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.

 


 

 

 

 

 

5,307,571 views 2,178 replies +7 Loading…
Reply #1801 Top

Sorry to rant, but I'm a perfectional critic: After playing your Tau'ri sides, I have come across a few bad points. The models and textures pwn and everything, but I think some things are a bit iffy:

1. You should increase the railguns' velocity or decrease the Tau'ri ship speeds as sometimes, I've seen their ships travel past the projectile (as in moving at a faster rate), which doesn't look too professional.

2. The Tau'ri missiles. This is more of an optional one as not much people notice and it doens't look too bad. I think you should get rid of the smoke trails or make them expire significantly faster, as when they impact ships the trail just disappears without obeying the particle file. Not only this, but it will decrease lag for the low-end systems as there will be less particles (this applies to both points) on the screen at once.

3. I've never agreed with the hit effects of the stock weapons. Rather than having a long hit effect lacking in size, I think you should have short and snappy and big weapon hit effects. It makes battles look much more epic, and professional (from experience).

4. The Hyperspace travel effect lags alot when you zoom close into it. Try decreasing the amount of particles in the travel effect.

Reply #1802 Top

Quoting kris159, reply 1801
Sorry to rant, but I'm a perfectional critic: After playing your Tau'ri sides, I have come across a few bad points. The models and textures pwn and everything, but I think some things are a bit iffy:

1. You should increase the railguns' velocity or decrease the Tau'ri ship speeds as sometimes, I've seen their ships travel past the projectile (as in moving at a faster rate), which doesn't look too professional.

2. The Tau'ri missiles. This is more of an optional one as not much people notice and it doens't look too bad. I think you should get rid of the smoke trails or make them expire significantly faster, as when they impact ships the trail just disappears without obeying the particle file. Not only this, but it will decrease lag for the low-end systems as there will be less particles (this applies to both points) on the screen at once.

3. I've never agreed with the hit effects of the stock weapons. Rather than having a long hit effect lacking in size, I think you should have short and snappy and big weapon hit effects. It makes battles look much more epic, and professional (from experience).

4. The Hyperspace travel effect lags alot when you zoom close into it. Try decreasing the amount of particles in the travel effect.
End of kris159's quote

 

Thanks for the input.

1. Already done in main mod. mini mod may be updated with it, sooner or later as it has alot of fixes that everyone has suggested

2. we agree

3. When we have more time

4. Last night we implemented a different one that is much better.

5. Do you specialize in particle files? i am fairly certain you sent us some particles. If so and you feel that you want to assist SGI please by all means contact one of us

thanks SgiMod team

Reply #1803 Top

I will be working on the particle effects as soon as I finish my other requests.

Reply #1804 Top

Quick question, will the Lantean weapons satellite be buildable anywhere, rather than just a planetary structure?  If it is, I'd assume you'll give the responsibility to the same ships that build the starbases?

Reply #1805 Top

Quoting myfist0, reply 1799
Learn to ConvertData or

harpo99999's GUI for converting files
End of myfist0's quote

The GUI converter doesn't work for me, it just freezes up and does nothing for me.

I tried the cmd option, but it doesn't seem to be working for me..

Reply #1806 Top

I guess your outa-luck, post your questions about converting in harpos thread

Reply #1807 Top

Quoting Maxxedmk, reply 1805

Quoting myfist0, reply 1799Learn to ConvertData or

harpo99999's GUI for converting files

The GUI converter doesn't work for me, it just freezes up and does nothing for me.

I tried the cmd option, but it doesn't seem to be working for me..
End of Maxxedmk's quote

 

There is another way to do it; create a .txt file called 'Converter' and in that file insert the text: 

ConvertData_Entrenchment.exe entity INSERTNAMEOFENTITY.entity INSERTNAMEOFENTITY.entity txt

 

Now where it says INSERTNAMEOFENTITY you simply add the exact name of the entity file you wish to convert, so for example it should  look something like this:

ConvertData_Entrenchment.exe entity PlayerAncients.entity PlayerAncients.entity txt

Next you need to click File, Save as and save it as "Converter.bat" which will create the file that will do all the hard work for you.

The letters "txt" on the end instruct the file to be converted to a readable text format, and to convert it back to the regular ENTITY you just remove the 'txt' bit from the end of the file and save it as Converter.bat again.

From here its just a matter of clicking on the Converter.bat file that was created, and as long as the entity you're trying to convert is in the same directory as the .bat file you've just created, along with the ConvertData_Entrenchment.exe file (which is found in the program files directory in the folder called 'Kalypso') the entity will be converted for you.  Admittedly it could take a while doing it one by one, but it may be possible to batch convert, although I haven't tried that yet.

I recommend creating a new folder somewhere on the your drive and then copy the necessary files to it, so you wont be immediately changing anything in the game itself, and once youre done you can just paste the modded files into the mod folder.

 

Alternatively you could use this tool:

https://forums.sinsofasolarempire.com/336084/page/4/#2032712

Reply #1808 Top

sevendaydemon, did you read reply #87 of the thread?.

at least MY textbin gui is still supported, and was designed for easy support from the start.

harpo

 

Reply #1809 Top

Quoting harpo99999, reply 1808
sevendaydemon, did you read reply #87 of the thread?.

at least MY textbin gui is still supported, and was designed for easy support from the start.

harpo

 
End of harpo99999's quote

I did notice it isnt supported anymore, but I found the tool on google somewhere if i remember correctly, and it works so I didnt bother questioning it further.

harpo I did try your tool but it just crashed.  I wasnt that desperate for a gui so I just stuck with the method I detailed above, does the job (Y).

Reply #1810 Top

Quoting SGImodteam, reply 1802


Thanks for the input.

1. Already done in main mod. mini mod may be updated with it, sooner or later as it has alot of fixes that everyone has suggested

2. we agree

3. When we have more time

4. Last night we implemented a different one that is much better.

5. Do you specialize in particle files? i am fairly certain you sent us some particles. If so and you feel that you want to assist SGI please by all means contact one of us

thanks SgiMod team
End of SGImodteam's quote

Did you implement the one I sent Jtaylorpcs? And to #5, yes. I sent Eomega a few textures once as a sample. How would I go about contacting you? Do you guys have Xfire or Steam?

Reply #1811 Top

Quoting kris159, reply 1810

Quoting SGImodteam, reply 1802

Thanks for the input.

1. Already done in main mod. mini mod may be updated with it, sooner or later as it has alot of fixes that everyone has suggested

2. we agree

3. When we have more time

4. Last night we implemented a different one that is much better.

5. Do you specialize in particle files? i am fairly certain you sent us some particles. If so and you feel that you want to assist SGI please by all means contact one of us

thanks SgiMod team

Did you implement the one I sent Jtaylorpcs? And to #5, yes. I sent Eomega a few textures once as a sample. How would I go about contacting you? Do you guys have Xfire or Steam?
End of kris159's quote

email him  @  [email protected] or  message him at same user id

thanks SGIMOD TEAM

Reply #1812 Top

Quoting sevendaydemon, reply 1807


There is another way to do it; create a .txt file called 'Converter' and in that file insert the text: 

ConvertData_Entrenchment.exe entity INSERTNAMEOFENTITY.entity INSERTNAMEOFENTITY.entity txt

 

Now where it says INSERTNAMEOFENTITY you simply add the exact name of the entity file you wish to convert, so for example it should  look something like this:

ConvertData_Entrenchment.exe entity PlayerAncients.entity PlayerAncients.entity txt

Next you need to click File, Save as and save it as "Converter.bat" which will create the file that will do all the hard work for you.

The letters "txt" on the end instruct the file to be converted to a readable text format, and to convert it back to the regular ENTITY you just remove the 'txt' bit from the end of the file and save it as Converter.bat again.

From here its just a matter of clicking on the Converter.bat file that was created, and as long as the entity you're trying to convert is in the same directory as the .bat file you've just created, along with the ConvertData_Entrenchment.exe file (which is found in the program files directory in the folder called 'Kalypso') the entity will be converted for you.  Admittedly it could take a while doing it one by one, but it may be possible to batch convert, although I haven't tried that yet.

I recommend creating a new folder somewhere on the your drive and then copy the necessary files to it, so you wont be immediately changing anything in the game itself, and once youre done you can just paste the modded files into the mod folder.

 

Alternatively you could use this tool:

https://forums.sinsofasolarempire.com/336084/page/4/#2032712
End of sevendaydemon's quote

is there a way to convert many files at once? like creating the same kind of .bat file but for multi convert, or if i put many lines in the same .txt file, but diff file names...

nvm i found something to do that

Reply #1813 Top

Lord tunderin jesus, people dont read the links.

At the bottom of ConvertData is a how to on creating .bats using wildcards to do all the files of the same type at once or download the collection of bat files already made. Just use the appropriate bat for the file type.

Edit: BTW this info was from some old articles from harpo b4 he released the converter, its how I converted all my files

Reply #1814 Top

and I got the info from other posts from other modders ( I think that annatar11 was one of them but that was over a year ago now)

harpo

 

Reply #1815 Top

Oh, I gave you credit at the bottom. Maybe I should credit him as well.

Reply #1816 Top

Oh. I had an idea for the Asgard beam weapons that makes it not disappear when it hits the target. I tested it out too (As is seen in this video: http://www.xfire.com/video/ff373/ watch this first). It's done by firing about 100 projectiles (in the file) with a burst delay of about 0.01-0.05 seconds (dependant on the speed of the beam you want, lower values if you have a faster beam) Simply make a relatively large projectile that is symetric (on the Z axis) and fire it from the ship. The only down side is vs. (relatively fast) moving objects, but I'm not very good at explaining so...

P.S: Didn't cause any noticable lag problems

Reply #1817 Top

Quoting kris159, reply 1816
Oh. I had an idea for the Asgard beam weapons that makes it not disappear when it hits the target. I tested it out too (As is seen in this video: http://www.xfire.com/video/ff373/ watch this first). It's done by firing about 100 projectiles (in the file) with a burst delay of about 0.01-0.05 seconds (dependant on the speed of the beam you want, lower values if you have a faster beam) Simply make a relatively large projectile that is symetric (on the Z axis) and fire it from the ship. The only down side is vs. (relatively fast) moving objects, but I'm not very good at explaining so...

P.S: Didn't cause any noticable lag problems
End of kris159's quote

 

That's actually very clever.  Really looks awesome.

Reply #1818 Top

The music that you guys implemented into the game, could I get all of them in MP3?

Reply #1819 Top

Hey EO logn time no see, likeing the mini mod just got it myself been without net for a few weeks due to moving into an apartment. Got a question for you, are the models spose to be textured? Cause when me and my friend installed the Tauri mini mod the models look nice but they have absolutly no textures. Any ideas, did we do something worng or missing something?

 

Anyways just wanted to say hi, its still great fun even without textures, hit me up on MSN sometime you should still have my email. Dont let the offline tag fool you im always on even when it says i aint.

Reply #1821 Top

Great looking mod so far, please keep up the work, and hope to see the full version soon.

Reply #1822 Top

Quoting bucky699, reply 1819
Hey EO logn time no see, likeing the mini mod just got it myself been without net for a few weeks due to moving into an apartment. Got a question for you, are the models spose to be textured? Cause when me and my friend installed the Tauri mini mod the models look nice but they have absolutly no textures. Any ideas, did we do something worng or missing something?

 

Anyways just wanted to say hi, its still great fun even without textures, hit me up on MSN sometime you should still have my email. Dont let the offline tag fool you im always on even when it says i aint.
End of bucky699's quote

hello most of the models ingame atm are using generic textures . We do have several models ingame that are complete . We are in search of a full time texture artist.

thanks jtaylorpcs

Reply #1823 Top

To get a sustained beam, you just use the Beam WeaponType, no need for anything fancy.  It functions just like a persistent beam effect.

Reply #1824 Top

Yeah, but Asgard and Tau'ri plasma pulse beams aren't sustained beams, they're a pulse beam.  It isn't so much a beam as it is a really, really long projectile of plasma that acts and looks like a fragment of a sustained beam.

Reply #1825 Top

Quoting psychoak, reply 1823
To get a sustained beam, you just use the Beam WeaponType, no need for anything fancy.  It functions just like a persistent beam effect.
End of psychoak's quote

I mainly focus on graphics whilst trying to incorporate the most realistic effect I can. I didn't create the beam in order to be in this mod, it's an old idea I just remembered. I managed to create a stargate pulse beam - I know what a beam WeapoNType is.