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.
Dude, you are amazing! Keep going and i hope you will get better soon!
That atlantis sketch of yours made my eyes tear up
It looks like a 5/5 mod to me
First off Id like to say that the work you’ve done is amazing. But out of curiosity how would you say the Gates are going to work? To me a Stargate game wouldn’t feel right without gates being an important (and fun) way of fighting your enemies. I know you’ve already worked on the modeling of the gate, but how is it going to work and do you build the gate? Wouldn’t it be similar to lets say the metal and crystal asteroids where it’s already there but you build onto it? And again amazing job!
Well all I figured was that Stargate should already be present on certain planets (the ones that Humans can live one normal, desert, Ice Ext. Ext.) and if your build a station on it you could stop any enemies from dialing onto your planet (but you can still dial out and in). The super gate would be cool if they do really crack the gate model.
If planets have stargates by default. the stargate destroyer that Anubis tries to use on earth could be one races superweapon or some sort of artifact. Kind of like the Novalith, but through the gates, targeting desert/terran/ice planets or something.
Nice atlantis model whats the poly count on that?
thanks. right now only the Asurans have a gate and thats for their fighter defense station. But Im sure it could be arranged for all the planets to have gates, and you have to 'discover' them
this has been thought of. Possibly going to do it as a jump gate.
hmm, this is an interesting idea i will see about incorporating it.
right now its just over 15,000
sry i know this is a double post but i think i got lost in the page change......
Eomega, how's research coming along? I know you siad the Tauri are almost done in that regard, but id like to make a suggestion:
what if you have a Asguard tree all by itself like there's a "defense" in entrenchment?
and have one of the tech for "civilian" unlock that tree?
The Asgard Tech Tree has already been figured out. It will be part of the Alien technology tree that will be in the research tree.
One question, do you need entrenchment to be able to play the mod?
oh ok. do u have a screen shot of it in-game that you could show us? it'd be awesome to see how the trees are coming
No you will not need entrenchment. As soon as the mod is done for 1.1/1.12 then we will look into making an expansion to the mod for entrenchment.
I will get you a screenshot as soon as I can.
Heh I bet someone might be planning to add the Super Hive from the last Epi from SGA that shown last friday
Yes I plan on making the Super Hive, tier8 research is required to get her.
Here is an update on Atlantis, had to modify her to match what we see in the last episode. Here is a pic of her.
Is there any way to make it so that a specific artifact is required in order to build a ship, and then have that artifact be destroyed in the construction. If so, I think that would be a good thing to have for both the Tau'Ri and the Wraith, so that they need ZPMs to build their most powerful ships (Atlantis,Superhive)
Humans will not be gaining Access to Atlantis. Only the Asurans. As for the artifact idea, thats not what we are doing for the Wraith Superhive is in the research tree there is going to be a whole section in the later tiers just for the ZPM and access to the SuperHive
Hey ive been tracking the mods progess since the very beggining and i just want to say good work but anyways i was thinking of something you could use. I remember u saying something about earth ships being able to beam nukes inside othe ships so i thought of 2 other speacial ablities for the other races. For the asurans they could have drone swarm where they launch a massive swarm of drones either destroying or severly damaging the enemy ship. For the wraith they could have some sort of volly like the one they use in the Seige part 3 so yea anyways fell free to use them or change them around as u see fit
Hey, just caught up on your mod, and it looks great!
While reading this, I got a couple of ideas for the wraith tech tree:
1. Improved Hibernation chambers (Increased fleet capacity?)
2. Anti-beaming counter-measure (This was cannon, and could be used to dampen the effects of a nuke beaming from insta-kill to just damaging, would help balance the massive overkill)
3. Clone-facility (Just a random idea for incraesed planet population growth)
4. Improved FTL drives? (Well technicaly they stole these, but its an option)
5. Subspace Tranmitter (A scout ability used to tag ships to scout planet locations?)
Well, thats all I can really think of for the wraith.
Also, i had this idea of how Michaels hybrids could be a sort of pirate faction, but then again, it might not work out, just thrown this out there. Anyways, good luck with your mod, ill be checking by once in a while to look at your amazing designs
hey i love this mod it rocks and 2 things 1. who are the pirates goin to be and what other capital ships will thier be except atlantis? also i am happy to help with anything no matter how small the task is .to get it done quicker thanks
Hello Eomega I got another question for you Will this mod be playable through the internet?
And again, fantastic work.
Also very awaiting this mod
Some of my thoughts from playing and balancing SOSE:
1 In SG, if some ship is damaged, it doesn't repair itself. You have to go to dock, or something as repair ship have to be around.... Because of it, i set hullRegeneration to zero for all ships, and doubled shield regeneration. In this point, repair structures and ships aren't meaningless and pursuing capital ship which is self repairing....
2. Wraiths, they don't have shields, because of it, i would probably set shields to zero when i will play it, and set much better hulls and hulls regeneration (even with point 1), because they have it.
3. Or some nanorepairing research
4. capital ships absolutely need more hull and shields, because in original settings, they are only bigger ships... (but also they could be far more expensive)
5. In Fleet research area could be possibly space for new research (as in Mad Scientist mod)
6. mod will need lots of testing and balancing races (also awaiting testing:D )
Wow I like that new Earth ship looks like a real good mix between them and the Asgard tech or maybe something else can't wait for this mod to become playable, I look forward for this!
how many time it would take to complete the mod???
I may have missed it, but has there been any discusion on how the stargate will work
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