Eomega Eomega

[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.

 


 

 

 

 

 

5,294,152 views 2,178 replies
Reply #77 Top
Oh, I didn't realize that till now Eomega. I still think they use both... perhaps the dadelous class has a secondary bridge like the Auroa class battleship. I still haven't seen the Ark of Truth yet, is it any good?
Reply #78 Top
Very nice good too see my models are getting good advertisement haha and as for posting progress we will when we can :HOT:
Reply #79 Top
my bridge is done for the 304. Here is a pic of the completed BASE mesh, the next thing on the list of things to do is the Greebles on the mesh, and then textures.



please give me any suggestions.

EO
Reply #81 Top
wow, this ship is comin out beautiful. i cant wait to see what you do with the others. still workin on the scanner issue.
Reply #82 Top
Oh, I didn't realize that till now Eomega. I still think they use both... perhaps the dadelous class has a secondary bridge like the Auroa class battleship. I still haven't seen the Ark of Truth yet, is it any good?


Ark of truth is very good, definitly worth buying

Thanks all of you for your comments, they mean alot.

EO
Reply #83 Top
"The Aurora class ships just bled awesome"
i still dun understand how they fight, how much drones they can launch and controle at time, and how drones affect enemy shields and why ancient replicator fleet lost (remember anubis fleet defeat to outpost)

ps-what do you think about making mod not like game (where fleets just look at each other for minutes and shoot each other) , you remember that in stargate it is usually 3-4 beam shots to take down a capital ship? and even less to small ships..
Reply #84 Top
Oh, I didn't realize that till now Eomega. I still think they use both... perhaps the dadelous class has a secondary bridge like the Auroa class battleship. I still haven't seen the Ark of Truth yet, is it any good?


Ark of Truth is defiantly worth the buy, they have the press event of San Diego's Comic Con in there and they have a few tidbits about the 2nd dvd Continuum coming out in July.
Reply #85 Top
"The Aurora class ships just bled awesome"i still dun understand how they fight, how much drones they can launch and controle at time, and how drones affect enemy shields and why ancient replicator fleet lost (remember anubis fleet defeat to outpost)ps-what do you think about making mod not like game (where fleets just look at each other for minutes and shoot each other) , you remember that in stargate it is usually 3-4 beam shots to take down a capital ship? and even less to small ships..


Yes while it is true that the Ancient Outpost was able to destroy the entire Goa'uld fleet, but that was because they had about 2-3,000 drones. Each Aurora Class cruiser will have drone weapons, but we will probably limit the number of drones fired to 6-12. Yes the beam weapons are strong enough to take out an Aurora class in a few shots, however being that the Asurans are Replicators, they have great potential to adapt to its destructive force. Also it helps in their favor that the Aurora Class will be a cruiser, with much larger ships in their fleet.

EO
Reply #86 Top
First off, this mod is going to be great. The next best Stargate mod I've had been privileged to play was the one for Starwars: Empire At War, but of course as awesome as that engine is, it is still very limited because the focus was spread between space combat, ground combat, and a global turn-based RISK-styled interface. The Sins engine, with its more focused agenda, is going to set a new standard in RTS design, I have no doubt, and as the conspicuous representative paragon of complexity and elegance (a difficult juxtapositional ambivalence indeed), it will be the modding platform of choice for years to come.

That being said, this mod has a lot to live up to. The pressure is on and all eyes are focused on this project. It doesn't have the luxury of obscurity because of how big Sins is becoming, so don't F it up. ;)

Now, as this is the first Stargate mod, it is safe to assume it may become THE Stargate mod for Sins, and as such, it needs to be done right. I'm speaking from the perspective of an rabid Stargate aficionado, with over a hundred gigs of the movie, both series (SG1 and Atlantis), as well as a screener copy of the Ark of Truth movie months ahead of time (yes, I bought the DVD as well as soon as it hit the shelves, support the franchise people!), and cosplay as SG1 at various SciFi conventions (Yes, I am a Level 12 geek, tremble before me.) So when I say it needs to be done "right", please don't interpret that to be indicative of any pretension or supercilious proselytism on my part, but rather, I wish you only the best, and I hope that this project can realize its true potential, being everything the fans deserve, and more.

It is incumbent on anyone who would take it upon themselves the responsibility of painting with a different brush -- in this case the medium of game modification -- the epic which is this generation's Star Trek, our Star Wars, to do so with as vivid a color palate as necessary to persevere the fidelity of the very material that is the subject of your fastidious affection, but also to exercise copious, but consistent artistic license through interpolation where necessary in areas where the camera's eye has not yet explored.

The Stargate campaign setting is vast, verbose, sometimes seemingly extemporaneous, though always ultimately self-consistent, but most importantly, unified and singular. Atlantis is not merely a "spin-off" series, such as the relationship between "Cheers" and "Fraiser", or for those of you old enough, "Dallas" and "Knots Landing". On the contrary, the relationship can better be described as a singular, shared continuity with routine cross-over and homogeneous concerns served up as the plot du jour, garnished with communal MacGuffins arranged elegantly between both stories. This lack of canonical segregation is the keystone in the bridge that connects both programs in a shared story universe and must also be respectfully observed and maintained in any canonical recreation vis-à-vis alternative medium. Any mod that attempts to tell only one side of the story will be incomplete and ultimately exclusive to either one group of fans or the other.

Admittedly this will be quite an undertaking, but nothing worth having ever comes easily. Many new roles will necessarily require original content while observing the unique idiosyncratic stylizations of each race, but this is by no means impossible. In fact it could prove to be some of the most fun for the design process and quite a treat for the fans to see sides of the campaign setting that are completely new to them.

For example, I offer the following: The Goa'uld "Mastaba" Class Battleship, just as one possible new-content Super-Capital. I take no credit for this image, I don't even remember where I found it (most likely a random post on 4chan), but I obviously liked the image enough to save it. Regardless, the design shows respect for the established Goa'uld stylization, but represents a logical escalation in a possible off-camera arms race; a ship that very well could have existed off camera. That kind of thinking will be required to flesh out all the roles expressed in Sins to complete this project.


Now on the matter of specific role assignment, I recall it being suggested that the Wraith might be used as a pirate race? I think that, given as they are as the Goa'uld to Atlantis, they play too large a role to be demoted to such a small appearance, and should be a full fledged selectable race. However, I feel whom would make a perfect candidate for that role would be the Genii Confederation. Additionally, the Lucian Alliance could play as an SG1 alternative on different maps.

I'd very much like to help with this mod in any way I can, but I unfortunately lack any artistic or programming experience. However, I have a nearly encyclopedic knowledge of the Stargate campaign setting, thus my assistance would be limited to an advisory position, but one which I hope I could make a valuable contribution.
Reply #87 Top
Aight dude haha not to sound offensive but i did not even begin to start reading the book u posted but we have posted the race list and we have said many times that we are using Asurans, Tauri, and Wraith now we have ship lists build list and please if u have ideas and stuff feel free to go to the site and post some, and um dude seriously there is no kill like overkill try and spark note them in the future for us not as brilliantly intelligent as yourself
Reply #88 Top
Well Cronyx you are correct, you cannot have one without the other, however... for the sake of this mod, and the time it would take, right now the races will still be the Pegasus galaxy races. This however, doesnt mean that their wont be a spot here and there of Milkyway Galaxy ships, which does include, but not limited to, the Goa'uld/Jaffa. Not sure about that design though, I have seen it before and wasnt really feeling it.

EO
Reply #89 Top
I love how the ship or ships are developing. Keep up the good work.

Here's a quick thought, the Vasari use phasic missles in the game... Y not incorperate it in the same thought as the drones. Make the Asurans tech tree which improves the chance to bypass sheilds. The Advent primarily use engergy tech(beam, plasma, burst laser), which would be best for the Wraith. The Advent also have the largest fighter based force in the game. This makes it great for the Wraith darts. Finally there is the TEC who love their auto cannons, missles, and some energy based weapons. The 304 could have the asgard beam weapons like the Kol Battleship in the game uses beam lasers. Try the thought of having a cooldown for the beam weapons instead of the gauss cannon as an ability.(since the 304's were retrofitted)

I'm woundering if you have been able to change the phase jump to hyperspace windows. Also be able to jump to any planet that the player has explored.

The scout ships could be removed or changed so that the Humans can send MALP's/or pudle jumpers, Wraith send darts, and the Asurans send their space based drones/satalites like in the episode "this mortal coil"

If your still reading all this, its almost done.

The defensive platform for the humans can be an orbiting satalite armed with railguns, Beam weapons(ancients design thats weaker), or drones fired from satalites. The wraith can get some garisons of Wraith cruisers, that can't leave the gravity well, that obviously supplies darts to the fight. Last but not least, the Asurans should get the same kind of Ancient design beam satalite, Asuran cruisers, or drones fired from a satalite(since drones firing from the serface will be hard to stop unless ultamately seiging the planet). :CONGRAT: 
Reply #90 Top
I amazingly read all of that. ;) Anyhow, to start from the beginning... I was planning on having the mod set up that way, haha you must have been reading my mind. So for those of you who are lost:

Tau'ri = TEC
Wraith = Advent
Asurans = Vasari

Now for the fine details... WE havent had a chance to work on the Phase jumping just yet, going to look into it after we get off the ground floor so to speak. The drones idea of yours might work, will have to look into it.

Ive actually found a design on Scifi-Meshes.com that I am fond of for a scout ship for the Tau'ri and thats what I planned on for the Scout. The other two are planned, well for the Asurans not much has been planned yet, but its in the base plans.

For the defense platforms... nothing has been planned as of yet, but I like what you have said... it just might be added, haha.

EO
Reply #91 Top
Well, all that popped into my head. If you haven't thought of any part of the game, I may be able to help pull a few more thoughts out of my head.

Defensive structures:
Tech Tree:
Ships lists(friget, large friget, and cap ship):
Artifacts:
Superweapons(Ex:novalith cannon/to midway for increased income...)stuff like that


The pirates could accualy be Michael and his hybrids> makes sense

And much more....
Reply #92 Top
Are you going to make a planet based jumpgate that instantaneously transports ships from one planet to a destination planet?
Limited of course to frigates.....................
Reply #93 Top
It'd be best to just use hyperspace tech instead, to make it fair for all the players since you can simply send an endless wave of frigates to the enemy's home planet with a space gate in orbit.
Reply #95 Top
It'd be best to just use hyperspace tech instead, to make it fair for all the players since you can simply send an endless wave of frigates to the enemy's home planet with a space gate in orbit.


Well, all races in the TC would have this ability of course
Also, this would have to be a discovered ability right? Since they raped the galaxy for a lot of them (rodney's gateway to the milky way) and they didn't build them.. they placed them etc, so a lot/some of the planets would not have them.
Maybe scale down wormholes and put them in orbit around 10% of the planets?
Reply #96 Top
I agree with FranKdaRABBIT, it just doesnt seem to be balanced out... I mean think about it, you playing as the Asurans against the Tau'ri and you have a massive fleet of Aurora Class cruisers and her bigger sisters (havent been shown yet, but we have a couple of designs) and you hyperspace them straight to 'earth' and attack... not very balanced, though would be more cannon.

And the mod will be ready when its ready, right now still got a lot of work to do, so no date has been set, and nor will it be till otherwise specified.
Reply #97 Top
Hyperspace tech would be very cool to use, but the thought of sending a fleet that dwarfs a planet breaks the mood. Maybe there can be a attribute to a home planet that prevents incoming long distance hyperspace jumps. This can push it to nearby planets so that you are aware of an impending attack and can counter by recalling your avalible fleet for an epic battle.

For sure to hyperspace to a planet will have to require certain perameters: Explored/ Later on> can hyperspace to distant planets(doesn't need to be connected like in the original game)/ player's can jump to hyperspace to THEIR home planet from long distance/.... probly more so that it can balance out but stick close to the show.