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.
I only want to say that I am in munich slighlty drunk from their excellent beer, and extremley jelaous of all the guys that have the oportunity to try your first ever WIP release in almost your whole existence when the soonest oportunity I will have is in 2 months, I will only remind guys that Dolynics first stage mod didnt even have models( the aurora was the kol battle ship for goodsakes) and I and a lot of people still enyojed it a lot, your first WIP realease has models in it and an almost fullblown research tree.
Just to remind all the whiners here that perfection takes time and they should consider themselves lucky they have a first taste of the things to come and not have to wait until the mod was perfect.
Evening All,
Asuran Beam Platform
I have made the Lantean observation satellite which will be used as a beam platform, which will fire a red beam from the under side of the unit.2,900 PolygonsEnjoy
Riser38
http://riser38.deviantart.com/
hello , beta running fine , but there is thing , in game is stragate small and wormhole big , Shouldnt it be vice-versa ?
That beam platform is a mean bit of work, lets see some wraith try to take a planet surrounded by these things.
I did notice that when I (stupidly) decided to visit the pirate base in the beta, that the Aurora warship has 15000 hull and shields, and the Wraith Hive has 48000 Hull, which sounds about right to me, but it made me so damn excited for the prospect of seeing a full scale battle between fleets of these ships.
Once the Asurans are done, you should definitely do a video showing off the Aurora kicking some ass, just because I'd absolutely love to see it really hold its own.
Btw, the meshes are impeccable. Damn good work!
Please check the Gameinfo folder and the entity.manifest
I don`t have some files and when I start the Game with the E Dev.exe then comes, when I will activate the mod comes entity.ref not found
true due to me ripping the mod apart for this beta relase. Will take time to weed all of them out.
thanks jtaylorcs
Hello all
A little bit of a update to report. The wraith base code is now in game and working. With that being done we are now 80 % complete codewise for SGI.
thanks sgimodteam
Morning All,
Asuran HangerFirst off this was built from the concept images of Mallacore's.[link]Will launch Jumpers & bombers to defend homeworlds.4589 Polygons
Enjoy
Afternoon All,
More news - AG-3 Defense Paltform 2.0
Second verison of the AG-3
Replaced old verison - Riser38.deviantart.com
The AG-3 satellite (standing for "Anti-Goa'uld") was a planetary defense platform that represented the ultimate climax of all Goa'uld technology, buried deep in their genetic memory. The system cost more then USD $160 Billion over one year to deploy and was made up of 288 satellites that covered the entire planet Earth. They were powered of heavy liquid naquahdah and used subatomic particles focused into a very fine line to yield destructive energy. This type of attack was so exact that there was no residual energy.
2,094 Polygons
It looks good.
Can we expect the AG3 to be buildable by the Tauri in the Pegasus mod or will it be saved for part 2? I noticed they already have a turret at the moment, plus it wouldnt exactly be cannon. It would be nice to have though, those Asuran warships aren't easy to bring down.
That is nice stuff there. Also great to here 80% of the code is complete, keep at it!
I have a question for JTAYLORPCS.
You said that you wanted a less laggy phase jump effect. I would need the original effect in order to change it for the better.
I cannot email you for fear of getting my password hijacked by spyware. I have been having a problem with that lately.
Okay just got done with my first game. All in all pretty good. I didn't have any slow down during phase jumps at all and omg the pirate base is absolutely loaded with goodies lol
I have a question about the tech tree though. What does Ancient Database and Search for ZPMs do exactly? At first I thought the database would enable Ancient level hulls and armor but when I was playing my second game I could access the upgrades for both without touching the database.
Also I thought the ships moved too fast so my second go around I went to the slowest ship speeds and it seems more... I don't know... real for lack of a better word.
Hard to comment on any overpowering or balance issues since there is only one race BUT it seemed somewhat okay when I went to visit the pirate base and got slaughtered the first time
I can only assume you guys will tweak the prices for ships once you get all the races in. Needless to say, great work!
Are you guys still checking http://code.google.com/p/stargate-invasion/ ?
If so I've left a bug and a suggestion there. I'll throw them here too just to make sure it gets seen.
Bug:
Ships are not intuitively navigating around objects like they do in vanilla SOASE. When you give a ship the command to move to the other side of any object, they pretty much run into it and then slide around it slowly. Also, when you have a fleet set up and your capital is bombarding a planet, the other ships will sit idly by the capital instead of attacking nearby targets. You have to manually tell them to attack. This doesn't seem to be an issue in normal Sins so is there something on your side that can fix this?
Suggestion:
Not having capital class ships move like fighters. Ships of that general size do not duck and weave like that in the series. Ideally I would prefer all cruiser/capital class ships not do this, but at the very least it would be nice if the capitals did not behave this way.
Overall I'm really excited about this mod and I can't wait for it to be released. You guys are doing a great job so far and I can't wait to see a polished version.
Additionally, if you are looking for an extra beta-tester I am a software engineer and have great familiarity with the testing process and how to test/fill out good bug reports and all that jazz. I'd be more than happy to help you out by finding bugs and places that need polish.
It will be in the Pegasus mod and it will be the end game weapon.
As yet no balancing has been done to the game weapons/speed nothing.
I have a suggestion to make...
You know how in Stargate Atlantis, when a Wraith Mothership blew up, it took down any adjacent ships enemy or not...
Well it would be cool to see if only Major ships such as capital ships and Wraith Motherships in Sins of a Solar Empire would also do sorta the same thing. But it would damage ANY ships nearby, even maybe buildings.
Also, make the explosion of the Prometheus / Daedalus class ships look like they did when the Ori blast hit em, it broke into parts, then exploded.... and using that make the explosion carry a wave of energy that if it doesn't take down any adjacent ships having shields or not it would damage ships running away from it of all kinds.
Thats just my little idea.. It would even be good for Sins of a Solar Empire game itself, not for the Stargate Mod
The Morpheus class ship has a shockwave attack that sends a damaging energy wave in all directions, if that could be triggered upon destruction of any capital ship then this might just be possible!
another pointer in the same line is the TEC starbase big red button ability.
harpo
Actually in the current complete build of the mod we do have a cap and frigate ability derived from a the starbase ability. The main issue is that caps can only have 4 active abilties, so we pulled it off the wraith hives, till we have time to recode it as a passive abiltiy and test to ensure the game wont have a seizure.
thanks jtaylorpcs
A quick suggestion, the Morpheus class has asgard conduits running all over it and only has 2 asgard abilities. i noticed though that it has the cloaking ability, which I've found myself ignoring on that particular vessel since the BC304 is much more effective at hit and run.
basically I just think you should remove the cloak from morpheus and give it the asgard pulse ability. I wouldnt recommend giving it the beam because the 304 is already a powerhouse with that weapon, but the pulse seems suitable enough and suits the ship (Y).
Plus, if the strength of the Asuran and Wraith ships in the mini-mod are anything to go by, the Humans might just need another offensive ability like the pulse on more of its ships haha.
Good stuff.
Hello all, I just wanted to bring up another criticism I have. (I've also submitted this as a bug on code.google)
Whatever you guys have done to the planets and stars in-game causes some serious issues. It appears you've made the stars way bigger, and so pretty much no matter what planet you've zoomed into you're still showing the star's gravity well and that is making games crawl, eating tonnes of system resources (not to even mention how terribly slow the ships fly through the star's gravity well now). I'm also seeing this with other planets in the same system as well, it will end up showing the gravity wells of the parent star and 2 or 3 child planets.
Something really needs to be done about that.
Additionally the textures for the planets are not seamless and you can easily tell where the seam is because a continent will just suddenly end on a flat line for half the planet. The northern polar region isn't synced at all and looks like a lid. I don't know if this is because you've messed with planet sizes as well or not.
Again, I really like the direction you're taking the mod, but this kind of issue eats the crap out of system resources in a game already plagued with resource problems.
I wanted to know since I am not able to read through the 71 pages of posts, do you have a possible date of completion when you will have the whole mod done. Though I recently installed this game, I have been searching for something like this since I watched Stargate Atlantis , then Stargate SG-1, then Stargate Universe. I really love the ship fights and how they travel and such.
Another suggestion would be the City of Atlantis itself.... since it has the ability of Hyperdrive, and can shoot drones, cloak, shield, it in itself is a HUGE Ship you could say, so I was thinking since this mod is all about Pegasus Galaxy, you could try to include the City as a ship that can be built or something like that... you can take it in any direction, but that would be cool to have that as a fleet leader, followed by Aurora class ships followed by Asgard ships followed by 304's vs the Wraith
If I remember correctly, Riser38 has previously stated that Atlantis does make an appearance in the mod. They've not stated a completion date at all. Only what % they have done, which is 80% last I saw.
If you want to get an idea of how far along they are look at the models they've done so far here: http://lightspeed-art.deviantart.com/gallery/25731286
I am also to understand that they need texturers, so if you can that or know anyone who can let them know!
They need textures for the City of Atlantis, or other things they are working on?
If its Atlantis they need, I have something that could possibly help, but don't know if they already have it
http://www.scifi-meshes.com/forums/downloads.php?do=file&id=10
There are many great features available to you once you register, including:
Sign in or Create Account