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.
To the people getting minidumps, the first thing to do - if you haven't already - is change your settings all to high. If that doesn't work, then explore the in-game cause. If it's just a random event that make one game crash, then another unrelated event that makes another game crash, you're probably lacking memory. That has happened to me before, even with well over the recommended memory. There's pretty much nothing you can do about that, it's due to the fact that the game has more assets (added by the mod) than your computer can handle, even if their not active in the game. The game's crashing well into play because it's got to remember all the assets of the game, and then all the events that have occured as you're playing, so it's going to build up as the game progresses.
However, if the minidump is occuring on one certain event, like the activation of an ability or something like that, it's probably a coding error and you should report it to the SGI Team.
Kris
I've spent a few hours total as the Asurans and the mod is in fantastic shape. I was disappointed to see the Lagrangian point Satellite isn't properly functional right away but I fiddled with that and got it working as you'd expect.
Do you want any noticeable balance issues posted on the google site along with everything else? I figure it'll help you pinpoint them when you work at them.
Great stuff.
For now don't worry much about balance. Only the Tauri have their foundation in and pretty much all the stats for the Asurans and Wraith are going to be overhauled. If you notice a Tauri ship that is way more effective than others in the Tauri lineup, go ahead and discuss it, but make sure to take into account supply cost, build time, tech, ect.
Hey, what exactly did you do to get the Lagrangian point Satellite to work? I looked at the code and it seems to be a planet shooting weapon... not the defence platform that we see in the series. Im not sure what to do to make it act as it is intended to.
-Lok
We have plans for the Asuran lagarian satelite. It will be similiar to the tauri lagarian weapon. To be honest i dont think we have the custom model in for that unit. Be patient as a update is soon to come out.
thanks jtaylorpcs
I basically went into the AsuranOrbitalCannon entity and changed its ability to the Lagrangian beam. I had to create a new ability and buff entity for it though since the current Lagrangian ability is the tauri's and you need tauri research to activate it.
Basically, I took the files for the current lagrangian ability, saved them under a different name and changed the research requirements to the asuran orbital cannon research.
not likely our mod is running less than stock entrenchment. So memory should not be issue but i agree turn setting to med or high not highest. especially on a 32 bit system.
great mod love it
played it a few days very excessive and know i can say veeeeeery god for an alpha
sure ther balanc problem like the asurans ships hade the slowest shild restore ever but al in all very good
i fucking love the music so fucking awesome woherver is in charge for the music good work
but theres things that bother me and on the top of the list are the fanon wraith ships every singel one reminds me of the covenant from halo i never think "yeah the wraith would bild there smaller ships like that" i fell like they dont belong in that universe
the tauri and asurans fanon ships on the other site looks perfect the Anteus cap looks so good, i totally believe the ancients would build that ship it looks so awesome
good work team
i played the game for and so far my only concern is that frigates are very much useless, versus any capital ship, im playing as asurans and i dont even bother building them, i did at the beginning had a nice fleet, went up against a lv 3 wraith battleship hive and totally owen my frigates... the battle only lasted about 3 seconds.. My fleet was mainly heavy frigates... The hive went for lv 3 to lv 8 in only a minute or so... good thing i had my atlantis ship lv 8 nearby and barely managed to kill the hive... a lv 10 atlantis does not survive vs 10 hives that's for sure!i saw that the carrier cost 10k credits 4k metal and about 4k crystal.... the ship is super fragile and will die vs a good amount of heavy frigates... i love how it has a huge pay load of fighters though
Don't be concerned, balance was actually being worked on as you posted that. In the future, frigates will generally be less combat worthy than their cruiser/cap ships counterparts, but they will be so much cheaper and quicker to build that you can spam enough to be effective. Experience values will also be changing so that it takes longer to gain levels, especially the higher ones.
Not quite true. I spawned myself an Atlantis, levelled it up to 10, then spawned a 21 hive's all levelled to 10 and they took ages to make any kind of serious dent in the shields. Bare in mind they were accompanied by nearly 200 cruisers and almost 1000 fighters/bombers.
I also pitted a dozen human ships, a cluster of AG3's (that I got working, less powerful than the point satellite but still fairly deadly) and a pile of 304's against a level 10 Atlantis and they could not make the slightest dent in the shields.
The only way it seems to take down a level 10 city at the moment is if an armada of wraith ships use whatever ability they have that causes direct hull damage.
99% shield mitigation is about as powerful as it gets.
you guys know that the mitigation does sink ? (dont know why)
i often sea that my migation sank from 80 to like 15 and that happend to 4 caps after a time the mitigation regressed to 80 but when the wraith atacked in the time the mitigation was down i often lost caps even atlantis
We will be releasing a patch that will address several issues including this. We hope to have the patch up for download in the next few days or so.
thanks jay
Hi Invasion team! I have been following your mod for like 2 years now and when I saw that you had released some of it I got really happy! I have downloaded the file into the entrenchement mod file but I cant see it ingame... Could someone tell me WHICH file to download and how to and where to unpack it?
EDIT: NP, fixed it myself.
mkae sure su have it updated to 1.51 and then you install in, "C:\Users\(user name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\"it should apear on your game after taht
i just dled this, should be nice, is it true most of it isnt textured? i hope that gets fix soon, keep up the nice work.
Amazing mod...one of the best custom game experiences in PC.
Some balancing problems, but great job guys.
I would like to see an increase on the tauri research speed, they got battle cruisers in less than 5 years from the beginning as well as assimilation of alien technology from all races. This will even out the insanely powerful hive ships and the invincible Atlantis ships.
Also i would like to see the B-302s being way more powerful than all the other alien fighters since they have enhanced nukes as ordinance.
Also is there a "transport nukes inside enemy ships" ability for tauri ships? if not that would be awesome.
=overpowered tau'ri
also, in the show they couldn't do the nuke teleporting thing anymore because the wraith started using 'jamming codes'.
Balance is almost worked out. The Asurans are now to the same point that the Tauri are(that is, general balance established but will need lots of polish) and work has begun on the Wraith. Hives will no longer start out with 75k+ HP and a high lvl Atlantis will still be godly, but in a different way.
The Tauri, in my opinion, can already tech pretty quick. At tier 1 they have the Daedalus and a research that boosts research speed. They also have early game shield/hull tech that's quite strong. By mid-game you should be able to tech to beam weapons and then Tauri ships become really deadly. The Asurans will make up for this with uberness of their own and the Wraith will have their cannon ability to produce lots of ships quickly and cheaply.
F302's(I think that's what you meant) have to be a little different for use in Sins. In the series they carried both antifighter and anticapital ship weapons while the Sins engine prefers separate dedicated fighters and bombers. So in game the 302s are antilight and F-312s(bombers) are antiheavy.
Note, target aquisition is damage deterministic.
To get the 302's to target other strike craft first, they need only deal more total damage to their armor type than others. The missiles can be of another damage type as long as the total combined dps is greater against each other than the next best rate.
hey guys, I'm sure you said it somewhere but I am by far too lazy to read through everything.
So what version of Entrenchment do you need to run this mod?
I know the internet is basically one giant enabler for laziness like that, but just read the OP.
looking forward for the next release ^^
not uber hives in the begining sounds like heaven
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