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 have a suggestion to make...
I've been watching Stargate Atlantis again, and noticed that the shields of the Daedalus are blue-lightblueish
I don't know if you guys are going to keep the current color of the Daedalus' shields or if the map I am playing makes the Daedalus have red-blackish shields.
And @kris159 I understand what you mean, but as Tgillian suggested, it would be nice to be able to start off with one Atlantis, and if it dies, you can't make another... I think it could be possible though...
It's possible but think about the balancing issues. A team starting with Atlantis could just rush other players. If not that, everyone would want to be Tau'ri because they start with the most powerful ship on the game.
To be honest with everyone we only want one of her on board at any given time, however after much testing and alot of headaches we found this to be the best way to implement Atlantis and stay cannon. The Asurans had city class ships, and were able to build them. The options we had codewise were limited.
I guess I'll have to deal with that as it is then.
But umm going back to the Daedalus... is it going to have blueish shields, or is it just the map that decides the color of the shields....
Also, I had previously said that since you guys have modded planets, and such, it has made any map that you can start really dark looking so you can't quite see the details of the ships and structures that good. I know the game itself does that where it generates dark maps, but could you guys change it to make it generate lighter maps.
For what it's worth, having the Asurans able to construct Atlantis city ships (presumably at a huge cost) and the Tau'ri not having access to one is the right way to go. So good choices there.
Unless you're going for a re-enactment of the series, there is no reason why the Tau'ri should be able to build Atlantis. Starting with one would a HUGE balance issue and problematic. Plus, to do it properly you would have to have the ship virutally useless at the start and somehow have a way to "find" ZPMs, which in itself presents several issues given the way Sins works (having them as planet artifacts gives them to any/every player who holds the planet, and wouldn't behave the way a "found" ZPM would. Secondly, you can't truely customize the artifact to each race the way I'd think you'd want to). There is only one really feasible way that I know of in Sins to limit a ship to only one the whole game, and that's to give them something at the start of the game that is not buildable/replaceable. If you just give them an Atlantis you have major balance issues. You could give them another ship/structure that can spawn an Atlantis at some point but that doesn't really work with the way the Tau'ri should have access to Atlantis either.
If you want an imperfect suggestion for how to do it, I would seed your galaxy with ZPM artifacts on planets. You then have give the Tau'ri starting planet/homeworld a hidden ability that can spawn a "functional" Atlantis once you have an "Activate Atlantis" research finished. The Activate Atlantis research would require 3 ZPM artifacts before being researchable (research is the only thing that can require artifacts as a pre-requisite). Once you research it, the ability would spawn an Atlantis in the gravity well. There is no way to make an ability a one-fire type thing, but you could possibly put an insanely long cooldown timer (like 9999999s I'm not sure if this is doable or would cause problems for the engine) on the ability to fudge it. It's not perfect, but it might be close enough to suit you. Incidentally, you could also use the ZPM artifacts to allow the Wraith to spawn a Super Hive in a similar fashion. I have no idea what you'd do for the Asurans though... preferably I'd allow them to expand their fleet a little bit extra or allow an extra few levels of antimatter research maybe but neither makes total sense for them.
As to the suggestions about using textures from my mod in this mod... The person who posted that it wouldn't work right is correct. They wouldn't on SGI's custom models. Frankly, my textures are mostly quick and dirty affairs as well and need several issues fixed with them too. I have, however, long ago told EO he is welcome to borrow what he would like from my mod and that would include any models if he chose but most of them were donated or borrowed from other creators in the first place so there is the whole approval/credit thing to consider.
-dolynick
Hi everyone
- I'm new to the forum -
Can't wait for the full release. I saw some of the posts and I almost totally agree with dolynick's last post. That would be great if the Tau'ri had an Atlantis, but not at the beggining, researching it would be the best way, or I thought it would be cool if the Tau'ri could research a some kind of "stealing method", which would grant the ability of stealing city class ships from the Asurans or anyone, and of course this ability would have a huge cooldown time.
Sorry if I had some noob-like statements, I'm new to the game as well.
Hello dolynick
Hope things are going well for your mod. We have experimented with the different ways to build atlantis , The issue with your suggestion is that atlantis will be built as a frigate . NOT a true captial ship. Being that a few races have the capacity to board and take over frigates we dropped that idea. Also with the replicate abiltiy in play makes for a nightmarish scenario. Oh btw we did already implement the zpm artifact. For what its worth we have looked at all angles and thoughts on a single atlantis/ super hive. but the only real way to implement is to make them the 6th cap ship for there respective races with some high costs. and even then we cant really limit to one. The other options arent even being considered at this time. The 6th cap ship is for future releases but we would like to finish all of our base models before we go adding more work to the mod. Atlantis in as a starting cap colony for the asurans is the way forward for now. As she is leveled and researched she will become almost invicible. but as always I am open to new ideas and suggestions.
thanks jtaylorpcs
Good point. I had forgotten that you can't actually spawn a capital ship, only frigates. So yeah, that kills the idea of using the above method. Oh well, I tried. Heh.
Thanks for the well wishes. I'm actually playtesting a new release that updates my mod with the Ori as the 5th playable race right now. It's slow going as usual but everything is going fairly well. Sounds like SGI is coming right along too, which is great to see.
I am curious... you say that a level 10 Atlantis takes 10 hives to take out... is that level 1 hives or level 10 hives?
Just out of curiosity, how many cap ships are the Wraith getting?
I tried creating the Ori with stock models and I'm still working on balancing. It will be good to see what you come up with as the Ori only have one ship with 2 (different types of) weapons.
Atm its 10 hives of lvl 8 or more and the load outs will be.
wraith
hive
zpm hive
subhive
tba
asurans
atlantis
aurora
anteus
carrier tba
nemesis class
tauri
destiny
posedein
cerebus
achilles
excaliber
Any Eta when the next part of the mod is going to be realesed?
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.
dolynick it is actually possible to spawn capital ships using the Returning armada ability, idk how im not a modder but i do know that the BSG guys did it even if the feature is removed no
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.
The good thing about this I think is that although it'll take more than 10 hives to bring Atlantis down, the Wraith will probably have the resources to muster a large enough army fairly quickly, so even with the most powerful ship the game has ever seen, you won't be able to get too cocky.
Everything explodes. Sometimes you just have to try harder though.
you would think that if the ancients had such a wep like atlantis they would never have never lost the war vs the wraith! lol but in the end there ego was there biggest weakness. such as in the show, on the epesiode where they rescue the crew of the ship that was traped in hyperspace, and where defeated by the replicators.
Wraith outnumbered the Ancients remember? That huge spawning facility on one episode where a hive queen was producing offspring at a accelerated rate
Hello All
update time for me at least, my work on this mod and all other mods has come to a grinding halt! Due to the fact my modding rig has decided to die on me. All team members please leave sync on till further notice. Till i can make backups of the mod and set up a new cpu to sync with. Untill my rigg is fixed i cannot work on modding. I plan on going to the store and getting a new soldering iron and hopefully can bring my rigg back to life. In the event i cant save my cpu, i must get a new one and funds are tight to say the least, so my modding days may be over till i get moved into my new home and save up for a rigg . But rest assured that updates are still coming and work is still being done. Also all team members best method of contact for me now is via email.
thanks josh
F@#$, more delays.
Played the minimod this weekend and wanted to sa Great job cant wait for finished porduct
Sanguise
Mod has been in development sense Feb 2008, it's now Aug 2010. Enjoy the wait.
i know its been a while but i dont care worth the wait for a good mod!
Sorry was that an offer of your free time ???
That was a harsh comment. It'll be done eventually, and when it is it'll be an outstanding piece of work.
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