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.
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 a "MoveThruTarget" line in the ability files and switching that from FALSE to TRUE in your DroneFrenzy ability did enable the drones to pass through their targets, causing damage along the way. Of course targets with shields might be a problem since in the show they could not immediately penetrate the Daedalus' shields, but easily cut up Anubis'. Whether or not the game can be told to differentiate between a target with no shields and shields is another matter.
Just a thought anyway, because if I remember the Season 7 finale of SG-1 correctly, seeing the drones cut up the fleet without detonating was bad ass.
Technically, the drones rip through the ship and then explode in vital areas.
Some kind of effect like that would be pretty nifty to see. Is it possible to make a particle effect for the attack that would make the drones look like they are attacking the ship before an explosion?
https://forums.sinsofasolarempire.com/314779/page/56
This is another mod also based on the show.
Hope it helps somehow...
Is that a request for particle effects?
I might be able to do something like that...
I would really like to see what kind of effect you would whip up, the current effect is a little visually weak.
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.
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.
Yea I figured that might be the case. Mainly though I just wanted them to cut through ships causing damage along the way, then coming around for a second assault either on the same target or on a different target all together, but this time actually exploding on impact.
The MoveThruTarget line seems to be the only way to get close to this, but the only other thing that is missing is a particle effect for when the drones rip through the target, for example a small explosion or a bit of small debris as they move through the Hull. If an effect could be created or an already existing one added to give a visual cue to the fact that the drones have just penetrated and exited a target, then this would still be awesome.
Maybe we're thinking about this in the wrong direction, what if we could configure the ships bombers to do some sort of kamikaze style attack. With the right models and particle effects it would probably look more true to form. The time it would take to build new ones after each attack would be comparable to the time it takes to wait for anti-matter to build back up.
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.
I don't think there's a way for a strike craft to... do what I think you're imagining. If you're imagining a targetted ability, which sets the strike craft to target a ship, go through it, then swing around and hit, this would still require coding changes. Along with this, there is no ability type that cannot be turned off autocast that targets single ships to my knowlege PLUS the fact that when you're not in combat, you'de have a load of drones following your ship. There is also a code that slows down the rate of production on strike craft whilst in battle.
There's not much point in doing this amount of coding, let alone trying to get codes for the actual game which aren't avialable and probably way to complex, for just a drone. I think the best you can get without doing any complex coding is just make it, like a phase missile, have a good chance of passing the shields.
When or if they release Sins of a Solar Empire 2, it will probably have more complex coding, which means more modding tools, to do this since (I think) they only had a $1m budget on this one.
I COULD DO IT WITHOUT CHANGING MUCH...
HOW?...
Well, they are already missiles, so all I have to do is make two different explosions and two different muzzles for the first go by, and then have a second shot go out at a certain speed with the final explosion.
The main problem is that this HAS to be an ability.
I can make a shield-piercing effect easy with normal weapons.
I don't follow...
Hello all time for a little update.
We now having a working asgard beam that works, looks and is almost spot on with visuals from the show. Also we are working on a new hyperspace particle we are testing. Things are going well for sgi . We also now have almost all the new huds complete thanks to our new team member chad. Also of great importance SGI is not no longer using ANY STOCK CODING. the only stock elements we are using atm are some mesh textues, music sound and particle.
thanks jtaylorpcs
I wanted to ask, my previous post about another Stargate related mod, did you guys want to use it, or do you already have content from it you need, or are you just going to make your mod completely different from this one, and this one will not be needed at all?
Because I found it and figured it may help you guys out since it is related, and has a lot of things looking good...
Tell me what you decided so I can know.
Do you really think the devs don't know about Dolynick's mod? I'm mean, they'd have to be idiots not to have seen it since it's on the same forum. But either way, that mod and this mod are pretty much separate beasts.
Ah I see i guess they are...
Also, another thing for the devs of this mod, remember how in the show, at the end of Season 5 last episode, where the ZPM-charged Hive ship heads at earth, McKay figured out a way to make a wormhole thing with the city of Atlantis itself to get it from Pegasus to Milky Way real quick......but it would supposedly drain the ZPM's a lot....
Could you guys do something like that into the mod... but in this case, make it drain part of the shield, and all of the Antimatter to get it from where it is to another part of either the planets surrounding one star or jump from one star system to another not being at a star.....
Though this is similar to the Stargate thing u guys have available, but this would only be allowed to the City of Atlantis and no other ships and stuff...
Something along those lines...
The wormhole drive will not be featured in the mod. It is almost impossible to create on just Atlantis, and wouldnt be very realistic. The chances of it working, according to Zelenka, was around 2,000,000 to 1, and that wouldnt work right in a gameplay sense.
[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 it as it is then. I love how the drones look in the mod, but I cant help but feel they're power is underplayed when the actually impact a target. its only a small impact effect for example. I wouldn't say a massive explosion on impact would be quite right, but perhaps if the impact effect was a little bit bigger than it is now it might look more devastating.
Lets not forget how deadly these things actually are.
A quick question also, could you make the drones behaviour pathway be more curved when using the frenzy ability? For example in the show the waves of drones tend to curve like mad when leaving the ship. If you've seen the drone behaviour in Dolynicks mod you'll see what I mean.
I think having several waves of drones shoot up and then curve towards their target makes it look a lot more epic.
Sins only lets missiles go directly to the target with a turning rate. I've tried making a drone move via the travel effect, but if I make it move too much then the chances of the hit effect being accurate in comparison to the travel effect are slim, and if I make it move not enough then it doesn't look like it's moving. Drones are truely complex, even to make in games...
Did you get the beam so that it doens't disappear on impact? And can you post some screenies of the hud? Thanks
Did you get the beam so that it doens't disappear on impact? And can you post some screenies of the hud? Thanks...[/quote]
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.
Firstly, I would love to see the new beam effects, and second of all, a Beta of the complete code would pretty much make everyone's summer. I would recommend such a release as well because it'll really help you refine even the smallest details of the whole mod, as as it has no doubt done for the Tauri side. Even if the meshes and textures aren't completely finished, it'll be interesting to see what you've decided to do with various parts of the game. It's amazing how well the Stargate lore fits into the design of this game.
If you decide to release, then I look forward to it!
will it work on the latest version of entrenchment?
is it still about 40% done?
The mod works on Entrenchment 1.051 and codewise mod is 99% done, models 80% done , textures 10% done overall the mod is about 60% done But much work is to be done especially in the texture dept.
There are many great features available to you once you register, including:
Sign in or Create Account