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.
Whoohoo. It worked.
I just renamed the english.str to german.str and it worked. Even the Races do now have their correct names.
Thank you all for helping me.
regards,
Manni
good to hear ^^
know i know what i have to do if that happend with any other mod
Correct that will fix the issue with all non english sins installs. This has been updated in the read me file as well. Also time for a bit of a update . We now have fighter movement worked out and as such think a little update to the mod is in order. Balance has been addressed a bit more , and too many other things have changed to even mention. So within 72 hours we will be releasing Alpha 2.0 Please stand by for more info.
thanks jay
A new SOA2 release and now a new release of this!!!! I'm in heaven!!!!!
Hey man our online game will have to wait abit. Just become an uncle on Friday and then my Grandad died yesterday so i have family staying with me atm...hopefully next week should be able to set it up!
Dave
oh , no rush for this.Just stay with family, im sure they will need it and you to.
I have just uploaded the mod to our mod db site as well as the readme file and 7-zip. We will port the download to another location within 48 hrs and post here soon . So if anyone wants the newest sgi go get it . At our mod db site. Link is in the op .
Just went to the mod db site and clicked on downloads and all I see is the 7 zip file that you mentioned posted on the 23rd and other than that the Alpha 1.051 posted on the 3rd of September. Am I missing something or did you just update the 1.051 version with the new stuff and didn't create a new download?
Where is the readme file for the MOD. I can't figure out how to install this. Can anyone help?
Your mod directory can be located by going into the game options. There's a button that shows it in the mods tab.
You then simply place the extracted mod archive in that folder. You should have a containing folder descriptive of the mod, and then inside that are the various subfolders, gameinfo, meshes, textures, etcetera. All done.
Hey..I tried this several time..the game crashes. I have the latest version of sins. Any ideas?
Sins, or Entrenchment?
A little more descriptive posting is going to be needed here. The game crashes covers oodles of possibilities.
Ok, I place the 1.50 mod in the mods folder. About 10 seconds after I hit the enable..the game crashes..some type of run time error. I have to restart my pc.
Make sure you don't have another folder inside it. There should only be one containing folder around the game directories placed into the 1.051 mod folder.
Directories are correct. Any thing else I can check?
Go to the main program file directory and hop into entrenchment from Sins of a Solar Empire Entrenchment Dev.exe.
This will throw up any error messages you're getting.
I'll be in the sins channel on IRC if you want to speed up the back and forth here.
Just FYI for everyone - The new release has been processed by ModDB and is now available for your downloading pleasure.
Awesome, I see it up now gonna dl it. Thanks for the work all around fellas!
downloaded the mod.... all i can say is awesome!!!!!!!!!!!!!!
some issues though, only played as humans.
Nyx class ship is useless, doesnt attack/shoot at anything. i left a couple protecting a planet and i lost it as they didnt shoot, they just followed the enemy ships around.
also the phoenix class cruiser is MASSIVE, like way bigger then the majority of the capital ships.
shame the deadulus (sorry cant spell it) isnt a cap ship, was really hoping it was. its alittle small too i think.
oh and having problems with the SG satelite weapon, the guoald/human tech defence. i built 25 of the around a planet and unless an enemy ship literally bumps into it they too don't fire. i have its only ability on auto-cast but nothing. i have to manually fire each one. which is a pain when theres like 40+ to track.
other than those gripes im loving it takes awhile and alot of ships to kill local pirates and expand but all is good.
Thanks for the feedback. Could you also post that at the google docs page http://code.google.com/p/stargate-invasion/ please? It makes consolidating everything much easier.
I'm also getting the Nyx issue in the sync build, but nothing obvious pops out at me when I looked over it's entity file, so JT will probably need to look at that.
Getting the AI to autocast correctly can be tricky and hopefully that can be worked out, but the sat weapons are also going to be getting their tactical slot count increased so there's not 40 in a well. That should make things more manageable even if the AI autocast can't be improved.
The team is also using to scale ship sizes in the game. Depending on what source they used, the Daedalus can be anywhere between 250m('official' size from SGA dvd insert) to 600m(largest size from any scaling of actual show footage). Compared to other non-Tauri ships in the series it is pretty small, and it was also designed more as a 'jack of all trades' cruiser then a really heavy duty battleship, so it makes sense(imo) that it wouldn't be a cap ship. It still packs a pretty hard punch though.
And making the Phoenix a bit smaller wouldn't be a bad thing imo, but at the same time just imagine it needs to be that big to fit all the ordinance it uses to bomb planets
The "Asuran LRM Cruiser" has a 109% Shield Mitigation and is not destroyable.
same by "Sivuskras Ruiner".
Is it now with Textures?
I seem to have found something superbly funny, is it just me or did some one copy the Star Trek mods readme for the SGI mod's readme? I can't help but giggle at that mistake. lmao rofl
Hello all
Actually as some of you might know others not. I am the project lead for SOA2 . As such i have at my disposal all of the assets of said mod. Being that said i can share info between mods. As Soa2 and Sgi has said before we are open to all parties. Just jump onboard and modd with us a bit. SOA2 & SGI have shared alot of the same roots of code , abitlies etc. Just you are the first to notice, the read me. I was starting to wonder if anyone read the read me file. Thanks for noticing and enjoy more great things are to come of soa2 and sgi
I always read the readme file wither it already contains info I already know or not, better safe then sorry
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