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[MOD WIP] Stargate Invasion DIP 1.32 (released 10-25-11)

[MOD WIP] Stargate Invasion DIP 1.32 (released 10-25-11)

The invasion has begun

http://z15.invisionfree.com/Stargate_Invasion/index.php?


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 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.

 


 

 

 

 

 

5,302,794 views 2,178 replies
Reply #2151 Top

Quoting sevendaydemon, reply 2149
Its the shield mitigation you're after for the Asuran starbase, it starts at about 50 but once attacked for a few seconds it shoots to like 109%.  I kind of used that error to my advantage when getting my ass kicked.

Thanks, that should be an easy fix then.

Quoting Thor_SG, reply 2150
Hello

I really have to say, i love your mod:)
It's realistic and depends on the real Stargate, so it's really a lot of fun to play it.

But I also have to recomment something.
I've played the mod first as human, then as Asuran. You've done a greate work, no question. But, I the fights are a problem. When I came to a fight with an Atlantis Battleship, and there are only a few (I would say less then 10) ships of the human the race, I expect that the fight would take a long time, because the Atlantis ship has about 15k shild points, and those human ships were I think Prometheus ships, but I can't remember seriosly.
But, the fight took about 5 seconds? In the normal Sins, the fight would take much longer. I don't really know how to explain it, but I'm playing Sins now for a year, and the fights in your mod, are feeling a little bit strange...


I have to say it ones more, I love your mod, and I keep playing it

Ship fights in the Stargate series were generally quite quick, and we're trying to replicate that in game, so fights are going to end much faster than in standard Sins. There's also a much bigger difference between the strongest and weakest ships compared to regular sins, so the caps(especially Asuran) really rip through the smaller ships. That's made up for by the fact that frigates/cruisers are much more cost efficient, but they still take heavy casualties.

Reply #2152 Top

Hello I was thinking the drones you see on the tv show have the abillity to pass straight through the sheilds of any ship but on your mod they only have a 30% chance of passing though what i was thinking was if you made it so it was reserchable to a 100% and add a new line in reserch that adds the ability to block them in the human tech tree.  probably be best to make it so you need max reserch buildings to get to 100% 

Reply #2155 Top

Hello everyone, I have been working on rebuilding the Claudius class, I wanted to drop in and tell you about it so you didnt think we werent working on the mod.  We are, but are holding off with another patch til 1.2 DIP is released.

 

Claudius Class

Reply #2156 Top

Quoting Maxxedmk, reply 2154
http://www.youtube.com/watch?xl=xl_blazer&v=4vT1CnIGRY4

The picture this video has would be a really nice effect for a hyperspace window in my opinion.

http://www.cognitivedistortion.com/ Another site that has some nice pictures for background settings in Sins.

 

we have one that I made about a year or so ago.  We have it stored somewhere, and when we converted to DIP the file got lost in translation so as soon as we can locate it, ours is coming back.

Reply #2157 Top

Quick question:

 

In the Dip. version you can't give resources b/c of the lack of Dip. Technologies; basically is the Entrenchment version too far behind the Dip one?  B/c I was thinking that I'd switch to the Entrench. version if there wasn't a whole lot of difference between the two (other than one I could give resources)

 

Awesome mod - can't wait till the next update!

Reply #2159 Top

Quoting bucky699, reply 2131

We have to remember that this is an RTS game, sure it'd be great to remake the show to strict canon, but lets face it we cant send SG teams onto wraith hives in cloaked puddle jumpers to detonate nukes inside can we? Sacrifices of canon must be made to balance the ships so that each team has its advantages and disadvantages.
 

Just out of the blue, if you made a puddle jumper as a small scout ship and gave its basic stats as 80% chance to miss for whena  wraith shoots at it, gave it phasic cloaking with movement (which of course drops the shielding to 0), and finally gave it the ability "SG insertion" which takes mayb 45 seconds? (short amount even for an sg team, but considering the fact that sins games appear to go so slowly sometimes, maybe apt) Make the damage massive for this ablity.

 

Its been a while since I've come back to this post (or back to the sins website) and I must say I am very impressed by the progress thats been made.

 

Out of curiousity, is every model here made on 3ds max? I've been messing around with it, but haven't yet figured out how to make anything big or constructive...

Reply #2160 Top

Quoting birdman1281, reply 2159

Quoting bucky699, reply 2131
We have to remember that this is an RTS game, sure it'd be great to remake the show to strict canon, but lets face it we cant send SG teams onto wraith hives in cloaked puddle jumpers to detonate nukes inside can we? Sacrifices of canon must be made to balance the ships so that each team has its advantages and disadvantages.
 
Just out of the blue, if you made a puddle jumper as a small scout ship and gave its basic stats as 80% chance to miss for whena  wraith shoots at it, gave it phasic cloaking with movement (which of course drops the shielding to 0), and finally gave it the ability "SG insertion" which takes mayb 45 seconds? (short amount even for an sg team, but considering the fact that sins games appear to go so slowly sometimes, maybe apt) Make the damage massive for this ablity.

 

Its been a while since I've come back to this post (or back to the sins website) and I must say I am very impressed by the progress thats been made.

 

Out of curiousity, is every model here made on 3ds max? I've been messing around with it, but haven't yet figured out how to make anything big or constructive...

 

the ideas for a puddle jumper, while nice, wouldnt work with the game.  You cannot assign a specific ratio to any one ship.

 

Not all our models are made in Max, all mine are, but the work of Riser is done in sketchup and Orca's work is done in Maya.

Reply #2161 Top

Everybody has been really quiet recently....hasn't been a foothold situation has there and all contact with the outside world severed??!!

Reply #2162 Top

Quoting monkeymandave, reply 2161
Everybody has been really quiet recently....hasn't been a foothold situation has there and all contact with the outside world severed??!!

 

Everything is going smooth.  We are awaiting the release of the next patch before we continue work on anything, and with this our work has slowed, but not stopped.  We are all working on something for the mod.  Whether it be here, on ModDB or on our forums at Beyond the Invasion Boards.

Reply #2163 Top

Hi is there any news of a update of the mod for diplomacy too 1.2 ???

Also a bit of a nit pick but arnt the exp values a bit low now.

Reply #2164 Top

yes we will be releasing another version of the mod hopefully next week.  I have been working on something for the mod that I have pushed off the release for. Its not super big, but big enough to want to wait for.

Reply #2166 Top

The only probly with this mod that i have found is the asgard beams don't even scratch starbases.

Other then that love the mod.

Reply #2167 Top

Im no so sure about that but i generly have 15 pluss deadalus attacking at any one time.

Will the exp. values be bumped up or stay the same.

Reply #2168 Top

Hello all,

 

Figured I would drop you all a line, seeing as we didn't release anything for you today.  The lack of release is due to my working on a new HUD.  Here is a picture of my work.  The top part is my original rework, and the bottom is my second attempt.  C&C welcome.

 

New HUD

Reply #2170 Top

I honestly could care less about the UI look i want the gameplay! you could make the UI look as a seperat add on mod.

Reply #2173 Top

please go to moddb or our forums at Beyond the invasion. we have released a new download that is compatible with DIP 1.2

Reply #2174 Top

And it is AWSOME!!! :w00t:

 

BTW not sure if its any help but my games keep crashing and mini dumping when I have the Ga-ould playing as AI. Other than that great mod, keep up the fantastic work!

Reply #2175 Top
Can you tell me the name of the Prometheus.mesh please. I can't find it in the mesh folder. Theo