Quick Update

This is the replacement model for the Frigate class ship - Zephyr. I was never 100% happy with the original model when I finished it but popped it into the mod none the less.

Old model - http://riser38.deviantart.com/gallery/#/d1wfep1 - 5,328 Polygons.

New model is only 1,600 Polygons.

Been trying to rebuild it for the last few months but never had any ideas but this came to me this week.

Enjoy

Riser38

http://riser38.deviantart.com/

Reply #1871 Top

hm i dont know somehting is missing i dont know what but theres somehting ... somehting ^^

it reminds me more on some kind of  freighter than a battle ship

 

Reply #1872 Top

Quoting LzpAppel, reply 1869
If you'd balance the game according to the Stargate Universe the Asurans would just turtle it out until something provoked it. Unlimited ZPM's, Atlantis bases and a great number of Aurora warships. Plus, they almost wouldn't be able to be bombed off a planet if you believe the series.

It would be way too easy to win with them, if they would provoke you (or if McKay unlocked the base code) you'd squash about everyone.

 

Balancing wise (I'm not a expert on this)

Asurans:


No unlimited ZPM's
No unlimited Atlantis bases
No huge ass replicator stronghold planet

Wraith:


Might need something against beam weapons, but they already have a strong hull

Humans:


Need to build more ships compared to the SG Universe
Raise (Not solve) power requirement. No unlimited ZPM's, but maybe something like a limited number.

To the people developing this mod: You guys (and girls?) are doing a AWESOME job! Once the Ausurans are up and running I'll be re-installing Sins
End of LzpAppel's quote

 

Don't forget that Antimatter is the limiter in this game.  In the sins universe, gaining a new ZPM would mean a boost in antimatter reserves.  More efficient ZPM's would mean better replenish rate ad so on.  Just like everything else the Replicators will have to use materials and fleet supply to construct Atlantis class cities, and will need to colonise planets to gain access to those materials in the first place.  The stronghold planet would simply be the home planet in sins, and it'll be up to the player whether they choose to fortify it or not.

Remember as well, in the series the Humans were working on planet-wide anti replicator weapons, and the wraith would simply lay siege until the planet was a wreck.

Also, the Wraith balancing is already being sorted I believe with a much higher armour level than other races.  You only need to boost the armour level of the Hiveship a little in the mini-mod to see how strong they can really be.

The Asurans are my first choice though, the design of the Aurora class warship in the series is exceptional, I've always been a fan of the way it looks.  Bare in mind though, that the Aurora class isn't the largest or the most powerful ship they have in the mod.  The Anteus class is Huge in comparison.

Reply #1873 Top

Quoting LzpAppel, reply 1869
If you'd balance the game according to the Stargate Universe the Asurans would just turtle it out until something provoked it. Unlimited ZPM's, Atlantis bases and a great number of Aurora warships. Plus, they almost wouldn't be able to be bombed off a planet if you believe the series.

It would be way too easy to win with them, if they would provoke you (or if McKay unlocked the base code) you'd squash about everyone.

 

Balancing wise (I'm not a expert on this)

Asurans:


No unlimited ZPM's
No unlimited Atlantis bases
No huge ass replicator stronghold planet
Wraith:


Might need something against beam weapons, but they already have a strong hull
Humans:


Need to build more ships compared to the SG Universe
Raise (Not solve) power requirement. No unlimited ZPM's, but maybe something like a limited number.
To the people developing this mod: You guys (and girls?) are doing a AWESOME job! Once the Ausurans are up and running I'll be re-installing Sins
End of LzpAppel's quote

There wont be any unlimited zpms nor unlimited atlantis class ships. But I will tell you this , Atlantis is the colony cap for the asurans. She is currently using the following abilties

colonize aka Infest World

Drone furry a drone weapon abitliy that is dangerous.

She is complete with drones,  ancient lasers,  and strikecraft. She will be weak upon being built and as she is upgraded with research and cap ship leveling she will become stronger & more powerfull.  It takes over 10 hives to take down a lvl 10 atlantis atm.

 

Quoting Melik88, reply 1871
hm i dont know somehting is missing i dont know what but theres somehting ... somehting ^^

it reminds me more on some kind of  freighter than a battle ship

 
End of Melik88's quote

Personally i disagree , she is much more in line with the tauri designs than our previous model. Also I will be importing her to game here shortly.

 The asurans do rock. But all factions will have there pros and cons.

 thanks jtaylorpcs

Reply #1874 Top

Quoting kris159, reply 1867

Quoting Maxxedmk, reply 1866One downside though is that only the Asurans will be able to use Atlantis, even though the Human side also had access to the original Atlantis.


The thing you've got to, and most people don't, consider is that the Asurans could build atlantis, the Tau'ri can't. It's not about what they have in their possession, it's about what they can build.
End of kris159's quote

 

Just one question.  Is it possible to have ships spawn around a planet when you say, discover an artifact? 

Then you could 'discover' Atlantis and have an extra capital ship.  

Reply #1875 Top

Quoting JTAYLORPCS, reply 1873


She is complete with drones,  ancient lasers,  and strikecraft. She will be weak upon being built and as she is upgraded with research and cap ship leveling she will become stronger & more powerfull.  It takes over 10 hives to take down a lvl 10 atlantis atm.

 thanks jtaylorpcs
End of JTAYLORPCS's quote

This sounds about right to me.  In the show the city could withstand massive attack for a very long time with 3 ZPM's, So I look forward to seeing her in action.

How is the fleet supply going to work though?  In the show the Wraith have 60 + ships at first, but the Asurans also end up with almost 40 ships at one time.  Will the Wraith have several times the number of capital ships that the others have?  Considering how powerful the Asurans can be, and how dangerous the Tauri are with a large number of ships equipped with beams and nukes.

Also, I'm interested in seeing the Wraith end-game technology.  Something creative I hope.