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.
They are for entrenchment only, however it is not that difficult to change them for vanilla sins . keep in mind this mod as well as most mods are for entrenchment only . The correct and most current donwload link is posted below
http://www.moddb.com/mods/stargate-invasion/addons/battlecruiser-daedalus-class
http://www.moddb.com/mods/stargate-invasion/tutorials/adding-the-bc304-minimod-to-sins-of-a-solar-empire
I cant give you a direct link because you need to be registered to see the Stargate Invasion forums on the board. If you are, just go under Sins of a Solar Empire, Stargate Invasion and the title of the thread is Stargate Invasion: Custom Maps.
Unsure at the moment, we might be doing 1 or 2 more, depending on how we are progressing
Hi, I have two questions. But first, I'de like to comment on your time, dedication and commitment to the mod. It's great, everything you make looks great and the things you improvise on look like they would had the origonal stargate team made it.First, will you be changing any physics to the gameplay? Just wondering.And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed but) even with 2gb of RAM.Thanks.
-Kris
We will change it to suit the Stargate universe as much as possible, yes.
Well 2gb of ram doesnt mean anything, if you dont have a good enough graphics card, or processor, it wont matter the ram. BUt this mod shouldnt be to expansive.
here are a few screen shots of the new asgard beam weapons and a few others to show off our progress. enjoy
*Grin*
That's awesome!
I tried doing what it said on the guide to add beam weapons and missiles to it.
Can you post what the file should look like for the Daedalus-class Tech Heavy Frigate thing? I put it in, put all I got was a mini-dump.
the beams require custom particle files and custom abilities not mentionied in the guide , hence this is still a wip
That beam's bigger than the 304...
it just appears that way from the angle the screen shot was taken. but we are still fine tuning it
here is a example of how the entity file should look for beam weapons keep in mind this will not give you the beams shown above.
entityType "Frigate"defaultAutoAttackRange "GravityWell"defaultAutoAttackOn TRUEprefersToFocusFire FALSEusesFighterAttack TRUEautoJoinFleetDefault FALSEcanBomb TRUEhasBombingLevels FALSEbaseDamage 100.000000basePopulationKilled 2.800000bombingFreqTime 10.000000baseRange 3000.000000bombTransitTime 12.000000bombEffectCount 3bombEffectAngleVariance 15.000000bombEffectsDef weaponType "Projectile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" hitEffectName "Weapon_TechFrigatePlanetBombing_Hit" hitHullEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" hitShieldsEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"typeCount 2frigateRoleType "Light"frigateRoleType "Lrm"statCountType "FrigateLight"mainViewIcon "MAINVIEWICON_FRIGATE_PHASEUTILITY1"picture "PICTURE_FRIGATE_PHASEUTILITY1"NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice credits 1000.000000 metal 150.000000 crystal 50.000000slotCount 3.000000BuildTime 5.000000hasLevels FALSEExperiencePointsForDestroying 1000.000000MaxHullPoints 1500.000000MaxShieldPoints 2000.000000HullPointRestoreRate 1.550000ShieldPointRestoreRate 1.50000BaseArmorPoints 11.500000maxMitigation 0.7Prerequisites NumResearchPrerequisites 0numRandomDebrisLarge 0numRandomDebrisSmall 6numSpecificDebris 0armorType "Heavy"hudIcon "HUDICON_FRIGATE_TECHHEAVY"smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"minZoomDistanceMult 1.250000NumWeapons 3Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 95.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 95.000000 DamagePerBank:RIGHT 95.000000 Range 6000.000000 PreBuffCooldownTime 2.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.000000 TravelSpeed 9000.000000 Duration 0.60000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_PsiSupportBeamLight_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "CapitalAbilityBeamBlast_Glow" beamCoreTextureName "CapitalAbilityBeamBlast_Core" beamWidth 50.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "AUTOCANNON" DamagePerBank:FRONT 170.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 170.000000 DamagePerBank:RIGHT 170.000000 Range 5000.000000 PreBuffCooldownTime 4.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 1.000000 TravelSpeed 2000.000000 Duration 5.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 9 burstDelay 0.060000 muzzleEffectName "Weapon_TechSupportAutoCannonLight_Muzzle" muzzleSoundMinRespawnTime 0.770000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechSupportAutoCannonLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_TechSupportAutoCannonLight_Travel"Weapon WeaponType "Missile" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 199.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 199.000000 DamagePerBank:RIGHT 199.000000 Range 5800.000000 PreBuffCooldownTime 6.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.150000 TravelSpeed 1500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 5 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" muzzleSoundMinRespawnTime 0.500000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" missileStartTurningDistance 250.000000 missileSlowTurnRate 0.708997 missileMaxSlowTurnTime 3.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 2TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 2TargetCountPerBank:RIGHT 2canOnlyTargetStructures FALSEhasWeaponLevels FALSEmass 1000.000000ShieldMeshName "Shield_FrigateTechAntiModule"renderShield TRUEmaxAccelerationLinear 250.000000maxAccelerationStrafe 75.000000maxDecelerationLinear 750.000000maxAccelerationAngular 49.999992maxDecelerationAngular 64.999985maxSpeedLinear 800.000000maxRollRate 12.000000maxRollAngle 45.000000squadTypeEntityDef:0 "SquadTechCombat"squadAntiMatterCost:0 25.000000squadTypeEntityDef:1 "SquadTechBomber"squadAntiMatterCost:1 25.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000maxNumCommandPoints 6NumSoundsFor:ONATTACKORDERISSUED 4SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"NumSoundsFor:ONCREATION 1SoundID "FRIGATE_TECHHEAVY_ONCREATION"NumSoundsFor:ONGENERALORDERISSUED 4SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"NumSoundsFor:ONSELECTED 3SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"NumSoundsFor:ONSTARTPHASEJUMP 1SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"MeshNameInfoCount 1MeshNameInfo meshName "Frigate_Tauri304" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExhaustParticleSystemName "Exhaust_FrigatePhaseUtility1"ExplosionName "Frigate0"HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID "ENGINE_PHASECAPITALSHIP"ability:0 ""ability:1 ""ability:2 ""ability:3 ""ability:4 ""MaxAntiMatter 1500.000000AntiMatterRestoreRate 2.000000cargoType "Invalid"maxCargoCapacity 0.000000formationRank 0minShadow 0.100000maxShadow 1.000000
can you guys release a minimod with the Morpheus+F302s?
It might also include the Daedalus as a bonus *grin*.
I copied the entity file into the TECH Heavy in the GameInfo file in the DSC-304 mod folder, but I get a mini-dump when I try to activate it.
the download i think isnt for 1.041.
here is a copy that you should be able to copy and paste into your entity file . The previous post was to show you how to code the beam weapons. Also this coding is from my personal modding. YOU MAY WANT TO ADJUST SHIELDS AND WEAPONS SHE MIGHT BE A LITTLE OP FOR SOME OF YOU
TXTentityType "Frigate"defaultAutoAttackRange "GravityWell"defaultAutoAttackOn TRUEprefersToFocusFire FALSEusesFighterAttack TRUEautoJoinFleetDefault FALSEcanBomb TRUEhasBombingLevels FALSEbaseDamage 100.000000basePopulationKilled 2.800000bombingFreqTime 10.000000baseRange 3000.000000bombTransitTime 12.000000bombEffectCount 3bombEffectAngleVariance 15.000000bombEffectsDef weaponType "Projectile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" hitEffectName "Weapon_TechFrigatePlanetBombing_Hit" hitHullEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" hitShieldsEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"typeCount 2frigateRoleType "Light"frigateRoleType "Lrm"statCountType "FrigateLight"mainViewIcon "MAINVIEWICON_FRIGATE_TECHHEAVY"picture "PICTURE_FRIGATE_TECHHEAVY"NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"basePrice credits 1000.000000 metal 150.000000 crystal 50.000000slotCount 3.000000BuildTime 5.000000hasLevels FALSEExperiencePointsForDestroying 1000.000000MaxHullPoints 1500.000000MaxShieldPoints 2000.000000HullPointRestoreRate 1.550000ShieldPointRestoreRate 1.50000BaseArmorPoints 11.500000maxMitigation 0.7Prerequisites NumResearchPrerequisites 0numRandomDebrisLarge 0numRandomDebrisSmall 6numSpecificDebris 0armorType "Heavy"hudIcon "HUDICON_FRIGATE_TECHHEAVY"smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"minZoomDistanceMult 1.250000NumWeapons 3Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 95.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 95.000000 DamagePerBank:RIGHT 95.000000 Range 6000.000000 PreBuffCooldownTime 2.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.000000 TravelSpeed 9000.000000 Duration 0.60000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_PsiSupportBeamLight_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "CapitalAbilityBeamBlast_Glow" beamCoreTextureName "CapitalAbilityBeamBlast_Core" beamWidth 50.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "AUTOCANNON" DamagePerBank:FRONT 170.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 170.000000 DamagePerBank:RIGHT 170.000000 Range 5000.000000 PreBuffCooldownTime 4.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 1.000000 TravelSpeed 2000.000000 Duration 5.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 9 burstDelay 0.060000 muzzleEffectName "Weapon_TechSupportAutoCannonLight_Muzzle" muzzleSoundMinRespawnTime 0.770000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechSupportAutoCannonLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_TechSupportAutoCannonLight_Travel"Weapon WeaponType "Missile" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 199.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 199.000000 DamagePerBank:RIGHT 199.000000 Range 5800.000000 PreBuffCooldownTime 6.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.150000 TravelSpeed 1500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 5 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" muzzleSoundMinRespawnTime 0.500000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" missileStartTurningDistance 250.000000 missileSlowTurnRate 0.708997 missileMaxSlowTurnTime 3.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 2TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 2TargetCountPerBank:RIGHT 2canOnlyTargetStructures FALSEhasWeaponLevels FALSEmass 1000.000000ShieldMeshName "Shield_FrigateTechAntiModule"renderShield TRUEmaxAccelerationLinear 250.000000maxAccelerationStrafe 75.000000maxDecelerationLinear 750.000000maxAccelerationAngular 49.999992maxDecelerationAngular 64.999985maxSpeedLinear 800.000000maxRollRate 12.000000maxRollAngle 45.000000squadTypeEntityDef:0 "SquadTechCombat"squadAntiMatterCost:0 25.000000squadTypeEntityDef:1 "SquadTechBomber"squadAntiMatterCost:1 25.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000maxNumCommandPoints 2NumSoundsFor:ONATTACKORDERISSUED 4SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"NumSoundsFor:ONCREATION 1SoundID "FRIGATE_TECHHEAVY_ONCREATION"NumSoundsFor:ONGENERALORDERISSUED 4SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"NumSoundsFor:ONSELECTED 3SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"NumSoundsFor:ONSTARTPHASEJUMP 1SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"MeshNameInfoCount 1MeshNameInfo meshName "Frigate_304_Human_Tech" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExhaustParticleSystemName "Exhaust_FrigatePhaseUtility1"ExplosionName "Frigate0"HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID "ENGINE_PHASECAPITALSHIP"ability:0 ""ability:1 ""ability:2 ""ability:3 ""ability:4 ""MaxAntiMatter 500.000000AntiMatterRestoreRate 2.000000cargoType "Invalid"maxCargoCapacity 0.000000formationRank 0minShadow 0.100000maxShadow 1.000000
ok everyone, I have a bit of an update for you all.
Firstly, thanks to JTAYLORPCS, we have been able to get most of the coding for the Humans done, which is awesome. I have been helping him clean up our mod folders, and in doing so we are saving space on the total mod size. Anyhow, with his help the first part of the mod has just jumped to 25% complete, thankfully that means that I can focus on the Meshes and texture files that need to get done so that we can get going with the rest of the mod.
Secondly, I have just finished a model for the Asurans, it was something I had on a list of things to do, and I finally got around to her a few weeks back. She is done now, and here she is in all her glory.
I present to you... the Atropos Class Destroyer:
nice
Gah!
I replaced my TXT file with yours, JTAYLORPCS, but I still get a mini dump.
Do you think you can E-mail me a mod folder with the beam and missiles already put in the folder? If you can, my E-mail is Jcbravo811@gmail.com
Sorry, again.
what version of Sins are you running?
Version 1.81 of normal Sins.
hmm, Im not sure, but I think that his version is for Entrenchment, as I see it... where it says:
MeshNameInfo meshName "Frigate_304_Human_Tech" criteriaType "None"
change that to just meshName "Frigate_304_Human_Tech" or whatever you renamed the mesh file too. If its still the stock name, then change it to frigate_techheavy
The ship is cool. Looks like the Ancient corvette off the stargate mod for Star Wars: Empire at War.
That mod also uses this design yes, it is from SGA season 4.
My goodness the ship is beautiful and you all are still killing me while I wait for this mod lol... keep up the good fight! Good to see you guys got someone else to help out.
Eomega, great ship. I can't wait to play this mod.
you also have to remove this:
firingAlignmentType "Default"TargetCountPerBank:FRONT 2TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 2TargetCountPerBank:RIGHT 2canOnlyTargetStructures FALSEhasWeaponLevels FALSE
as it was added when they updated into entrenchment to make the ships weapons work better.
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