dolynick

dolynick

Joined Member # 3162142
8 Posts 777 Replies 2,301 Reputation

Danman, You mentioned you might like to include my Ancients mod into 7DS. Aside from a little tweaking and polishing, I think I'm getting to pretty much finished. I can make my latest build available to you without much trouble. Integrating it should be very simple, as with the exception of two files (English.str and the galaxy scenario def file), it uses it's own set of non-overwriting files. Let me know if you're interested. -dolynick

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Since this question was raised in the Ancients Mod thread, I figured I would open it up to the floor here as well. The Atlantis City Ship has the ability to expand its shields and protect other ships within range of the ability. This works more or less like the Iconus Guardian shield ability. The question, however is, how much of a % of the damage the shielded ships should share with the Atlantis' shields when they are hit? The Iconus ability transfers 33% of the damage to the Iconus

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Hi therealjcool, Glad you're enjoying the mod and thanks for the feedback. [quote]- the scout ship (reconaissance probe) doesn't have auto scouting ability[/quote] Thanks for pointing that out. It's an omission and I will add it to the Reconnaissance Probe for the next release. [quote]- maybe wanna increase the size of the atlantian city ship? I mean, the model is looking great, but it's supposed to be a flying city. The tiny size makes it look more like a repair

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New version. Updated thread with 0.95b release download link. Version 0.95b Changes: --------------------- -Revised Atlantis shield projection, duration is now determined by antimatter drain. -Revised Jumpers, removed laser and drone scouts, new scout vessel. -Revised Jumper fighter/bombers, removed strikecraft from Diruo destroyer and added to Adamas Warship. -Adjusted weapon damage on most ships. -Customized Battleship Radiation Bomb ability. -Set Drone

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Hmm.... Odd indeed. Well, at least I am not the only one who's tried it and now found that it has no apparent effect. Thanks for at least verifying that something is strange with this modifier. -dolynick

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Just an update... The mod has come along nicely and is getting fairly polished now. Stringwork and tech tree is pretty well all customized and named now. Thinking of making some changes to small frigates/strikecraft yet but we'll see. I would have released a new version by now except that my test game is giving me a minidump well (several hours) into the game. This test game has an AI ancient team in it as well as myself and seems to occur at a random time aside from eventua

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Lol. Crap... And I just updated my English.str and renamed all the ships to go in line with some of the ones I already knew. Just to put them out there, here is what I have to add to the pool for consideration. Ancient/Asuran (derived from latin and greek words where I hadn't heard the 'official' name from the group yet) -------------- Capitals: -Anteus class battleship (formerly Invictus) -Aeolus class carrier -Atlantis class city ship -Corona clas

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Does anyone know what the modifier PlanetResourceOutput actually does? I have it applying successfully to a planet and the bonus is displaying on the planet's infocard but I cannot see any actual in-game effect at all. I've watched stats for tax income and resource extraction closely and over time and neither shows any change in the slightest. Is this modifier currently broken? -dolynick

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That's strange. I'm sure I was able to use the space gates successfully before I zipped up the last release. You're sure it was 0.91 and not the original 0.90? The gates were broken in the initial release. I've been thinking I should release an updated version at some point soon. I've continued to tinker and modify the mod and it's getting pretty complete now. I will have to double-check that gates are working still before I zip up that release. As for Danman including this in 7 D

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[quote]Right. Whereas including it in the research I was able to make the effect only applies to travel between space gates. It's probably just a matter of the types of buff modifiers used though.Really? That's cool. Then that works really well. How did you get it to work that way?[/quote] In the module access research I used: researchFloatModifiers 1 researchModifier modifierType "HyperspaceSpeedPhaseGateAdjustment" baseValue 0.000000 perLevelValue 1000.0000

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[quote]Getting the ability to work with the desired effects was easy. The phase gates now have an ability that increases the speed and chargeup of all ships in a certain radius by 10000%. The only problem is that there is no way to limit the effects to ships traveling from space gate to space gate. In other words, a ship can take use of this effect to travel to any planet as long as they enter hyperspace within in the time frame.[/quote] Right. Whereas including it in the research I wa

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[quote]Oh my god!!! I was waiting so long for something from the Stargate Universe to put all those DRRRRTY sinners in their place!!![/quote] Well it's not what I would call 'complete' by any means but it is certainly playable I think. I hope you enjoy it Helioforge. -dolynick

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Uploading new 0.91b version as I post this. 0.91 Beta Change Log: ===================== -Balance change: ship fleet supply and cost requirements of ships. -Balance change: speed attributes of a few ships -Balance change: Drone swarm cooldown times doubled to 60 seconds. Antimatter cost of swarms on capital ships increased 50% to 75. -Fixed Ancient Space Gates so they now work. Cost also increased. -Ancient Space Gate travel is now effectively instantaneous. Tr

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There will be an update coming soon for this mod. Ancient Space gates were not functioning in 0.90b and have been changed as per the post above. I'm also tweaking fleet supply and cost requirements for ships as well as modifying the speed of a few of them for balance. -dolynick

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Ok. That works. Travel between space gates is now effectively instantaneous. I now have a useless research upgrade but that's alright, maybe I can think of something else to put in it's place. I can't think of a way to limit what kind of ships can pass through the gates though, or if that would even be possible. -dolynick

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Ack, can't edit the last post... I was just thinking about the space gates and while I don't think (or at lest know of a way) that instantaneous travel is possible in the game, I did think it might be possible to do a hack job and make it sort of work like that. Basically I'm thinking that the space gate access research itself will include some rediculous jump speed increase (10,000%?). It would be an ugly fake but it should work. I'll see if I can get that worked int

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[quote]I lied. I couldn't help but take a peek at your files. Just curious, but did you manage to get Spacegates to be an instantaneous travel or does it do the same thing as Phase gates for the Vasari?[/quote] Oh, hehe. I remember seeing some discussion of that in your thread when I browsed it a while back. No, the space gates are basically just renamed Vasari phase gates... at least as it stands. As I said, this was my first mod attempt I did not re-invent the wheel in terms of add

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[quote]As far as the Ancients go, they won't be in the mod, but we will be using the Asuran Replicators which are exactly identical to the Ancients but have an uncanny thirst for blood. We haven't started on the Wraith research yet either. The only thing we have for them is the Hive. I am open for pretty much all ideas. So just share some of your ideas (if you feel like it) and we'll see where we can go from there. And if you can do all unique researches, abilities, etc. in one week, we'd be tha

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I just posted this mod as it's own thread but Derbal suggested I join the discussion here. Anyways, I have no idea if this works with what you've got planned already but here it is. Working, standalone SG Ancients (full unique entities for the entire fleet, research trees and abilities): [link="http://www.sunsetvale.com/downloads/SoaSE/Mods/dolynick_SG-Ancients-0.90b.zip"]dolynick_SG-Ancients-0.90b[/link] It is in desparate need of some unique models. Particularly

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Yeah I had noticed you had a project started. Originally I was just seeing if I could get something to work and it just went from there. I started this on Thursday and I now have a pretty much complete race done (minus models and graphics of course). Virtually all of their research, entities and abilities have their own unique entities now. I'm still tweaking things here and there of course. I would say feel free to use this mod as part of your mod but I have no idea

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This mod adds custom races to the game based on races from the various Stargate television series. At present it includes the Ancients, Wraith, Asgard, Goa'uld and the Ori. Ancients: A race that uses larger, more powerful ships to compose the basis of their fleet. You will have a fraction of the number of ships in your fleet but many of them are more comparable in power to a capital ship for other races than to

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