sevendaydemon

sevendaydemon

Joined Member # 3439992
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Its the shield mitigation you're after for the Asuran starbase, it starts at about 50 but once attacked for a few seconds it shoots to like 109%. I kind of used that error to my advantage when getting my ass kicked.

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[quote who="monk124us" reply="1959" id="2762658"]a lv 10 atlantis does not survive vs 10 hives that's for sure![/quote] Not quite true. I spawned myself an Atlantis, levelled it up to 10, then spawned a 21 hive's all levelled to 10 and they took ages to make any kind of serious dent in the shields. Bare in mind they were accompanied by nearly 200 cruisers and almost 1000 fighters/bombers. I also pitted a dozen human ships, a cluster of AG3's (that I got w

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[quote who="Lokster80" reply="1954" id="2759643"] Hey, what exactly did you do to get the Lagrangian point Satellite to work? I looked at the code and it seems to be a planet shooting weapon... not the defence platform that we see in the series. Im not sure what to do to make it act as it is intended to. -Lok[/quote] I basically went into the AsuranOrbitalCannon entity and changed its ability to the Lagrangian beam. I had

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I've spent a few hours total as the Asurans and the mod is in fantastic shape. I was disappointed to see the Lagrangian point Satellite isn't properly functional right away but I fiddled with that and got it working as you'd expect. Do you want any noticeable balance issues posted on the google site along with everything else? I figure it'll help you pinpoint them when you work at them. Great stuff.

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[quote who="tyr402" reply="1941" id="2754982"] Quoting Myles, reply 1937 Quoting tyr402, reply 1934is it normal for a level 10 atlantis to have 100% mitigation??? [e digicons]8(|[/e] Quoting sevendaydemon, reply 1935 Quoting tyr402, reply 1934is it normal for a level 10 atlantis to have 100% mitigation???|[/e] I noticed this as well. 100% mitigation essentially makes the city invincible, which technically is the truth since with 3 ZPM's

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[quote who="tyr402" reply="1934" id="2754579"]is it normal for a level 10 atlantis to have 100% mitigation???|[/e][/quote] I noticed this as well. 100% mitigation essentially makes the city invincible, which technically is the truth since with 3 ZPM's we know of nothing capable of depleting the city's shields. But when you consider that level 10 Hives tend to have around 120,000 Hull points and that to get Atlantis to level 10 you have to put it through a lo

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I had a craving for the ZPM Hive only days ago, amidst the realisation that the Asgard were about to annihilate me, so what I did was increased the size of the standard Hive mesh, added a string for the ZPM Powered Hive and increased the basics like cost, damage, hull regen, etc. I made it into an incredibly powerful ship but it still struggled when up against the Asgard's ragnarok ship, so its not invincible. If you want the ZPM Hive, just do that, its easy enough to accomplish

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So basically I'm trying to figure out how to convert the mesh files from sins to be used in Softimage. I've tried 3D object converter but none of the formats are compatible. You may see fit to direct me to the tutorial thread, but unfortunately the tutorial file is unavailable on the Filefront site, and so I can't download it. Any help would be fantastic. Cheers.

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[quote who="kris159" reply="1909" id="2738353"]Although I've not tested my theory, I think the Tau'ri have weak shields and alot of regeneration, and as they get more "advanced" shields from the Asgard, the regeneration value goes up. As goes for every other faction in SG. When they say "sheilds are holding", I think they mean the attacking ship doesn't have strong enough weapons to counter the shield's regeneration rate. Maybe you should try a testing mod that nerfs the shield str

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[quote who="Anubis208-RG" reply="1904" id="2712481"]Thirdly, the tauri dont have a wormhole tech, which is kinda a major issue.....[/quote] They do have wormhole research, its the same as the one that lets them build stargates. I noticed there wasn't a research specifically for wormhole travel, but noticed my ships could still use wormholes later in the game. Figured out that it was the "Harvest Stargate" research or whatever its actually called.

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[quote who="J808" reply="1888" id="2702060"]Holy hell... 10 lvl 8 Hives to take out a lvl 10 Atlantis. Oh my I wonder what the Tauri will have to throw out to take that bad boy down.[/quote] Several Excalibur class capital ships with the Lagrangian beam ability and a fleet of Daedalus class ships with the beam nuke ability. As strong as Atlantis will be, if the Tauri throw enough of those attacks at it and it'll go down eventually, because those attacks are monstrous.

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[quote who="JTAYLORPCS" reply="1873" id="2694465"] 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[/quote] This sounds about right to me. In the show the city could withstand massive attack for a very long

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[quote who="LzpAppel" reply="1869" id="2694282"]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.

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[quote who="JTAYLORPCS" reply="1863" id="2692438"] 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 pa

2,178 Replies 5,310,711 Views

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 l

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[quote who="JTAYLORPCS" reply="1847" id="2686179"] the drone effects are life size in SGI. Also yes we are working on several different protoypes of them I will post some screenies of the beams some time soon. Also I have been talking with the rest of the team and we are considering releasing the complete CODE of the mod in the near future once a few more bugs are worked out. For testing purposes. thanks jtaylorpcs[/quote] Firstly, I would

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[quote who="kris159" reply="1835" id="2685343"] Again, a cue for another particle effect before the weapon hits the target would require Sins' coding to be changed. If you use the MoveThruTarget line, you'de still have to do this, only this time you'de have to get even more coding to tell the drone travel effect to disappear on the second impact. ----------- It'll probably be easier to leave

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[quote who="kris159" reply="1832" id="2684949"]Anything even close to the show would require SoaSE coding to be changed and to create a new weapon type. I suppose you could try putting the drone to, say +100 int he z axis on the travel effect, that way it would look like it's impacting the ship and then explode about 0.1 seconds later (assuming you have the speed of the drone at 1000). Turning the drone and impact with small ships would be a problem, however.[/quote] Yea I figure

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[quote who="Syneptus" reply="1829" id="2684055"] Is that a request for particle effects? I might be able to do something like that...[/quote] I second that request. If you can pull it off it'll be much closer to the show than the standard effect the mod has now.

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Something I remembered... In the shows we often see the ancient drones cutting through their targets as opposed to immediately exploding on impact. Now although the drones are explosives, the times we see them travelling through objects always makes them look incredibly cool. I wonder if you plan on incorporating that attribute into the mod? the ability for the drones to pass through objects before turning for another pass, upon which they would explode. There is

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