Is it possible to let the wormholes change their destination, after a fixed number of ships jumped trough or time has passed ?(I would prefer the latter, that way you dont have to build lots of scouts all the time and send them trough till your linked back to the universe your waging war in.)And what about the interstellar travel research ?Maybe as an verry expensive high tier research, that requires a lot of stuff to be build and some otherwise useless and also very expensive things researched ?Or remove it completly ?
You could actually use some Advent-like abilities on a special capital ship to be a "Jedi Command Carrier".
I think it would be a blast to balance ships from the two stories and make a mod.
Even though the phasic cloak-shielded, transporting, Species 8472-Borg-Jedi Hybrid antimatter suicide bombers would eat the Empire for lunch.
Lol...I couldn't help myself.
WRT the XSI idea, probably not; it'd actually be a great idea in that the six powers that you're working with basically all chased each other through the multiverse and into a 'verse without intelligent life, but with abundant resources of all kinds.
And then the Q broke the portal doohickey (on purpose?), so all the factions are stuck here fighting for dominance and survival (they need lots of industrial materials, which they each tend to have in abundance.....if you ignore the fact that they're still using said materials).
Actually, the official code monkeys of the Sins community wouldn't struggle with the idea. They'd simply never try it because it's technically impossible with the constraints of the engine.
However, depending on how we work it (system='verse or 'all powers trapped in same 'verse) we could either remove the research option, or we could have certain factions have it. For example, I'd expect that the Empire would eventually learn how to do this, as they arguably have no scientific advancement because they've simply learned it all. The ST and SG factions I could see getting this, as they'd either steal it from the Borg (ST) or adapt it from some Ancient doohickey (SG).
The Borg would naturally have it as a relatively low-tier option, since they started the whole thing.
About the dozenz of janeways, maybe include some gimmicks like the imposter-janeway of "live fast and prosper" as 1 of 10 different choices.And maybe i find files in good quality that i can cut together so she says something like "Another Janeway/ Guess whos here"Oh, and how about a damage boosting ability for interprids, where she says "Force must be applied without appology. Its the Starfleet way." Or a defensive one, where she says "Ive become impervious to antimatter explosions" ?Gosh, maybe Voyager wasnt the best of ST, but Janeways oneliners ....And I havent watched Star Wars in a while, maybe i should again, and will look out for lines that may be usefull.(Maybe Han Solos "uh, oh, everythings fine down here, how are you" if you click on a freighter)But i will try to get some serious inspiration also About the Spider portals, i asked about the "switch destination after time" on the mod-mainpage, maybe theres a way to do it.The cost&research things shouldnt be a problem, apart from the "buildings required" stuff, if switching is possible, ill can mod the research trees.And the whole concept, I would say to see the solar systems as universes and therefor limiting interstellar/verse travel to wormholes/spidergates at the beginning, because it would represent the "Q causes this all"-idea as well as the web-concept as game feature that have an impact on how this mod is played. And if wormhole switching is possible, the option to get the interstellar/verse travel research in end game would add a reliable way of moving troops, if switching isnt possible, theres no need for interstellar travel research.But im not comfortable with the Borg having the wormhole-jump tech earlyer than others, what would be the disadvantage they get to compensate that ?It surely cant be something thats active on one-solar-system maps, so all thats left would be interstellar travel, which maybe is just not needed or even if, than it would be (imho) a disproportional big load of work to balance that.
Whiskey & Hausser, I agree on a lot of your points.
Its trying to come up with a feasible explanation for the reason why the Universes have merged.
Myfisto mentioned posting a new thread in the mod section, that deals with the Modding aspect of the Mod and linking the discussions to here.
I need an introduction to the Mod firstly and that's what we are working on now.
The point about the Borg and the Q Contimium is there has to be a protagonist, an instigator of the Crisis. The Empire in Star Wars, (ok the bloody Sith),the Wraith/Replicators in Stargate Atlantis. Its feasible that the Borg would dimension hop, because they have already done it once before into Fluidic space. To me that must satify some of the detractors. I can't spend the next 2-3 pages debating and taking in, all the finite detail that everybody would want for their popular Sci-fi show being merged with another. I need to Mod.
In basic terms the Mod has 5 popular Sci-fi Shows intergrated now in various stages. Lets not detract from the point that i need help with the Modding side of things, but the greatest challenge is approching the guys and girls whose meshes, textures and code, i am using, before this mod is released.
I am willing to release it at some point, its playable now, if i get their consent. I need help with that.
Ive split the mod up into two mini-mods. This is to keep the three added Races separate from the three races that are replacing the Stock races and then merge them as one in the future. Anybody see a problem with this.
One other thing, is there an easier way of loading the game up the check on the stuff i've done in game?
That alone is taking me ages to do.
Theo
How about the Empire and Sith have secretly ruptured the 'brane between the two universes with technology and the Force combined and are using the Dark Side of the Force to drain power from the Q continuum in order to enhance their own power. The Q are unable to "cross over" because in the Empire universe, the Force can drain them like batteries. The Empire meanwhile has managed to open a gate to the Federation universe--that same gateway could be what randomly draws in beings from the Stargate reality. Think of it as static or a power fluctuation--when it happens, Stargate universe gate and hyperspace travelers get drawn into the Federation universe. So when the Empire and Q transfer power, it oscillates onto the Stargate universe and they "cross over".
As a result, some Q wish to ally with the Empire and others wish to work with the Federation and the Jedi to restore balance.
Thus begins your two-dimensional war. The Q could be responsible for the factions pulled into it using them like chess pieces in their game. In fact, the Q could be playing a game where they ally with one side or the other and wager their power as a bet on their side winning.
The Empire would accept this as a suitable exchange for not going to all out war to get their power and to the Federation and Jedi, they would think it was merely offered material and strategic help and not realizing they were being played in a game where when they lose the Sith are empowered by the Q. It also preserves the "good-evil" and "dark-light" balances of each universe.
The Stargate factions could be fighting to capture facilities that would allow them to return home--gates owned by both the Federation and the Empire. Sometimes they would simply fight for them, other times serve as mercenaries or allies to gain access to them.
No prob, i can help with that, do you have a list of the stuff used so far ?Oh and i think sinperium has just missunderstood what you meant with "I cant spend 2-3 pages ..."
Note: While I'm quoting people, I'm editing some of the quotes to read "*snipped for length*" for the simple reason that I don't want this post to become an immense Wall of Text that is scientifically and medically proven to cause ocular hemorrhaging. It's not in the least bit meant to be derogatory to the people who made these posts.
The disadvantage of the Borg is primarily that they work on exceedingly slow timetables, especially considering the relative strategic mobility advantages they enjoy over contemporary ST powers. Transwarp is much superior in traversable capabilities than warp drive, yet the Borg have not used this to explosively multiply.
This could easily be put down to the fact that their industrial capacity simply cannot keep up with the exponentially increasing volume of space they control, and the proportionately exponentially increasing volume of space that is open to assimilation; in fact, I'd consider this to be the case.
Since they are effectively stretched to (relative) capacity, only able to send (relative) token force to assimilate prospectively useful species in (relatively) far-off corners of the galaxy, then it's likely they would dedicate only a single cube to the assimilation efforts of any new 'verse they are now able to move into, for the simple reason that they are already prioritized into assimilating the galaxy they reside in; they simply lack the ability to manufacture new cubes (or fleets of said craft) to assimilate new territory because all current shipbuilding is either exceedingly slow (unknown) or their shipbuilding is already operating at near-capacity (likely).
With the added issue that their current fleets are needed where they already are; each fleet might be able to spare a cube or two, but it's likely that that's it.
I personally advocate the dimensional tangle being the Borg's fault, because it actually fits quite well with the character of the Borg. They've done it before, and if they stumbled upon a piece of tech that gives them the ability to do it easier than ever, then it's a case of them obviously doing it, given their previous history. They'll (probably) be a lot more wary, given their previous experiences with said fluidic space. But they'd totally do it.
WRT release, my advice is to simply put together a list of the mods you've taken assets (models, sounds/music, particle effects), and then post in the threads for those mods your request. I myself made a request regarding the use of the Venator-class mesh (in part with modifying it in mind), and it was granted to me so long as I included credits for the original modeller.
I personally see no problem with the setup of two distinct mods; however, I'm thinking that there might be possible merging/stacking issues in the future. However, at this point I'll say that that's something we'd have to figure out when we get there, if there even is an issue.
WRT tracking the changes, changelogs are your friend. This is also why you should make a "version history". The current version you can appoint as "0.1". Go through and list all the changes you made, and then for version x.y (where x.y is the version number), you add whatever new changes.
For example:
0.1
-blah blah change 1-blah blah change 2-blah blah change 3
0.2
-blah blah change 4-blah blah change 5
Naturally, replace "blah blah change x" with whatever you actually changed.
An interesting idea. While I personally consider the Borg-found Q-tech concept that's been tossed around the last couple of pages to be better, I think that we might be able to weld this together in some way.
Off the top of my head, maybe the Sith had said brane-rupturing project in order to expand their power&influence (as the Sith are wont to do), and it's not been doing so hot; then they find a portal that leads right into Federation territory (said portal is a side effect of the Q-tech&Sith experiments). That brings the Federation into the war, while the Empire is confronted on two fronts; their own invasion of the Federation and Borg assimilation on the frontier.
Most crossover stories tend to use what amounts to thinly veiled authorial fiat for the crossover mechanism; it's not about how it happens, it invariably tends to revolve around the aftermath and the repercussions. That said, 99% of readers don't care that it amounts to thinly veiled authorial fiat, because they tend to care more about the repercussions and aftermath than the "how they arrived here".
That wasn't 2-3 pages
Whiskey, what makes you belive the industriual growth would be more linear then exp. ?At least they *add* the technical distincitivness to their own, including shipyards and workers, i would say.And if your reffering to a certain part of ones post,maybe write 3-4 words that describe to what part of the posting you referring to,im not sure what part of mine you were referring to.And i would say we stick to what Theo has suggested, dont get lost in all the story details that maybe could make this a blockbuster movie, just so much that its solid and plausible and 'canon' enough so that this thread doesnt get spammed with "but in my ST Tech Manual, Page 326, Line 15, it says ..."(As our mod-realted story technobabble is detraction enopugh already )After all, this will be compared to SciFi at War, so basicly anything that goes further than "some portal opened, and now the galaxie is a pizza" would be enough.(Or at least can wait till modding itself is done).Oh and Theo why exactly do you wanna keep the Races seperated in 2 minimods ?3 are nearly rdy to release while the other three need lots of work till they will be also ?
Heres a couple of loading screen shots ive been working on.
Picture 1.
Picture 2.
Do you think the big cube needs a green beam or torpedos chasing the star destroyer on the left. Also i think they need more tie fighters and bombers.
Can someone do some fancy writing like Sinperiums but more silver:
Sci-fi At War
Crisis in the Multiverses.
&
Battle in the Multiverses.
Nice work.Yeah i think it should fire a beam on the left SD, and also add a few bolts from the right SD flying to the cube.But i would remove the lensflare, they always remind me of 90's trance video clips.And i may contribute my ideas to outline the story, but must pass when it comes to the actual writing, not good at that.
Ive been trying to put the correct weapon effects to the ships.
I thought i'd start with the Borg ships. Ive got the borg cutting beam in, but im having trouble with the muzzle effect. I have the Weapon_BorgBeam_Muzzle effect file in the Partical folder. Can anyone tell me what i've missed.
And the CAPITALSHIP_PSIBATTLESHIP.entity
NumWeapons 3Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "FLASHBEAM" DamagePerBank:FRONT 270.000000 DamagePerBank:BACK 270.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 4800.000000 PreBuffCooldownTime 4.500000 CanFireAtFighter TRUE SynchronizedTargeting FALSE PointStaggerDelay 0.500000 TravelSpeed 0.000000 Duration 1.600000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Beam" burstCount 1 burstDelay 2.500000 muzzleEffectName "Weapon_BorgBeam_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "Weapon_Borg_Cutting_Glow" beamCoreTextureName "Weapon_Borg_Cutting_Core" beamWidth 35.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000
Red lettering is what i've altered.
Is it anything to do with the WeaponClassType "FLASHBEAM"?
Unless FLASHBEAM is a WeaponClassType that is already in Sins, then this is your problem (you cannot add new Weapon types into the game). I will note that the WeaponClassType is only there for research purposes, and for the name that shows up on the ship's infocard.
Oh, I'm not saying industrial growth is in any way linear; it's just going to have diminishing returns in comparison to the amount of territory that you're opening up.
Eventually, you hit a bottleneck with how fast you can harvest resources, construct shipyards, produce ships, and then repeat the process all over again. It doesn't help that a good portion of evidence indicates that the majority of the Borg functions much like a distributed computer network; add more nodes, and you slow down the network.
Making a complete guess here, Borg expansion slowed down due to increased number of nodes being added to the Collective, and the fact that industrial capacity, while going up exponentially, will not go up nearly as fast as territorial gains and the new frontiers said gains open up, by virtue of the fact that it is highly likely the Borg are expanding in a roughly uniform sphere.
The volume of space that the expanding sphere will open up increases exponentially, and in proportion to, the diameter&surface area of the sphere. Industrial capacity simply will not be able to keep up with such enormous growth.
+1 Awesomeness for each pic. WRT the fancy writing, I'd say that asking Sinperium would be a good start. He seemed to be pretty interested in the mod.
WRT improving the pics, I'd say more TIEs would be a good way to start, but that's really all you need. And even then, I'm skeptical of the need for more TIEs; I think it looks pretty awesome already.
FLASHBEAM is indeed a weapon type already used in vanilla Sins. Guessing here, but I'd say that the problem lies in muzzle effect textures.
Check out the SW Requiem mod thread, and then the SW Requiem site. The creator of Requiem made a mesh-resizing tool, and AFAIK it's still hosted on his site.
Oh--duh. Didn't see that--sure. I can do any of the photoshoppy things you want. I'll post up a few samples later tonight.
Here's some generic samples and a couple of simple effects. Suggest changes/additions/selections from here as a starting point.
I can change/add effects as needed.
The problem lies in the texture referenced inside of the particle file. You'll need to open that file in Particle Forge and check to see whether you have the appropriate texture in your Texture folder, or that the reference is pointing to the correct mod folder.
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