Theophantus Theophantus

(Mod) Sci-fi At War

(Mod) Sci-fi At War

Battle of the Multiverses

 

Sci-fi At War

Battle of the Multi-Verses

Total Conversion  Multi-Universe Crossover mod

For Entrenchment V.1.053.

Sci-fi At War

 

The Q have given the Borg the technical ability to open  inter-dimensional tunnels. This has made the Borg aware of other realities, full of species to assimilate. In the Star Wars Universe alone there are millions of races, billions of individuals all ready for the Borg to "add the biological and technological distinctiveness of other species to [their] own". They realise the magnitude, an Eternity in the  pursuit of perfection.

New alliances have been formed from previous foes. The proverb "the enemy of my enemy is my friend" rings true. War on a inter galactic scale breaks out with myraid possibilities and outcomes, where new foes are discovered and doppleganger fights doppleganger. And the Q Continuum look on with interest, no one knowing there true intentions. Is it perhaps another test for humanity?

"The Q Continuum act indifferently to the affairs of the non-Q beings living in normal space, or in the many dimensions parallel to their own. The Q are a unique race, and they possess many extraordinary, "God-like" powers including the ability to manipulate time, space, matter, and energy."

 

Borg_Cylon Alliance

 

 

Contents:

 

RACES

 

1. Star Wars-Empire

Galactic Empire, with Eclipse MKII, Sovereign and Legacy from the Dark Empire, CIS Remnants forces.

2. Star Wars-Republic Alliance

New Republic and Alliance fleets.

3. Star Trek Alliance

Starfleet, Klingon, Romulan and a Dominion Exeditionary Force.

4. Stargate Universe

Human, Asgard, Ancients, Wraith alliance and free Jaffa Nation Alliance.

5. Borg/Cylon Alliance

Borg, Cylon and assimilated Shadow battle crabs.

6. Battlestar Galactica

Human Colonists.

7. Babylon 5

Minbari, EA, Narn, Centauri and Vorlon alliance. 

8. Eve Online

Minmatar, Amarr, Caldari and Gallente Fleets with Titans way before Rebellion!

9. X3 Terran Conflict Universe

Boron- waiting for MYfisto for the rest!

 

 

Features:

1. Dynamic Movements for all ships which enables fighter physics and behavior.

    Based roughly on ManSh00ter's Dynamic Battle System Mod. 

 

 

Credits:

Base Mod-

How to add a race to Sins of a Solar Empire;  By ZombiesRus5

Direct Link: https://forums.sinsofasolarempire.com/401782

 

Star Wars-

Direct Link for Original Mods/ships/textures etc:

SOGE 1.0e: https://forums.sinsofasolarempire.com/331584

 

Direct Link for Original Mods/ships/textures etc:

Star Wars Requiem: https://forums.sinsofasolarempire.com/406670

 

Star Trek

Direct Link for Original Mods/ships/textures etc:

SOA2 1.19f: https://forums.sinsofasolarempire.com/371686

  

Stargate-

Direct Link for Original Mods/ships/textures etc:

Stargate Invasion: https://forums.sinsofasolarempire.com/177748

 

Direct Link for Original Mods/ships/textures etc:

Stargate Races: https://forums.sinsofasolarempire.com/314779

 

Borg/Cylons-

Direct Link for Original Mods/ships/textures etc:

SOA2 1.19f: https://forums.sinsofasolarempire.com/371686

 

Direct Link for Original Mods/ships/textures etc:

Battlestar Galactica Sot13thT: https://forums.sinsofasolarempire.com/351057

 

Battlestar Galactica-

Direct Link for Original Mods/ships/textures etc:

Battlestar Galactica Sot13thT: https://forums.sinsofasolarempire.com/351057

 

Babylon 5-

Direct Link for Original Mods/ships/textures etc:

Babylon 5 SOTYR: https://forums.sinsofasolarempire.com/361694

 

 

 

Credits for Eclipse MKII, Sovereign and Legacy from the Dark Empire-

https://forums.sinsofasolarempire.com/437456/get;3359337

 

Credits for the Assertor, Bellator and Secutor.

Design:                 Fractalsponge

Assertor Model:     Nomada_Firefox

Bellator Model:      Nomada_Firefox 

Secutor Model:      ArcusAlpha

Textures:              Nawrocki

Riggin:                 Nomada_Firefox

 

Model/Riggin:       Nomada_Firefox

136,614 views 186 replies
Reply #151 Top

Its not about how many you reach anyways. I doubt many people go back and play 7 deadly sins for entrenchment but i still do

And sins of the 13th tribe. Sure zombierusses is great but sometimes the shear simplicity of the old sins of the 13th tribe is nice and easy on the machine

If people are willing to work on it and enjoy doing it like i do then its worth doing

Even with that being said people will allways go back and play a mod if its good and personally seing someone with a little more skills then myself working on a multi mod is great. I was stuck tinkering with other mods due to my in ability to add other abilities, ships, and structures to the game but someone that can do what i cant is a good person to have :)

Reply #152 Top

Quoting jason8648776, reply 151
personally seing someone with a little more skills then myself
End of jason8648776's quote

 

Well, I wouldn't say skills. Patience maybe!

You could do your own cross over mod, if you wished. Depends on how much free time you have.

There is a wealth of information on these forums to get you started and you could always ask the Usual Suspects for advise!

I started with ZombieRus's, How to add a race to Sins Mod.

You can also just add a race/races to someone else's Mod if you wished. But don't tell them whatever you do. :borg:

 

Theo

Reply #153 Top

LOL i cant even get m golan project off the ground never mind an entire race so when i said skills i meant skills. Id need someone here to show and explain to me how to do it in order to get it and i doubt thats gonna happen.

Reply #154 Top
Quoting Theophantus, reply 149

That's quite upsetting

 

I suppose nobody would care about a mutli-universe cross-over mod, that has 8 playable races and has Star Wars, Star Trek, Stargate, Battlestar Galactica, Eve online, X3 terran conflict and Babylon 5 ships, which is actually great fun to play.

Shame really.


 

 

 

End of Theophantus's quote

I certainly would play your updated sci fi at war mod! I still play your initial release from time to time. I even have rebellion... Your work gives inspiration as do many of the people on the sins forum. Your mod is one of my favorites, and i would love to see a completed release. Though that of course depends on you and the people who own most of the stuff  ^_^

Reply #155 Top

Yeah, go ahead and release.  I honestly don't see a reason not to if its that close to being done.

Reply #156 Top

Quoting SpardaSon21, reply 155

Yeah, go ahead and release.  I honestly don't see a reason not to if its that close to being done.
End of SpardaSon21's quote

 

There's still a load of work to do, mainly abilities and weapons.

Too much work for a one man Noob!

Reply #157 Top

Well then, finish up for Entrenchment, and then convert for Rebellion.  I'd offer help but I'm really busy right now.  Although a guy I know came up with some awesome regex commands for Notepad++ for easy batch conversions of entities from Entrenchment to Rebellion, so that should help you out dramatically.

EDIT: Although, honestly, if there's still a lot of work that needs to be done, you really should just try and do a Rebellion release so you aren't forced to code things just so you can immediately recode them.

Reply #159 Top

Quoting SpardaSon21, reply 157

Well then, finish up for Entrenchment, and then convert for Rebellion.  I'd offer help but I'm really busy right now.  Although a guy I know came up with some awesome regex commands for Notepad++ for easy batch conversions of entities from Entrenchment to Rebellion, so that should help you out dramatically.

EDIT: Although, honestly, if there's still a lot of work that needs to be done, you really should just try and do a Rebellion release so you aren't forced to code things just so you can immediately recode them.
End of SpardaSon21's quote

 

The real problem I have is, I cant take it to the next level.

If I release this (not withstanding all permissions in place), I will not be able to answer the thousand and one related questions that are going to come back to me.

The mod is at a standstill, without a experienced man at the helm.

It needs a Captain Picard, its got a Wesley Crusher.

It needs a Lord Vader, its got Jar-Jar Binks.

it needs a Rodney Mckay, its got a John Shepard. 

 

Sorry, I thought that would be funny!!!!

 

Theo

 

Reply #160 Top

You can't answer questions about this mod, so you're never going to release?  Seems like you yourself should probably step up and become this mod's Kirk, then.

Reply #161 Top

Quoting Theophantus, reply 159
If I release this (not withstanding all permissions in place), I will not be able to answer the thousand and one related questions that are going to come back to me.
End of Theophantus's quote

Before you launch, make a whole troubleshooting documentation. And, on a forum topic, repost that exact same documentation in separate posts (people at times will ignore provided text documents, but will read forum posts, even with the exact same content).

Also put a disclaimer saying how universes are not scaled accordingly, that lore is not 100% accurate or real or supported by any company, that you won't put in X supership/superstation/etc and any other disclaimer you can think of.

The best way to answer questions, is to answer them before they are even asked, trust me on this. When there is a will, there is a way, and seeing your progress over time I very well believe you have the ability to pull this off.

Reply #162 Top

Really, Theophantus, we know you can pull this off.  Just keeping putting effort in over time and one day you'll realize you've got a completed mod.

 

Reply #163 Top

And don't be afraid to release stuff that's partially incomplete, just note somewhere that some stuff, or X and Y specifically, are not yet complete. Heck, I do that with SoGE.

Reply #164 Top

Quoting SpardaSon21, reply 162

Really, Theophantus, we know you can pull this off.  Just keeping putting effort in over time and one day you'll realize you've got a completed mod. 
End of SpardaSon21's quote

 

 

Quoting Lavo_2, reply 163

And don't be afraid to release stuff that's partially incomplete, just note somewhere that some stuff, or X and Y specifically, are not yet complete. Heck, I do that with SoGE.
End of Lavo_2's quote

 

Guys you inspire me with your enthusiasm.

I just don't want to release something that comes across amateurish.

You know what the trolls and fan-boys are like. 

 

 

Reply #165 Top

There aren't too many of those in this forum section, so you'll be fine.  The vast majority of the posts will probably be thanking you for releasing a mod with all these races in it.

Reply #166 Top

Quoting SpardaSon21, reply 165

There aren't too many of those in this forum section, so you'll be fine.  The vast majority of the posts will probably be thanking you for releasing a mod with all these races in it.
End of SpardaSon21's quote

Seconding this. If you're worried about fanboys; don't post it on moddb. As, until you do that, the only people you will get are experienced and/or semi-knowledgeable people who lurk these forums. That will allow you to iron out any "amateurish" errors from the mod. Plus, as I said, fanboys and trolls can be warded off with enough disclaimers. For SoGE, we now only get requests for KotOR era/Death Stars/Eclipses every once in a blue moon after we put in a bunch of them.

Reply #167 Top

If you plan to post to moddb, you'll need to remove the BSG component.

Reply #168 Top

Avoid moddb and everything related. Sooner throw yourself into a boiling tub of lard. You'll thank yourself and your 69 unborn children.

Reply #169 Top

 

I had already built a similar mod, but due to complaints from people here about ship usage and permissions I quit updating it.

Reply #170 Top

Ouch. That is some nasty FPS trouble you've got going on there, sir.

Reply #171 Top

I need some help.

I've been adding legacy, sovereign and eclipse.

Got them in no problems. I've been up-dating the sting file.

I'm getting mini-dumps all the time now and I don't know what i've done.

I've retraced my steps and gone right back to the start of the work I did today.

I'm still getting mini-dumps.

Can someone help.

 

Theo

Reply #172 Top

The trick is to test the ships one by one. Make a working folder and add in each modified ship one at a time and run the program. eventually you wsill find out which item is causing the dump.

Reply #173 Top

Quoting Theophantus, reply 171

I need some help.

I've been adding legacy, sovereign and eclipse.

Got them in no problems. I've been up-dating the sting file.

I'm getting mini-dumps all the time now and I don't know what i've done.

I've retraced my steps and gone right back to the start of the work I did today.

I'm still getting mini-dumps.

Can someone help.

 

Theo
End of Theophantus's quote

 

It was a typing error in notepad++

 

Can someone tell me how to check the number of entities again in Notepad++.

 

I forgot X(

Reply #174 Top

I think it was Harpo who released a manifest maker program, so if you can find that, use that instead.

Reply #175 Top

Quoting SpardaSon21, reply 174
I think it was Harpo who released a manifest maker program, so if you can find that, use that instead.
End of SpardaSon21's quote

His whole utility set can be found here. Most of it's outdated, but the manifest maker still works fine, just make sure only the mod is checked off; add in whatever other entities you need after.