StealthBomber
Feb 05, 2005, 10:19 PM
I've never done a mod before so I guess it dosen't matter where I start and this Mod is as good as any. If you guys are willing to help out ill take this Mod up.
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View Full Version : Stargate SG1 mod StealthBomber Feb 05, 2005, 10:19 PM I've never done a mod before so I guess it dosen't matter where I start and this Mod is as good as any. If you guys are willing to help out ill take this Mod up. StealthBomber Feb 07, 2005, 10:56 AM Ok I have started working on it and got the leader heads plugged in. Any help would be appreciated cause im not really sure as to what I should do on it. So you guys start pitching your thoughts at me. Oh and im using that SPACE TERRAIN that is in this thread. The Technology Tree how should that work. So whenever you guys feel like it send me some help PLEASE! Tzar Sasha Feb 07, 2005, 03:50 PM Ok I have started working on it and got the leader heads plugged in. Any help would be appreciated cause im not really sure as to what I should do on it. So you guys start pitching your thoughts at me. Oh and im using that SPACE TERRAIN that is in this thread. The Technology Tree how should that work. So whenever you guys feel like it send me some help PLEASE! When working on the map(s) for the mod keep in mind that I made a decent change to the tiles, but there are still some things that could cause a problem. Be careful when placing certain tiles next to each other, they can sometimes have a tendency to change the coast line.... You may not want to use random maps with this mod. Most space based mods have had to have handmade maps included.... StealthBomber Feb 08, 2005, 12:14 PM Ya I have noticed that took awhile to get the map set up the map. Hey you guys I need units can any of you create any or put in requests for some. Ya and I need a site that I can gather some information off of for use. I think I can make this MOD I hope. StealthBomber Feb 09, 2005, 06:26 PM I guess ill make a MOD that is 4-6 players at first then add more later. These are some of the units I need if im gonna make even a small MOD. Can someone create these or put in a request for them PLEASE!!! Jaffa Prometheus X-301 X-302 Replicator SpaceShip Replicator Ha'tak Ghoa'uld Glider killer_J27 Feb 12, 2005, 10:24 AM hey im glad that someone has taken this over. Stealthbomber: Bhiita was working on a death glider and starting a jaffa i think. and sa-craig is also working on a jaffa unit. The asguard ship is done. For the SG Teams i would use the marine m-unit. and for sg1 take the jaffa unit and add him to one of the m-units. Good luck and have fun making it like i did when i started. And im sure R8X would be happy to do a few more leaderrheads if their needed. StealthBomber Feb 26, 2005, 12:47 PM Seems Im all alone on this mod. O well i have talked to bhitta he said it will be a month or two before he gets some units done. I have got the tech tree about 75% complete hope it works out. Bhitta told me this idea about have a air transport as the stargate i would do that but it would not be a fixed location for the gate so thats a problem. I guess Ill continue with the railroad idea which i like. StealthBomber Mar 06, 2005, 03:10 PM Alright you people don't seem interested in this MOD anymore but never the less im here to update you people on the mod. R8XFT has given me a leaderhead that looks like Baal so I will you it as Baal. I have been testing the MOD out and I can't get the AI to stop fortifying on the rail roads anybody have any ideas of how to stop that. With the Technology tree I made up some techs because im not sure how that should go. alright im done for now. Tzar Sasha Mar 06, 2005, 06:20 PM I haven't really given up on it. I just wasn't that involved. I want to play it when it's done. I just don't have the time to really put into making mods anymore... I'm not sure how to solve the AI fortifying on the rail line wormholes. That's an issue that needed to be resolved when the map was designed. There are other options for the wormhole. One requires the use of a hacked editor, the other uses the airport's airdrop/rebase abilities. I guess the question could be: Do you want the gate network to be unknown at the beginning or already established? If it is already established then the other options become available as they limit the gates to those who control them. I.E. no gate travel execpt to worlds already occupied by that culture. asgard fleet Mar 07, 2005, 06:16 PM i got a list of names for over 20 planets Healz Mar 07, 2005, 06:20 PM That's cool, although probably won't get played much now that everyone is moving to cIV with its new features pretty soon. Expected release: Summer 2006 so I heard. StealthBomber Mar 07, 2005, 07:54 PM I was wondering should I put planets that are not connected to Stargate on the map for ships to explore to i guess? Healz Mar 07, 2005, 09:59 PM It would make the ships a little bit more purposeful and make sure the AI builds them. Sounds interesting. Would like to know more at some later stage. StealthBomber Mar 08, 2005, 12:21 PM I don't know if any one else knew about this but I found a way to put railroads on ocean squares. Maybe there is a different way I can make the Gate System now. Ill check that out tonight. Scorpi Mar 09, 2005, 03:52 PM I don't know if the stargate problem has been solved as i am too lazy to read all the replies :p But i have an idea that might work! Make the stargate a unit like the helicopter, give it infinate operational range and make it captureable. Then place one on every planet. If a player captures it he can use it to transport a limited number of units to any planet. This will require every planet to have a stargate though as it would be wierd if you could transport to a planet without one... And there's still the minor/major problem with the Iris... I'm a huge fan of Stargate and i would love to play this mod when it's done! :) StealthBomber Mar 09, 2005, 06:32 PM Yea that is what bhiita suggested to me but not exactly like that. the chopper would have a limited range at first and when you research a certain tech it would allow for a chopper with a longer range. I just went with railroads connecting each planet together. Scorpi Mar 10, 2005, 03:34 AM But then you could stop in the wormhole halfway! Couldn't you just set the chopper range to 255? Tzar Sasha Mar 10, 2005, 04:37 PM If I could see a map with the chopper idea, I'd give it a test to see how it would work out. I'm not sure if I understand how to make that. Railroad on water? Does it work? Do the ships sail through? Here's an idea provided that the chopper idea is workable: 1. Each planet has a "Stargate" resource 2. Each planet has a "DHD" resource 3. Each civ can research Stargate Usage or something like that 4. Once all appropriate techs are researched, the "chopper" unit is available provided that both DHD and Stargate resources are connected. EDIT: Oh, I forgot the Iris. An immovable unit that has a high defense and low attack of 1. Buildable only with the titanium resource.... Scorpi Mar 10, 2005, 04:55 PM The chopper works fine if you can make them captureable (like artillery) and place them on every planet (Stargates only work with other gates and this is the only way with this method). If you limit their carrying capacity then players would have to use transport ships for large invasion. Here's a test map... Tzar Sasha Mar 10, 2005, 05:17 PM The chopper works fine if you can make them captureable (like artillery) and place them on every planet (Stargates only work with other gates and this is the only way with this method). If you limit their carrying capacity then players would have to use transport ships for large invasion. Here's a test map... The idea is fine. Could even be workable. One problem: With the stargate system there are known adresses. The game normally starts with just a few surrounding tiles. How can you gate to another planet? Especially, if you don't know where one is.... I suppose Earth can start out with a Voyager probe or Mars Pathfinder to explore the stars looking for other planets. Have map trading available early and then I suppose the SG teams can start going out for a look.... StealthBomber Mar 10, 2005, 08:37 PM I like it but I think the railroad network is the best way to go about using the Stargate I may go about making a map with the chopper version just to see which works better and funner. Im redoing the Tech tree I just don't think it works. o well I think I may have bit off more than I can chew doing this MOD Thx for your input l8ter Tzar Sasha Mar 10, 2005, 09:33 PM I just found an option in the conquest editor to remove the fog-of-war for all players to see certain tiles at the start of the game. We could use that with the chopper idea. However, so we don't have out of place animations use a blank image unit. The player who controls it will know that it is there. A resource or a victory point marker that looks like a stargate will be placed on that tile for all to see. To be captured and used correctly it would have to be given catapult/artillery properties and that might be a problem for the AI. Something to test.... Don't get me wrong here. I'm still with the railroad idea for now. I did put all that "effort" into making that terrain work. I'm just beatin' around the bush. Just got a brainstorm... Start out with very small civs and no stargate ability. One massive civ called the Ancients who control all the stargates (the choppers) The Ancients have no cities and no other units to fight with. The smaller civs would be required to attack and capture the Ancients stargate or get it from someone else. Eventually, the Ancients would totally be wiped out (they ascended really...) Make the stargate (chopper) unit hidden nationality so there would be no formal declaration of war. But if there is an iris unit present then that should prompt a war.... Scorpi Mar 11, 2005, 08:10 AM I don't like the railroad idea! You can place a bunch of units everywhere on the stargate "net" and prevent other players from gating. Scorpi Mar 11, 2005, 08:40 AM Hmm... Can't get the chopper to work. It refuses to be captureable and with hidden nationality it can't be attacked... Great idea though i think. :blush: StealthBomber Mar 11, 2005, 11:32 AM Ok so I think I understand how you would use the chopper but im not quite sure. You have a chopper that would be the gate, right? So in order to capture another gate you would land next to another gate then move your units to capture it right becuase if you land on it it would say " airdrop failed". If that is how it works im not sure I would lean that way because the gate needs to be in a fixed spot going and coming. StealthBomber Mar 11, 2005, 11:41 AM The zip is the basic form of the map im using the I haven't seen the AI fortify on this map yet. Hey if you feel like it send me some Ideas on a tech tree. I was gonna go through the entire thing but decided it may be better to split it up like Military Research, Space Research, Religion, ???? something else I think im leaning that way. Tzar Sasha Mar 11, 2005, 05:49 PM Did some playing around with the chopper thing. Here is what could be done. ALL stargates are at Ancient outposts/cities. The Ancients are not playable. They cannot build any new units. Their units what few they may have are immovable. Each civ as they explore their homeplanet must capture the outpost/city of the Ancients in order to access the gate. Stars have always been visible in the night sky so a single tile near each stargate will have its' fog of war removed. So you can jump to any gate at some point. In the Ancients outpost/city is a prebuilt airport (call it the DHD or whatever). This means that units which jump to a new gate must take control of the city/outpost in order to return home. Some cities will be undefended others will have some defenses. Units which "travel" through the gate will have to have paratrooper abilities. The only unsolvable problem with this is that the AI will not use the units properly. They will paradrop the units wherever not just at a gate. The Human should play within the prescribed rules of the scenario, however. And with the railroad, you've got that unsightly line running around everywhere. Plus the possibilities of finding a fortified unit on the rail line itself. Not to mention the annoying half hour to drag that one unit one tile at a time around the entire gate system for free. As far as techs I'm clueless at this point.. Maybe I'll think of something after I watch the shows tonight..... killer_J27 Mar 12, 2005, 10:22 AM hey whats up guys. Military, Space Travel, Religion, Medical, Military X-302 Pilot X-303 Pilot Death Glider Pilot Alkesh Pilot Mothership Pilot Trapnsport Pilot Space Travel Sub-light Engines Anti-Gravity Docks Primary Weapons Secondary Weapons Life Support 10x Lightspeed Travel 100x Lightspeed Travel Engine Mechanics Naquadria Buffer (Humans Only) Basic Crystal Studies Advanced Crystal Studies Basic Cloaking Cloaking Detection (can detect basic cloaking but not advanced) Advanced Cloaking Religion Not Sure Medical Basic Herb Mixtures Advanced Herb Mixtures Basic Injections Advanced Injections Sarcophogus Fountain Of Youth Studies Healing Device Other (not sure what these go under) Brain Washing Hand Devices Crystals ZPM (Dont know if your going to implement ZPM's into the Mod?) Thats my 2 cents GL And dont worry there are a lot of people that are intersted in this mod. Im one of them. StealthBomber Mar 12, 2005, 10:56 AM Cool Thx killer been trying to think of techs for awhile and couldn't come up with that much. StealthBomber Mar 12, 2005, 05:30 PM Hey Killer I really got to thank you, I spent hours trying to come up with a tech tree and after I jotted down your techs I got a flood of ideas so I finished the tech tree to be satisfactory to me. Now if I could make units I would work on that for now Ill have to rely on others to make them. Thx StealthBomber Mar 13, 2005, 02:29 PM Well since I have finished the tech tree I have been putting in units and improvements.Since there is much Stargate unit Graphics out there I have just been using Unit graphics from other things. I think I almost have a playable version ready. there is no Civilopedia entries or stuff like that done yet but im getting there. Well thought I would tell you all where im at. Im not sure but is can you guys come up with better unit name I have been doing SG Unit ,then they upgrade to SG Unit 2 and so forth. Thx L8ter Scorpi Mar 13, 2005, 05:53 PM I have some ideas! Make the Tau'ri (Earth) have several different kinds of SG teams. For example: Engineering Team, 2,2,1 able to build cities (bases) and do worker actions, unable to attack bases, costs no population to build. This team should cost alot to make up for no population cost. Maybe you should make the humans unable to build "aquaducts" and instead have a small wonder that makes Stargate Command able to grow beyond town size. In the series the humans never had anything larger than small outposts and my idea makes sure that only Stargate Command is really productive. Actually i think that the cities should only be used to get a resource or a valuable bonus resource (I'll get to that later). Science Team,0,0,1,Able to build colonies. This team should be a cheap and temporary way of getting resources. Explorer Team, 8,8,1, unable to attack bases. This should be the humans first unit. It's tough enough to take on any dangers that might be on the different planets (Monsters, crystal entities, nanobots, viral lifeforms etc.) but unable to conquer the natives (There should be natives on alot of planets) due to it's inability to attack cities. (The humans aren't warmongers!) The Explorer Team should upgrade to Combat team. Combat Team, 12,12,1, able to take bases. The upgrade from explorer to combat team represents the human transition from peaceful explorers to a force that openly fights the Goa'Uld. It should be able to take on several Jaffa teams on it's own. The cost should also be high to keep the numbers low. Government ideas for the humans: Military Control: This should be the first government for the humans.All units is free under this government. It is required for human barracks construction (Veterans should have 6 hits and regulars only 3). NO corruption in this government. Draft rate is 0. Civillian Control: This is a "what if" government. It should first be accesible late in the tech tree. Unit costs is massive in this government but it allows for a number of free ones per city. It should get the commerce bonus and be required for the Civil Disclosure small wonder. This wonder should allow all your small outposts to grow beyond town size (Represents immigration to the other planets). This makes this government an absolute must for making a intergalactic human civilization but it's weak units (no barracks) makes it impractical when still fighting a war against the Goa'Uld. No corruption is experienced. Draft rate is 1. Tech Ideas: The humans should have some "trade techs" they can sell to the natives. None should be able to research them and they can only be aquired from the humans. Medicine: No desease, allows hospitals (or something)... Advanced agriculture (Some natives and Goa'Ulds should start with this): Allows irrigation. Advanced manufacturing techniques: Factory And other things like that... Human Wonder ideas: Finding Ancient Antarctica Base: Required for Pegasus Expedition. Pegasus Expedition: Required for Pegasus Expedition Rescue. Pegasus Expedition Rescue: Require ZPM resource. This is a rare resource that only exists a few places (On a heavily fortified Goa'Uld throne world for example). You bring back ancient technology. You win the game. Small Disclosure: Disclosure for the major Earth nations. 100% production bonus and +1 commerce in all squares. That's it for the human ideas. Now for the Goa'Uld ones! Unit Ideas: Jaffa Warriors 6,4,1 Cheap dispensable warriors for massive swarming. Elite Jaffas 7,8,1 Expensive warriors for defense but too costly for large attacks. Goa'Uld 2,1,1, Hidden nationality, invisible, detect invisible. Useful for spying and counterspying. Should be costly. False God (Anubis, Aphophis, Chronos etc.) 1,1,1. King unit. You lose if you die. ;) fe3333au Mar 14, 2005, 05:28 AM Engineering Team, 2,2,1 able to build cities (bases) and do worker actions, unable to attack bases, costs no population to build Science Team,0,0,1,Able to build colonies. A colony requires a road to be built to a city ... so I don't think this will work unless these Science colonies were road connected to the Engineering Team's base :sad: Unit Ideas: Jaffa Warriors 6,4,1 - Cheap dispensable warriors for massive swarming. Elite Jaffas 7,8,1 - Expensive warriors for defense but too costly for large attacks. Are these those steroid maxed worriors - liked them :cool: BYW http://forums.civfanatics.com/showthread.php?t=114099 this guy is offering to assist with game non-unit graphics :D Scorpi Mar 14, 2005, 07:18 AM Colonies require road yes but the entire galaxy is connected by a railroad if i remember correctly! :p Yes they are those warriors! StealthBomber Mar 14, 2005, 03:46 PM Cool I like your ideas scorpi ill try them out. Master_Pvic Apr 10, 2005, 01:10 AM Hey just wanted to add that the Alpha site should be given some extra benifits almost as equal to the SGC. The Alpha site is the secondary headquarters. If somthing bad where to happen to earth it would become the retreat point. Its very fortified and underground simular to the SGC. ( i cant wait untill its done ) StealthBomber Apr 10, 2005, 11:07 AM Thx for the input Im just waiting for some units that I think Bhita is working on. I think I got most of it done so when some units are done out there Ill post it. Roman Legion Apr 10, 2005, 09:46 PM In the beggining of this tread someone asked what is an X-301, An X-301 is a death glider that was integrated with human technology teal'c and col.O'neill flew far ino space and the ship ceased to work. They were picked up almost before they died. subbss Apr 11, 2005, 11:38 AM I think that was me but after I posted that I figured it out, thanks for being helpful though. Jreijiri Apr 12, 2005, 02:57 PM guys, is there any beta release for this mod? subbss Apr 13, 2005, 11:32 AM lol, Not even close, there is in fact nothing for this mod except a few units, several differnt versions of test terrain, loose orgainization, and disorganized thoughts. I full support the idea of a stargate mod but I don'tbelieve this one is going anywhere, too many different ideas on how to make the stargate/iris/wormhole idea work. Master_Pvic Apr 13, 2005, 09:39 PM your not going to give up are you? :( :cry: SG-1 Apr 27, 2005, 03:47 PM Star Gate mod!i like it!Hope it will be finished soon! SG-1 Apr 27, 2005, 04:00 PM Stealth can you past the picture of Tech Tree? I would realy like to see it... killer_J27 May 03, 2005, 08:52 AM u guyz had better not give up on this cause i went to the trouble of starting it and it better get finished. LOL hope it gets done GaryGolf May 05, 2005, 08:44 PM When u get somehwere please post a website spo we can all see Jreijiri May 07, 2005, 02:31 AM y dont you use the sea tile as hyperspace lane that connect one planet to another (1x1 tile of sea next to each other connecting through the entire map) where space ships can cross these"ocean tiles" as normal space terrain but foot and wheeled unit cross them with lightspeed. The rest of space can be ocean tile and the atmosphere is coastal tile. killer_J27 May 13, 2005, 11:48 AM Jreijiri has a good idea. ThAT Could work. I want to know how far you guys are on this mod becuase i really want to play it when its done. Caveneau May 15, 2005, 10:18 AM Hi there. I can't believe I never came across this project before. I think this is unbelievable. I hope the project is coming along well. This will be a monumental contribution. What's the status these days? Cav. ccpzero Aug 05, 2005, 01:49 AM jeah i hope so too. please finish the mod because i#m a big stargate fan and i really want to play it ... subbss Aug 25, 2005, 12:33 PM YAY!!!!!!!!! Killer_J27 isn't dead!!!! He's back!!! Please save this project!!!!! Spacer One Aug 26, 2005, 02:23 PM I absolutley love STargate and would love a MOD, you could include all the main races and the Gould system lord as different civs, but how could the Gate them selves be repersented :-) How about Modifying the Airports somehow?...multiple one way use?...limit of 4-6? this is a great idea, if someone wanted to help me figure out editing the grafix/pallets, Im a huge SG-1 fan...as long as we stear clear of Atlantis...Tsk...Tsk... Spacer One Aug 26, 2005, 02:26 PM Is this idea dead?...I cant believe what Im reading!!!...Again if someone teaches me a bit (Im a fast learner, I started editing my Civ3 like a week ago, my new mod is shaping up good from pirated grafix) I would love to undertake this SG-1 Project...alone if need be...this will rise from the Dead like Daniel Jackson... Spacer One Oct 13, 2005, 12:18 AM well it seems Im doing this alone for now...does anyone subscribed to this thread still have the materials for it?...I have x303 f302 Death Glider Asgard Mother Ship fill ins for Anubis and Horus Warriors, and a Jaffa... Stargate Wonder Gould cities... Jaffa Cities Working on Cheyenne Mountain if anyone has anything Stargate related, new or old, please post it so I might be able to finish this sometime in the near future... Spacer One Oct 15, 2005, 02:38 AM Im thinking of using these for the Jaffa cities on Dakara noone reads this...this is continued in this thread http://forums.civfanatics.com/showthread.php?t=131116 killer_J27 Oct 21, 2005, 07:06 AM Hey guys im back and ill be staying for a while anyways... so how is this mod coming. has anyone it over.?.? i really hope so. i lltry to offer my opinions and if no1 is working on it ill start again but i dont wanna cut into what some1 else is doin. Spacer One last that i knew StealthBomber had everything for the mod but i dont know now. i do know that there are severl leaderheads and a few units already done for the mod though so i hope you find them all. and there is a terrain. and has it been decided to change the stargate idea or not. it was a good idea but the units keep fortifying on the "wormholes" oh and Spacer One on 1 of the pages earlier in this thread there are a bunch of things i uploaded for this mod...well g2g guys hope it works out Spacer One Oct 21, 2005, 07:43 AM Great...thanx..I was thinking this would end up being for personal use...Good to see someone involved is back... Im focusing on "The Battle of Dakara" but Im using the Apophis/Hathor/and Hammond LHs...(There is no BAAL or ANUBIS) I got about 20 usable units...city graphics for Gould and Jaffa... what Im having issues with is filling out the Replicators...I might switch scenarios if I cant get something for em... I have no Terrain for Dakara...I do have the "Ancient weapon" as a wonder... plenty of Tech Icons...Um...Yeah...I'll look at what tyou posted...maybe I can finish soon(all but terrain) Spacer One Oct 21, 2005, 07:43 AM double post Spacer One Oct 21, 2005, 07:44 AM triple post...how did that happen? killer_J27 Oct 21, 2005, 07:50 AM alright thats great....i hope you get finished soon... i cant wait for season 9 to start...lol...neways ya ill try to help as much as i can. Spacer One Oct 21, 2005, 08:33 AM Are you in America?...Ive not only seen season 9, but I have the DVDs...I think you will be disappointed by the new SG team... what I need is Terrain...I want a set that is more closely matched to the mountains color...If you have seen the end of Season 8 you know what it looks like(Im not using Stargates for interplanetary travel...sticking with a Scenario, as there arent many units) Im stuck on Replicator units...I have the Tech tree, and Icons 90% done(Just ahve to orginize the Biq) all units added, cities made(I am having trouble making Cheyenne Mountain, but I might skip it, as it isnt on Dakara...Maybe SGC will be part of the Jaffa(I just wanted to use Hammond) Flamand Oct 21, 2005, 09:13 AM Tsar Sacha has tried to make a Stargate terrain (which I later used for my Solar System terrain). It uses different planets (island), connected by stargates (railway). This way you can reach planets by gate or by space. Maybe you can use that one? Spacer One Oct 21, 2005, 09:26 AM If I do this as a mulit civ MOD, but for now Im focussing on Dakara...Maybe there is some terrain I can use there, but I need a red/brown terrain set...prolly gonna have to make it...Does anyone have the MARS terrain Ive seen but been unable to d/l? killer_J27 Oct 22, 2005, 01:29 PM hey..i live in Canada and season 9 doesnt start till November 10th. but by the looks of the previews it doesnt look anywhree as good as the rest of the seasons Spacer One Oct 22, 2005, 01:37 PM if you like Valla, its great, I dont...I also really liked Jack and Hammond...the New General is a bit too "silly" or "light hearted" he seems overwhelmed with his position....and the Oreye are just dumb... killer_J27 Oct 22, 2005, 06:33 PM well i hope im not 2 dissapointed with the season.... I also think that Atlantis was not as well done as SG1.. its more advanced n stuff which is interesting but i still like SG1 the best...The stargate movie is the best movie ever. Besides Team America Worl Police. Spacer One Oct 22, 2005, 08:04 PM SG-1 season 9 made me wonder if I shouldnt catch up on Atlantis(Which I dont even watch it so aweful)...but after the first 3 episodes it really picks up... A fer quirks that I hate... New Head of SGC New head of SG-1 Louis Gossett Junior as the Head Jaffa too much focus on the Oreye(spelling?) No further mention of the Gould(like Anubis dies and they never exsisted) Daniel misses the Pegasus trip AGAIN( its his lot in life, he dies and misses the ship to Pegasus over and over) and it takes like 3 episodes to "get the band back together" without Jack Spacer One Oct 24, 2005, 05:15 PM Ok, So I have techIcons almost done (3 more to figure out, the ones the Civs share)...Units as well as iI can*...Map drawn out(no good terrain, except lukrees space terrain, which is good, but no Red/brown)...all I need to do is rename improvements, and assign units/improvements to techs and this will be out...then I'll make terrain, and release it again...then if I ever get better units, I'll release it again... {edit} I also have to add resounses, but they are done, just pedia entries now *If someone could either make me a unit or two, or add "staff weopon blasts" to the units Im using, thatd be great, if not, oh well... also there are just a bunch of spiders for replicators...if someone knows how to resize units, again Id appreciate your help Spacer One Oct 25, 2005, 04:49 AM Ok, Im at the last stages of construction...Now comes the asthetic part... These are the last issues, if anyone is willing to help, Id really appreciate it... Terrain(I cant even find a substitute) Replicator Units...For now they have normal spiders for units...if anyone can resize units... Improvements...I need 13 building names/graphics...Again, I will use whatever works to get this done, but Id like some flavor here I have 3 techs to rename, they are Anicient Weopons, Ancient Shield Technology, Naquadria Bombs...(those are NOT the names, trying to make em less "vanilla" sounding everything else is done, except assigning units/improvements to techs, and drawing the lines for the tree...Terrain is holding me up, I really dont want the Battle of Dakara on the grasslands killer_J27 Oct 25, 2005, 09:11 AM sounds like tis coming along good i cant wait till it gets finished. good work spacer one...i agree wit your terrain delay...maybe sometime in the future someone will make a terrain taht will work better...i hope so anyways. Spacer One Oct 25, 2005, 09:13 AM well, for now Im doing a slight modification to Lukrees terrain, but its nowhere near right for the purpose...Im gonna try switching the Mountains Pallette to the grassland and see what happens Spacer One Oct 25, 2005, 10:43 AM well, the mountain thing didnt work, the pallet has too many colors in the wrong place...in the meantime, here are the Jaffa/Goa'uld transport rings... http://forums.civfanatics.com/showpost.php?p=3207080&postcount=50 Spacer One Oct 25, 2005, 11:35 PM ok, I got someone to make the Al'Kesh and the Ha'tak, but they wont be done(Im in line) until around Nov 20th, so Im setting that as the acursed "release date" for anyone who cares...All I have to do is make Terrain and tweek it once or twice(or a hundred times)...Id like one person who is interested to try it out before I "Release" it...Id like to make sure everything works...I hate patches Spacer One Oct 27, 2005, 09:36 AM Terrain Preview... Im using Lukrees terrain, and salvaged parts of the Balancer grasslands Spacer One Oct 27, 2005, 10:08 AM and a shot from the editer... killer_J27 Oct 29, 2005, 10:29 AM Spacer One if you still need someone to try it out before you release it i would be greatful to be that person. Spacer One Oct 29, 2005, 12:10 PM well as the starter of this thread, to say no would be an insult.... I will need only one tester and you are it... As mentioned, the MOD is waiting for 2 units, but I will use fillers for them for the test...So where you see the Non Stargate ships sticking out against the SG stuff...thats why... Im fighting the pallet in the mountains...I want browner, and I dont think they match the "grasslands" but its pretty much workable...and deciding how many cities/outposts Civs get... My current Progress... Map: Im finished with it, I just might end up moving the Goa'uld cities farthur apart to avoid issues...as well as add cities for any unbalanced civs... Civilizations:StarGate Command, Jaffa Rebelion, Anubis, Baal, Replicators(Unplayable) LHs added(Im using Apophis, and Hathor for the LHs as they are Goa'uld, and the point of this originally was just to compile the Stargate graphics into something playable)...Hammond, and the best I could find for Jaffa... Units,Unit Lines, Units assigned to "Techs" Techs, Tech Icons, Tech Tree designed(No test yet) and placed 3 of 13 buildings created...transport rings, one of my future landing pads, Replicator Build 1 Resources: Naquadah, ZPM, Neutronium, Tretonin, Trinium some of these will be Civ specific...Neutronium for example is a replicator res. Left to do... I need: better pics of the entrance to Cheyene Mountain... any pics of the Alpha/beta site(especially a layout) good pics of the Sarcophagus I have 10 buildings to make/find... Set Governments... Draw lines for tech tree... finalize Map... BIQ tweaking... killer_J27 Oct 29, 2005, 03:14 PM well sounds like its coming along pretty good then. i seen the units that are being used for the jaffa and they should work fine untill someone creates true jaffa units. and ill try to find some pictures of cheyene mountain the alpha site and the sarcophogus. killer_J27 Oct 29, 2005, 03:29 PM Heres a few pics of the sarcophagus. there being made for some firstperson shooter mod or something. i got them from http://stargate-bfm.net/forum/viewtopic.php?t=1386&start=0&sid=56a4fca74d55d1ff0abbe74d7e189c6e killer_J27 Oct 29, 2005, 03:45 PM hey heres a pic of the alpha site that some1 made for another shooter mod but it might help. Spacer One Oct 29, 2005, 05:38 PM The pic of the alpha site is perfect, I just needed the tent/stargate/flag layout... Hmmm, not what I thought the Sarcophagus looked like, I thought it had a back of some type, but I guess thats just how they decorate it...BUT these pics are great...too bad they didnt finish that model... I got the Terrain within 95%...just gotta redo the ggc and Im done...I wish someone would do the Jaffa for me, but alas, I will work with it... Did you see the Horus and Anubis warriors?... I also decided to add the Kull warriors, but cant find a great unit for them...maybe you might have luck...I have a laser trooper... But as soon as I place cities...fine tune...get the resources straightened out...its ready for a test run...I should be able to let you see it in 2-3 days... Weasel Op Oct 29, 2005, 09:24 PM What units do you need? (that was mostly out of curiosity, not an offer to make them ;)) Spacer One Oct 29, 2005, 10:42 PM I need c&p done on th eegyptian units(staff weopons instead of pike/swords) and 3 MUs made from them... (Horus guard with 2 "Jaffa)(Anubis Guard with 2 Jaffa) (3 Jaffa) I need a modern Infantry colored blue(seperatly), and also made into a MU (3 or 4 infantry) I need the Ha'Tak and Al'Kesh ships made, and 2 resizes(and recoloring) of the "Crawler" spider mech(1 at 60% and one at 45% assuming they look ok) A Kull Warrior or suitable replacement(I've decided the one I have doesnt work) Of course none of these units will stop the scenario from coming out, they will just be odd looking ships/units until they are available... Weasel Op Oct 29, 2005, 10:44 PM Maybe I can help with the spider mech and modern infantry MUs. (Would my blue trooper work?) Spacer One Oct 29, 2005, 10:49 PM I wasnt thinking about my SG mod when you made that guy...he prolly will work... lemme see...helmet, mach gun, blue...I think so... And eithe SoG or Orthanc said they will do the Ha'tak, and/or Al'kesh... If I could just find someone to put staff weopons on my "Jaffa"... maybe after it comes out people will take it serious, and maybe help...the loss of unit makers to Civ 3 is killing me...Glad we have new ones learning... Spacer One Oct 29, 2005, 11:39 PM http://www.stargatemods.com/sgm/index.php?action=downloads&act=file&id=18 serpent guard Model... killer_J27 Oct 30, 2005, 09:48 AM well glad that those pics could help. and i am soo glad that you took on this mod or i guess more of a scenario now but i cannot wait to try it out. I think im going to make a few scenarios of different missions that SG1 goes on sometime in the near future. and thanx for the help with the bulidings. Spacer One Oct 30, 2005, 12:28 PM well my hope, is that someone with more time than me will take my scenario and make it a mod this "scenario" is just to compile all the Stargate graphics, but I kinda got into it, so I made it Dakara unfortunatly, that means the LH are Hathor and Apophis, Not Baal and Anubis killer_J27 Oct 30, 2005, 12:45 PM ya that really blows about the leaderheads but there is nothing you can do about that. the hardest thing about making the whole mod of the whole SG universe was the gate concept. every idea had its ups and downs. anyways im soon going to start several small stargate scenarios. I am also thinking about re-doing my Reign Of Fire Scenario. it was the first scen i made and its not the greatest but i think it has potential. Spacer One Oct 30, 2005, 01:19 PM HA...I abandoned the "Gate" concept, and made it a scenario...someone else can decide how the Gate works... I dont see anyway to make it work, as you have to know where you are going in Civ, and in the show its a mystery... before you star a new SG scenario, let me finish this one, so I can help...I might be able to get Jaffa made first... I do think Reign of Fire could be "updated"...I know I d/l it and tried it, but EFZI got all my attention so I dont remember it specifically in the sea of mods Ive played... {edit} update on Progress...I tried it last night, and there is enough done, to start the game error free...I still need to redo the buildings(I still need to do like 8 buildings) but I should be able to do an in game unit/resource/terrain preview today or tommorrow killer_J27 Oct 30, 2005, 05:30 PM ya the first scenario that i think im gonna do is going to be The Tau'ri and Abydonians fighting off Apophis. im not going to start it 4 a while though cause the gang wars is my top priority at the moment. Spacer One Oct 30, 2005, 11:17 PM well, now that I think of it, the LH support that battle much better...Maybe it should be the Firstr Scenario and this could follw?... killer_J27 Oct 31, 2005, 11:27 AM well i wont be working on it for a while So I think that you should release you scenario first. Plus I am really looking forward to playing a Stargate scenario. Spacer One Oct 31, 2005, 12:42 PM well, then heres another progress report... Im concidering starting a New preview thread... Ive done the terrain(all but the ggc, which is fighting me every step of the way) Ive got all the units I need(until people make better) and unit lines etc... Im 2 buildings short of being done(I need barracks, and advanced barracks for SGC) with that part...I might make the ancient chair device if I can get a good pic or 2... I think I have the cities...5 of the 8 resourses I need( I dont even know what others to use...I have: Naquadah, Neutronium, Tretonin, ZPM, Trinium) Im thinking "Symbiotes" for jaffa, and/or goaulds?...at least until Jaffa get tritonin... Tech tree is "done" (untested in game, so it might fail horribly, but the icons are done, and the tree is placed...no lines yet, that will be after I test it) alliances are set...I still have to tweak the Governments, but that can happen while we test... the Map is 90% drawn...stuff will move and resources will change frequency after tests Im sure... but for now I just need to draw where the Earth, Beta Site, and Goauld ships are...Place Cities/improvements/units...and it should be good to go... Spacer One Oct 31, 2005, 03:11 PM ok, I got it "playable" but much work to do... Spacer One Oct 31, 2005, 09:37 PM well, I somehow managed to delete "Wealth" from the improvements...so I have to do another BIQ...unless someone knows a way to re-add it...but nothing Ive tried works...I expect a Private test version to be available for 1 or 2 others(besides Killer) if anyone reading this is interested...In 2-3 days... This test version has many missing civilopedia graphics, and will contain "filler" unit and/or Improvement graphics...also the terrain has small issues that dont effect game play...What I need is a few people who are willing to test the "time line" (How fast techs are researched, building spawning increments, unit/improvement building speed, units strengths...) please PM me if you are interested... Note: Replicators are unplayable, though in the new Biq, I may change that... killer_J27 Nov 01, 2005, 12:59 PM well spacer one the units all look pretty good except the big replicator but theres nouthing that you can do about that. but it really looks good. Door Nov 01, 2005, 03:07 PM well, I somehow managed to delete "Wealth" from the improvements...so I have to do another BIQ...unless someone knows a way to re-add it...but nothing Ive tried works... Have you tried importing the rules for Improvements and Wonders from another scenario? It means you'd have to do them again, but it'd save the rest of the scenario and rules. Spacer One Nov 01, 2005, 03:26 PM Can I import just the Improvements?...Hmmm Ive never done much importing...I'll look into it... @ Killer...the Big replicator is the one from the episode...there are smaller "filler" spiders...I only did a preview of the actual StarGate units... Next preview is LH I think...but I have to track down the wealth problem, or restart the BiQ Door Nov 01, 2005, 05:16 PM You should be able to...the "Import" option in the file menu has a number of check boxes that allow you to pick and choose the bits you want from another scenario. It's good for allowing you to combine a rule set with multiple custom maps without having to do the whole lot again. Weasel Op Nov 01, 2005, 05:31 PM You can only import the entire rule set. Quinzy Nov 01, 2005, 05:58 PM just checked, and you can import any tab Weasel Op Nov 01, 2005, 06:20 PM How??? :drool: Door Nov 01, 2005, 06:29 PM Go to File-->Import and it brings up a list of things you can import, with a tick box for each option. The rules are divided into the tabs in the rules editor i.e. civilization, units, terrain, improvements and wonders etc. You can also import the scenario data, player data, and individual aspects of the map (resources, cities, the map itself etc). It's definately in the Conquests editor, and its in the Civ III editor as well (although I'm not sure about the older versions). Spacer One Nov 01, 2005, 06:31 PM ok, Ive looked into this and it works... Weasel, it works like windows explorer tabs..click the box, to open the boxes inside it...etc... Weasel Op Nov 01, 2005, 06:59 PM That's awesome! :cool: I never knew they were expandable. You have to be careful with importing certain tabs though- requirements and effects might get mixed up. Spacer One Nov 01, 2005, 07:02 PM yeah...for example if you import units, but not techs...the lines/requirements get all messed up...but if you import all but one, its kewl... Either way...I discovered that all I had to do was click the "Capitalize" box to remake wealth...so no importing needed...now Im having a problem I cant identify, so updates in progress... @ Weasel...any chance I can get you to resize the Crawler (Spider mech)...or, if I reszie it on the story board, can you make it a unit?...(2 actually) killer_J27 Nov 02, 2005, 11:37 AM hey spacer. i c what you mean now about the replicator. i have just started the map for the Apophis / abydos scenario. anyways hope you find out what the problem is. Spacer One Nov 02, 2005, 12:11 PM @ Killer...yeah, if I can get Weasel to resize them for me, there will only be 1 BIG one, and it will fly(ala Ha'Tak, or X303) Also, do you think the Jaffa should get 2 Hatak?...they are gonna be very powerful, but in the episode they have 2(and MORE show up) where as the Replicators have 7 total(on screen, not counting the radar shots) and Anubis has 5(again not counting the BLOB of them on radar)Baal has like 12 but they get taken by Jaffa So Game wise...Anubis gets 2 Baal gets 1, the Replicators get 1 and an Asgard Mother ship(noone else get AMS but replicators)...I was hoping to limit the Jaffa to 1 and a few Al'Kesh...but who knows what units Im gonna end up with...Sword of Geddon and Orthanc have both offered to make some/all of the ships(2) but still no luck with Jaffa reworking...If I dont get em by release, I'll have to put out a patch(which I am doing anyway, against my better judgement) after running 3 failed tests(the game crashed about 10 turns in, and for some reason all my cities were destroyed in the last turn...maybe a rule misclicked) Ive also decided I hate the Anubis/Horus Warriors for Temple guards...they are great units, not saying that...but unless I can get them colored grey, and get the sword away from the Horus guy, they bother me(still prolly fillers tho, just like the "Lynx spider") Other than that...I need Human "Cities" done by someone with Talent... level 1 is tents,Military style level 2 is metal buildings/tents still military style size 3 is Cheyyene mountain...with the tunnel to drive into(like on the show...I dont know waht its called) after many failed attempts at the Mountain...Im not doing the Tau'ri cities...they will be some default city(Boooooo) unless someone wants to help me out with this small task... The terrain has 2 glitches that are livable to me...a patch of green appears on coast, and the reddish grasslands dont match for somereason in the "Temple area" but thats fine...its the TEMPLE area...so the "grassland" is a bit darker than other places...I'll have these fixed for the patch Im sure(wholey new terrain for the patch, Im just happy with what I have for now) as soon as I track down the reason the game crashes, I'll be ready to send you the private test(Killer_J27 only at this point...) Requests only taken by PM... killer_J27 Nov 02, 2005, 03:53 PM alright well im ready for the test whenever its done. I think im going to turn more towards my Abydos scenario and then finish my gang wars scenario after i finish it but im not sure yet. Ill start a new thread soon for my abydos scenario though once i get a little more done. Spacer One Nov 03, 2005, 09:30 AM ok, the last issue has arisen...as soon as I fix this one, I'm set to start testing... I somehow deactivated the AI... when you play now...they just sit there...how do I "juice" em?...anyone know what I may have done?... killer_J27 Nov 03, 2005, 06:37 PM well i hope that you find out what the problem is and get it fixed. sorry i cant help. Weasel Op Nov 03, 2005, 06:58 PM Check the unit strategy flags. Spacer One Nov 03, 2005, 08:40 PM the unit flags arent tweaked, but would that leave their units just sitting there during a test?... Also, would that make a "preplaced unit" unattackable?... lemme explain exactly what happens... Anubis has 2 preplaced Kull warriors...the Replicators have 3 preplaced units...Replicators unplayable... If I play Anubis, I can move the Kull warrior, but Never attack the replicators (preplaced, I can take the cities)...they just dont count as units?...I can even share the tile... Weasel Op Nov 03, 2005, 10:39 PM Did you give them 0 def and HN? That's the only way I've ever heard of that being possible. If you post the biq, I'll take a look at it. Spacer One Nov 04, 2005, 08:18 AM Nope...just didnt check any AI flags...the "explore" box did it... also, do you have to have a unit for the "capture" function to aquire? usually it makes it a worker, but as of now there arent workers... @ Killer...OK, Private pre-beta test is ready...it plays, albeit very unbalanced... Several units are missing, cause Im trying to hold out for Replicators...No Kings/Characters yet...I will be adding 3-5 personalitiy units for each civ(or just King replicators)...If you want it now, it would help me(as I wouldnt have to test over and over to adjust tech/building/unit costs...also the terrain bonuses need to be set, as well as resources)... Im working on it now(My G/F is kicking @$$ in AD BTW) cause I got the puter back (At 3AM) so many issues will be cleared before you reply...but I need an E-mail or something to send it to...43.5M right now, but like I said, its missing units Spacer One Nov 04, 2005, 08:57 AM I could cry... http://www.stargate3d.fsnet.co.uk/ Weasel Op Nov 04, 2005, 11:20 AM Nope...just didnt check any AI flags...the "explore" box did it... That's why I said check the strategy flags... :p The captured unit is defined on the general settings page. killer_J27 Nov 04, 2005, 11:43 AM hey spacer will it send to my hotmail? jokemaster2002@hotmail.com if not try sendin it to mulligans@look.ca thats another address. Spacer One Nov 05, 2005, 02:25 AM I have tried to send it... Im not sure that I have an Email capable of sending a file that big... How able to compile the files are you?...can I send it in chunks?... Continued "needs" list... Ideas for Luxury Icons... Units graphics: Filler "Ha'Tak" and "Al'Kesh" "King" units for Jack, Selmak, Goauld... Resized Spider Mech(Crawler)...I need it at 45%of current size (and another at 60%) More screen shots in good quality from the episodes 8#16 and 8#17 Reckoning 1&2...Points of interest include: better shot of the "Huge Replicator" clear shot of the Replicators fleet invading(The radar screen in Teal'c's Ha'Tak would be great, as long as its not blurry) several angles of the entrance to Cheyenne Mountain...OR someone to make a cheyenne mountain graphic for use as a City alot of this is flavor...I also need ideas for wonders...and, pics of: the ancient Chair device, the Head sucking thing(reposttory of Ancient knowledge) Spacer One Nov 05, 2005, 05:25 AM its amazing the stuff you find on Google... http://dhan.de/rpg/sg/ killer_J27 Nov 05, 2005, 09:43 AM alrite well if you can send the file in "chunks" i should be able to put the "chunks" together. killer_J27 Nov 05, 2005, 09:59 AM well i found a few pics that might help you spacer. i hope they help Spacer One Nov 05, 2005, 04:37 PM Its sent I think...only 2 of them gave me issues, so lemme know what you got... Spacer One Nov 06, 2005, 10:58 AM PREVIEWS NOW AVAILABLE AT http://forums.civfanatics.com/showthread.php?t=138233 Quinzy, you asked if I needed Tech Icons..I do, but they must all be from the 2 episodes of Stargate that occur on Dakara...(Season 8 episodes 16&17(I think)) if you want to give it a shot, Id appreciate it, but it mostly means browsing StarGate web sites, looking for good pics... On the other Hand...I do need a few that arent from the episodes, as long as you can stay in the Stargate vein... Repository of Ancient Knowledge "Final Assault" I want a pic of the Big Replicator fully extended... Freedom To The Jaffa Tau'ri Democracy... "Disorganized"(Govt type, anarchy seemed wrong, look for something from the "Triad" episode) Unit Icons for Teal'c Bra'Tak a ZPM (with noone holding it,,,there IS a pic, I just cant find it) The Pic of the X-303 launching...its a side view, very close to the ship, and its not all visible(I should find this one, I know exactly what pic I need) Quinzy Nov 06, 2005, 11:01 AM did you look in any of my scifi bundles. you can use any from that which you want. i'll go hunting for sg1 s.8 ep.16&17 pics Spacer One Nov 06, 2005, 11:05 AM I'll look at your icons, but they arent specifically Stargate as far as I knew...maybe there is one for Tau'ri Democracy...the rest I want to be identifiable as Stargate shots [EDIT] I looked at your icons...they are nice, even if I cant use em... killer_J27 Nov 07, 2005, 11:31 AM k spacer well im in the midle of recieving the files now and so far there is no problems ill start the testing when i get home toninght. and from the pics it looks really good. Spacer One Nov 07, 2005, 11:58 AM (In Mr Burns Voice) Excellent Ive added some stuff since I sent the Files...I will send you the New Stuff in another ZIP, in a day or two...Work with the building costs/tech costs etc for now... Spacer One Nov 08, 2005, 09:08 AM http://www.stargatesg1971.com/reckoningpart2/image3402.jpg http://www.gateworld.net/omnipedia/races/index.shtml http://www.stargatesg1971.com/geminidvd/caps/PDVD_2388.html http://www.stargatesg1971.com/geminidvd/caps/PDVD_2942.html http://www.stargatesg1971.com/geminidvd/caps/PDVD_2964.html http://www.stargatesg1971.com/neworderpart1dvd/caps/image3246.html http://www.stargatesg1971.com/neworderpart1dvd/caps/image3247.html killer_J27 Nov 08, 2005, 12:23 PM well spacer i got the files and have started playing. it is working fine so far. the graphics look fine and everything is running smoothly. ps i got hammond killed on the fifth term. lol. im doin alright though. the jaffa are fighting the replicators and im fighting Baal. and anubis is killing both the tau'ri and the jaffa. Spacer One Nov 08, 2005, 01:16 PM Very nice...did you get the update I sent?... any suggested alterations yet?...(Other than the fact that transports arent added yet for Goa'uld and Jaffa)... Ive noticed in my tests that the Jaffa GROW like crazy...as they are the only ones with a "palace" on the planet...maybe I should add another "floating" planet for "chu'lak"? Also the Replicators have NO Settlers or Workers, should they get more starting units to compensate(Note: they have around 20 scattered units at start, and 4-5 in each starting "City") Flamand Nov 08, 2005, 03:19 PM Is this what you had in mind? http://www.civfanatics.net/uploads10/Replicator_ship.gif Spacer One Nov 08, 2005, 04:42 PM OMG thats Very Nice... have you seen the Prometheous Unit?(X303)??? Its the same size... and the inner two circles(blue ones) circle in opposite directions...but the color and the body shape are just what the doctor ordered... Flamand Nov 08, 2005, 05:18 PM Isn't the X303 way too big? It's hard to make an attack or death at that size. You're right about the front light, hadn't noticed that yet... Maybe I'll add some more spikes in the back, it still is kind of empty there Bjornlo Nov 08, 2005, 05:36 PM Since it is my bc303 you're talking about, allow me to chime in. The bc303 is too large. But, that is the size it was requested at. I knew it was too large for scale use with surface naval ships when I made it. It did make the attack and death anims more complicated since more detail was needed. But, I think it turned out ok. I have given some thought to eventually re-doing it in a smaller size. But, you can probably do this yourself with Civ3FLCEdit and photoshop. Wyrmshadow found a image that provides scale of the bc303, as I recall it should be slightly longer then the aircraft carriers. If you have problems re-sizing the unit, I can do it. Spacer One Nov 08, 2005, 08:40 PM Well honestly, since Ive played with it in relation to other SG units...it was requested huge because its huge compaired to other units...Remember that it can hold 15 F-302s in the hangar...So to make it "a reasonable size" will make it too small...It has to be that big... the only problem with the X-303(BC-303/Prometheous) is a slight jerk when it fortifies... @Flamand...make it as close to the size of the current Prometheus as you are comfortable doing it...the Replicator ship is 2-3 times the size of an Asgard Mother Ship...which also should be bigger... keep in mind that the "standard" size is for units...a Deathglider should be able to hold 2(Pilot/co pilot) but isnt as big as a Human unit...the scale is off all around, but the Big ships should be BIG Bjornlo Nov 08, 2005, 08:53 PM I was a bit more experianced when I made the DG & F302, I think I got the scale about right on those. In particular the DG. I actually measured the cockpit of it and a f15 using the seating positions and adjusting unit scale from that. I scaled it to the smaller Firaxis units, not the larger Wyrmshadow scale.... I wonder what it would feel like to have done enough units to create your own scale entirely (others have also used this scale, but none so prolifically) But, even so the ships and planes don't scale together. But at least I am consistent with the Firaxis units, which have the smallest standard fighters. I didn't know about the hitch in the fortify, I'll try and find the time to look at this. The BC302 was the first 3d unit I made. Spacer One Nov 08, 2005, 09:48 PM well, I think just looking at the DG/F302 and prometheus, that you did great with scale...its Firaxis' fault that planes are off size...as far as fitting the standard sizes they are great...You should know that the only real reason that this MOD/scenario exsists is cause I wanted to play with your excellent DG/F302... Any chance I can get you to do a unit resize for me? (I am totally unable to make units, Ive given alot of time to trying so far, maybe one day) I need the spider mech resized to about 45% of its size(maybe smaller, its a replicator)... Bjornlo Nov 08, 2005, 10:16 PM Post a link to the unit thread, and I will post the re-sized units in that thread. That way I won't steal any thunder from the original creator. Glad you enjoy the DG & F302, I know I enjoyed making those a great deal. Especially the DG. Spacer One Nov 08, 2005, 10:55 PM http://www.civ3files.com/cgi-bin/Civ3Files.cgi?Page=Civ3Search&Terms=spider+mech&SearchHow=Any Its the last unit on the page..."Spider Mech" I know it is on the forums here, but with search disabled, its gonna be near impossible to find Flamand Nov 09, 2005, 12:45 AM Since it is my bc303 you're talking about, allow me to chime in. The bc303 is too large. But, that is the size it was requested at. I knew it was too large for scale use with surface naval ships when I made it. It did make the attack and death anims more complicated since more detail was needed. But, I think it turned out ok. I really like what you did with the 303. I know you said it was requested that way; it was no criticism at your address... ;) @Spacer One: I'll make it bigger, with the proposed alterations... :) Bjornlo Nov 09, 2005, 02:43 AM I really like what you did with the 303. I know you said it was requested that way; it was no criticism at your address... ;) Thanks, but you need not have worried. I didn't take it badly, I was agreeing with you. I just wanted to explain why it was a bit out of scale. Flamand Nov 09, 2005, 03:12 AM Oh ok... :) Spacer One Nov 09, 2005, 06:05 AM HA!!... I found it on CFC...but I would read the thread before bumping it...Level hasnt been around in a while and the thread with the crawler is already brimming with negativity... http://forums.civfanatics.com/showthread.php?t=29211 Weasel Op Nov 09, 2005, 10:21 AM Actually Level is back- but I wouldn't recommend bumping that thread. ;) Spacer One Nov 09, 2005, 11:04 AM Why not Weasel?...maybe because its already full of complaints about bumping?... I think this goes back to that PM you sent me...and people who are sick of "stupid" people posting... killer_J27 Nov 09, 2005, 11:05 AM @ Spacer-- the replicators do need more starting units because the jaffa are taking them out very quickly. Also the kull warriors seem to be fairly weak compared to what they should be because i played as anubis and a single replicator took out 2 of my kull warriors. And i think the X303 is a great size for its purpose. it looks a little out of scale but it still looks fairly good and suits its purpose. A smaller version may be neeeded if it is baing used in any other space/future mods but it looks fine for this mod. killer_J27 Nov 09, 2005, 11:06 AM oh and ya i have added the update. Spacer One Nov 09, 2005, 11:11 AM ok great...I was thinking that if I spread out the rplicators a bit more, the "Line" of cities seems to fall fast...maybe their stats should go up to be equal with other units...How a Kull warrior was killed by a replicator is beyond me...must be the Tank vs Spearman issue...Replicators are like 1/3 Kull warriors are like 12/15 I dont see why they would ever lose to replicators...Ive attacked the Kull warrior with 6 Death Gliders and lost... The Jaffa seem to be incredibly powerful in the tests Ive run, and they expand like crazy...but maybe that will change once the Goa'uld get their transports... I assume there are no game crashing errors?... killer_J27 Nov 09, 2005, 11:17 AM no there have been no game crashing errors anything like that. lol ya when i attacked a kull warrior with 2 F-302's i lost. so ya it must have just been a one time thing. i was so mad when i lost to a replicator. Flamand Nov 09, 2005, 11:18 AM Update on the ship... This is as big as I want to make it. I have a couple of pretty cool things in mind about what to do with it, but I need space to do it... :) http://www.civfanatics.net/uploads10/Replicator_ship2.gif killer_J27 Nov 09, 2005, 11:23 AM it wont let me see the picture on these crappy school computers lol its probly lookin good though:goodjob: :goodjob: Quinzy Nov 09, 2005, 11:29 AM man that is one sweet unit killer_J27 Nov 09, 2005, 11:34 AM i wish i could see it Spacer One Nov 09, 2005, 11:46 AM Very nice... 1 suggestion, the blue circles on front should be more defined(Im not sure how to say it better) maybe the same size, just make the outter one "wider" or "thicker"... [edit] maybe even a brighter blue is all it needs Other than that, the body shape and details so far are great...cant wait to see it in action Spacer One Nov 09, 2005, 12:34 PM I am very cautious about space mods because I remember the other space based mods that have around 30 pages of posts and still aren't finished.... I was just browsing the thread for ideas, and saw this...Laughed for a while...thought Id share Spacer One Nov 09, 2005, 01:56 PM Grrr...after rebrowsing the thread, Ive seen a Ha'tak, 2 different Jaffa, and Anubis' transport ship...all unfinished... Ive contacted the creators, and asked them to finish, so hopefully some of them will be done...(The Jaffa is most important) Hatak http://forums.civfanatics.com/showpost.php?p=1808663&postcount=148 Jaffa http://forums.civfanatics.com/showpost.php?p=1732194&postcount=113 Bjornlo Nov 09, 2005, 02:13 PM Bhitta is very busy and has said he is going to take a break from unit creation for a spell. Spacer One Nov 09, 2005, 02:32 PM yeah, I PMed him, he said he was willing to finish the Jaffa...But it wouldnt be for a month or more...so we will see...If he does it, it will be in the patch... and the Ha'Tak should be done in 2 weeks or so...if the timetable holds... Weasel Op Nov 09, 2005, 05:14 PM Why not Weasel?...maybe because its already full of complaints about bumping?... I think this goes back to that PM you sent me...and people who are sick of "stupid" people posting... It's generally not a good idea to revive a thread containing a flamewar. Especially one involving old grudges. Spacer One Nov 10, 2005, 06:44 AM Well, this brings us to "10 days until release"... Progress update... Terrain still has the 2 glitches...I'll fix it last in line, unless some one would like to help, its 2 files that need work...ggc and tgc...there is a green spot that needs edited out(its all colormap work)... Still cant find anything decent for Goa'uld King units...if someone could find a guy in a cloak(hooded) with Nothing in his hands(For Anubis) and a suitable King unit for Ba'al It would help much... Still attempting to fill in Replicators, they ALWAYS die...its a race to see who kills em first... NONE of the improvements function in my MOD for some reason...all I can say is "here we go again" Im sure I'll figure it out, but it is very annoying... I STILL need to get suitable graphics for SGC barracks, and Spec Ops Barracks... Waiting (patiently, mind you) for the Replicator Cruiser, the Ha'Tak(10 days for that too) and the possible Al'Kesh(Noone has "taken" this one yet)...The Jaffa will be done, but for Civ4:cry: Replaced aweful graphic for MUinfantry(SGC)...and made it a 4 man unit instead of 3 Added Asgard mothership to SGC(transport purposes)...Moved Cities, Added more replicators(They still die)...added roads to connect resources... Spacer One Nov 10, 2005, 06:53 AM ok, question.... The X-303 can transport 10 units(acctually I can only get 9 on it, but you get the idea) and it was meant to carry only Gliders(F-302)...I was thinking that the Asgard mothership could carry troops, and the X-303 could transport only gliders(F-302)...Ive done this by making "Gliders" Foot units...then I dont check either foot unit/or wheeled unit,for infantry units... then you make the X-303 a boat that can only transport foot units and **Presto** only gliders on boats... Flamand Nov 10, 2005, 01:07 PM The first attack... :) http://www.civfanatics.net/uploads10/Replicator_ship_Attack_A.gif Spacer One Nov 10, 2005, 01:32 PM WOW...ok, it never did that in the show...but it never attacked on screen either... I think it looks excellent...could the "energy build up" also come from the back?...along the extended parts, not the main one... also, it looks like you changed the front circles, I like...dont forget that they spin when it moves(actually I think the whole "inner" spine(The main one) also spins along with the circle on front...but I cant seem to find a good front view on the DVDs I have... Flamand Nov 10, 2005, 01:35 PM I'm not sure what you mean... Don't worry, the next attack will be a bit more standard... Spacer One Nov 10, 2005, 01:43 PM the electrical bolt like things that travel along the "side spines" before firing...can they also travel along the smaller ones in the back(form back to front) Flamand Nov 10, 2005, 01:47 PM They can, but I don't think that would look nice... Is this entire ship supposed to be made of replicators? Spacer One Nov 10, 2005, 01:54 PM replicator blocks, yes... skip the extra electrical charge if you think it will look bad... Due to the Lack of LH makers Im looking for someone who can do Static ones...I get a new Laptop in January, and will be buying new 3-d Software then, on a puter that can handle it(Poser 6? @Bjornlo, did you get the links to the spider mech?... Bjornlo Nov 10, 2005, 04:42 PM replicator blocks, yes... skip the extra electrical charge if you think it will look bad... Due to the Lack of LH makers Im looking for someone who can do Static ones...I get a new Laptop in January, and will be buying new 3-d Software then, on a puter that can handle it(Poser 6? @Bjornlo, did you get the links to the spider mech?... I did, and I will resize it for you. I've just been insanely busy. For example, I still don't have my stryker released. And all I've had to do all week was render the splash image, wallpaper, text, sound and other misc files. The unit itself has been done for nearly a week. Spacer One Nov 10, 2005, 05:22 PM (Yikes) well, I didnt wanna rush you or anything, the link was off the last page so if you hadnt gotten it I would repost it...No rush, Im still waiting on 3 other units (2 for sure, dont know if there will be an Al'Kesh) Spacer One Nov 11, 2005, 09:29 AM Killer...You still with us?...Maybe I should recruit another tester?... anyone anyone?... Bluemofia Nov 11, 2005, 09:40 AM I'll test. I have time because it's November. Flamand Nov 11, 2005, 09:55 AM The replicator ship is ready, only some palette problems to sort out. I'll probably post it on Sunday. Spacer One Nov 11, 2005, 10:57 AM @ BlueMafia...Ok the testing is only for building/unit/Wonder costs, movement and attack/defence ratio...PM me your Email and I'll send it(If your Email can do aprox 50 Megs...I can do it in peices if you know how to unpack it) @Flamand...WOW...you are fast...The Scenario is only waiting on some small tweaking and 3 Ships, so no rush( although if you'd like to tackle the Al'Kesh for me that would help much...) The Ha'Tak and Al'Kesh are all thats keeping me from releasing a public "Pre-Beta" its all but done... The Icons are 95% done(only flavor now) The units are done (except the 3 ships, and the resized replicator) Ive been adding new improvements/wonders while I wait for the ships...so now there is "the HAmmer of Thor" and the "Ring of Shen-Marak" Techs all done Terrain 98% done...(D@mn the ggc and tgc) Im messing with the pedia icons now...the Indexes etc...maybe a full interface rework eventually... Bluemofia Nov 11, 2005, 11:04 AM K, my E-mail can't really take that much, so send it to me in pieces. But, the only problem is that it's being evil lately... I'll tell you if I get it. Spacer One Nov 11, 2005, 01:17 PM ok, I sent a message to your Email...see how much your Email can handle and let me know, so I dont over load it...I can send it slowly over a few days if need be...otherwise just get a new Yahoo email and I'll send it there Bluemofia Nov 11, 2005, 02:29 PM Got it. It's not evil today! :D Spacer One Nov 11, 2005, 03:49 PM ok, well I can only send you one peice at a time...and Im not sure if even that will work...your Email has a 10Meg limit and this is 60 zipped...like 70 in 6 zips...so maybe 75 total, 7 zip files... I packed it in 6(12000 K each) and your email rejected em...empty it, and I'll try part 2... Weasel Op Nov 11, 2005, 04:11 PM Get Gmail. 2.6+ GB inbox with unlimited attachment size. :D TheMorpheus Nov 11, 2005, 04:12 PM I was requested to create some Stargate units. Here the first shot of " The Jack O'Neil": http://www.civfanatics.net/uploads10/oneil1.gif Here a still of the "Al'Kesh": http://www.civfanatics.net/uploads10/alkesh.gif And at last the "DAEDALUS": http://www.civfanatics.net/uploads10/x304.gif Bluemofia Nov 11, 2005, 06:52 PM Get Gmail. 2.6+ GB inbox with unlimited attachment size. :D May I have an invite? Please? :beg: Spacer One Nov 11, 2005, 07:08 PM ok, I didnt see the Jack Oneil, no pic at all, but the other two are (Explitive deleted) awesome... the body of the Deadalous is thicker I think, and the "Nacelles" are thinner...but I could be wrong, I have to look at it... {edit} Im wrong, Its just like you did it...and its spelled DAEDALUS The Al'Kesh looks exact texturewise.. @BlueMafia...did you get any of it?... {edit} musta been my browser, I see it now...beautiful...The Jack O'neil is the best of the bunch...almost hate to make it unique in the Scenario... Bluemofia Nov 11, 2005, 07:14 PM Nope. Nothing. EDIT: Try File Factory. (http://www.filefactory.com/) It has 500 megs of free storage IIRC. Spacer One Nov 11, 2005, 07:18 PM [edit]"darn"...ok well do me the favor of determining what your mail box can hold before I zip this all up again... In fact, Im about to just Ask TF for the space to post the public test... Id much rather do it private, as I dont like putting out undone stuff...Noobs and lurkers dont always come back for the patches...then in 6 months, I have people coming back asking me to fix stuff, that is in the patch... So If Killer starts to give me decent reports, or I can get this in your Mailbox...I wont have to...but it must be tested for errors I might not have come across due to style of play... @Morpheus..please do these like the Asgard Mother ship...No SHadow...the shadow looks dumb on the ships when they are "floating" in(above?) space... Spacer One Nov 11, 2005, 07:24 PM stuupid question, I should just test and find out, but can you make Air units move like foot units?...one space at a time instead of "rebasing" "bombing" or "Recon"?....I think in Mystara, there are Griffon Riders that are Air units with movement, but I never bothered to look at settings... If a unit is an Air unit with movement points, would it be able to fly over water?... @Blue Mafia...Im doing the File site now...I'll PM you the link {EDIT} holy fecal matter Batman...that site is S L O Wwwwwwww Bjornlo Nov 11, 2005, 08:27 PM Nope. Nothing. EDIT: Try File Factory. (http://www.filefactory.com/) It has 500 megs of free storage IIRC. Does this site allow direct linking to files? Spacer One Nov 11, 2005, 08:50 PM I cant say...Id be willing to send you the link to the MOD I uploaded to it and you can see... {OT EDIT}I post too much, I need a life.. Bluemofia Nov 11, 2005, 08:58 PM If a unit is an Air unit with movement points, would it be able to fly over water?... Only if immobile is not checked. But, it can be destroyed just by a naval unit moving into it's square without battle. Same would happen if it was on land, not guarded. If it attacks though, it attacks like a normal unit. @Blue Mafia...Im doing the File site now...I'll PM you the link {EDIT} holy fecal matter Batman...that site is S L O Wwwwwwww I know. But it works. Bluemofia Nov 11, 2005, 09:26 PM Ok, first thing I notice: The F302's default sound is really annoying. Because it plays over and over and over, and is loud, it gets annoying fast. Bjornlo Nov 11, 2005, 09:28 PM Ok, first thing I notice: The F302's default sound is really annoying. Because it plays over and over and over, and is loud, it gets annoying fast. You could always try asking the unit creator to make a quieter version of the sound. Or perhaps remove the default sound from the ini. Bluemofia Nov 11, 2005, 10:29 PM I know. Just mentioning. Next thing: Elite Jaffa is hidden nationality. Intended? Because the Baal are trying to over run me in peace with them. Spacer One Nov 11, 2005, 11:28 PM nope, thats an oopsie...are you still playing with SGC?...and have you gotten any buildings yet?... Bluemofia Nov 11, 2005, 11:44 PM Yep. Gotten a bunch of buildings. No Civpedia entries, and too lazy to look them up manually. Interesting, but can't find a way to get the infantry off the other planet/island/thing where SG's capital is. So, I have this giant pile of troops that don't do anything. Also, I captured the Ring of Sen-marak thingy and it is giving me large amounts of Jaffa warriors. Useful, because they stink in combat. Also, I would like to mention that the Replicators die way too quickly. They should have either greater defense, or the ability to settle early on. The Rebel Jaffa, since they have access to the iron-thingy resource, overwhelm the large continent/planet/whatever very easily with their death gliders, and the only reason why I'm not dead is because they're going for a domination victory. Spacer One Nov 12, 2005, 12:06 AM You're not dead because the Jaffa and SGC are locked in alliance... I need suggestions on Replicators...they cannot settle, onlt take cities...but they dont get their "Big" unit fast enough...maybe pre-place a few more Big ones?... I never considered capturing the wonders...they give SGC Jaffa?...well thats odd, but ok... The Prometheus, and Asgard Mother ships are for taking D/G off the Island...the rest are for defence...Believe me, once Baal, and Anubis get Transports, you'll need em...just give em the Prometheus and asgard mother ship(for a test) then preplace 1 of each ship, for each Civ...Maybe the Smaller ship should hold troops, and the Larger one hold DG/F302...? First off, they Asgard Motherships, all fly to kill eachother, then Anubis loads up his SHip with DG, and heads for "Earth"...Im hoping thats not how it happens everytime, but statistics are statistics...happened 2 out of 3 times for me, and the only reason it didnt happen the 3rd time, is I sent the Prometheus to kill all the AMS Also, you have another Govt...you can switch at start...for each civ The slider works best for me at 6-sci 3-lux/happy 1 trade/money...and you should manually set each city at the start or they will starve Bluemofia Nov 12, 2005, 12:14 AM You're not dead because the Jaffa and SGC are locked in alliance... Yeah, I just noticed that. It didn't seem like it though. I need suggestions on Replicators...they cannot settle, onlt take cities...but they dont get their "Big" unit fast enough...maybe pre-place a few more Big ones?...[QUOTE=Spacer One] What about making more small replicator spawning improvements? [QUOTE=Spacer One]I never considered capturing the wonders...they give SGC Jaffa?...well thats odd, but ok... Well, the only reason why I captured it was because they already built it when I finally conqured the city. The Prometheus, and Asgard Mother ships are for taking D/G off the Island...the rest are for defence...Believe me, once Baal, and Anubis get Transports, you'll need em...just give em the Prometheus and asgard mother ship(for a test) then preplace 1 of each ship, for each Civ...Maybe the Smaller ship should hold troops, and the Larger one hold DG/F302...? I don't think they can get transports, because they don't have a coastal city. First off, they Asgard Motherships, all fly to kill eachother, then Anubis loads up his SHip with DG, and heads for "Earth"...Im hoping thats not how it happens everytime, but statistics are statistics...happened 2 out of 3 times for me, and the only reason it didnt happen the 3rd time, is I sent the Prometheus to kill all the AMS Mine kind of got blown up by a Replicator Asgard Mother ship early on. Also, you have another Govt...you can switch at start...for each civ The slider works best for me at 6-sci 3-lux/happy 1 trade/money...and you should manually set each city at the start or they will starve Didn't notice this. I'll go check. Also, shouldn't the victory conditions be coalition? So that SGC don't have to compete with the Jaffa to win? Spacer One Nov 12, 2005, 06:05 AM What about making more small replicator spawning improvements? If thats what we gotta do... I don't think they can get transports, because they don't have a coastal city. Preplaced...Goa'uld can also build cities, so could make a coastal city well before they get those ships on the tech tree Also, shouldn't the victory conditions be coalition? So that SGC don't have to compete with the Jaffa to win? If so the Goa'uld can also win together Bluemofia Nov 12, 2005, 10:13 AM Preplaced...Goa'uld can also build cities, so could make a coastal city well before they get those ships on the tech tree They didn't really do that in my game. If so the Goa'uld can also win together Then make the 2 Goa'uld factions be in a locked alliance with themselves, and then start with them not at war. Then they can't win togeather. Spacer One Nov 12, 2005, 11:12 AM From what Ive seen so far, the two Goa'uld factions play the same...One gets slaughtered by the SCG/Jaffa and the other stays out of it... Im gonna make em in locked alliance and see what happens Bluemofia Nov 12, 2005, 01:03 PM Well, they both get slaughtered in my game. Just the issue of troop transport... Spacer One Nov 12, 2005, 03:44 PM I emailed you a new BIQ to try out I added some more replicators, units/cities I gave the Goa'uld a little boost...fixed some errors in the BIQ... Remember you can switch Govs at the start...Jaffa have thier Govt, SGC has their Govt etc... Bluemofia Nov 12, 2005, 03:58 PM Didn't get it. I think my E-mail's evil again. EDIT: I've noticed it becomes impossibly difficult to take the cities on islands. 90 fighter planes, and couldn't overwhelm the Go'uld city of Abydos on Jan,10 AD. Flamand Nov 13, 2005, 06:56 AM The replicator ship is posted... enjoy! http://forums.civfanatics.com/showthread.php?p=3311339 Bjornlo Nov 13, 2005, 08:44 AM The replicator ship is posted... enjoy! http://forums.civfanatics.com/showthread.php?p=3311339 And what an amazingly good unit it is. MarineCorps Nov 13, 2005, 02:39 PM Disagreement by who?...Its NOT the BC-304, it is still a BC-303, and has no numbers painted on it(like the X-303 did)...On the show it is refered to as "The Market version of the Prometheus" by its Captain (on Atlantis, I dont know the guys name, I hate that show) with Asgard Sheilds and Engines...no Asgard Weapons None of the transcripts for Atlantis show he said that Anyone calling it the BC-304 is making it up as they go along, its never been called that on the show.. . And the X 303 is never called the BC 303 on the show either. Your point? [edit] from Wikipedia.com The Daedalus started out as the first production BC-303 starship. However, with advances in technology and incorporation of alien technology, the Daedalus has been reclassified as the Daedalus-class battlecruiser. Advanced alien technology (such as Asgard shields, an Asgard reactor, Asgard sensors and transportation technology) was incorporated from the start, as opposed to being "tacked on after the fact" like with the Prometheus, as Lt. Col. Samantha Carter put it. That just says its a new class of ship and that it started out as the first production BC 303 not that it is. A new class would be get a new model number. Spacer One Nov 13, 2005, 02:53 PM It was never called the BC-303 on screen, but was refered to as "the 303 Battlecruiser" and people jumped on the name... It wasnt a new class initially, it was made into a new class of ship after the addition of Asgard tech(during design)...The daedalus was supposed to be the version of the X-303 that was put into production, Im kinda losing what you are trying to say... That is wasnt the Production Version?...or that is it numbered wrong?(no numbers at all) MarineCorps Nov 13, 2005, 02:58 PM It wasnt a new class initially, it was made into a new class of ship after the addition of Asgard tech(during design)...The daedalus was supposed to be the version of the X-303 that was put into production, Im kinda losing what you are trying to say... That is wasnt the Production Version?...or that is it numbered wrong?(no numbers at all) This is not the production version. It was supposed to be but was changed. No one knows the number for the it. Spacer One Nov 13, 2005, 03:07 PM ok, well I still call it the production version, until they modify it again...As that is how I recall it being refered to...we wont know until they make another one..... {edit} after looking around on the Web, Ive come to the conclusion that the Daedaleus, is NOT the "production" version, but was supposed to be...when the Asgard updated our technology,it was redesigned... the plan was to Mothball the X-303, but the Atlantis mission kept them both in service...so Marine, Im wrong...I dont often find someone who knows more about SG than me...would you be interested in playtesting?...you could help me with the accuracy of the tech tree(which is composed of events through both episodes, for example: Fire The Weapon, Strange Alliance(Baal and SGC), Reinforce the Temple etc... @Killer...are you still working on this?...BlueMofia is also testing...I think its all done, just need the last 2 units...but if someone makes the "Oneil" it would go up to 3 ships I need: Ha'Tak, Al'Kesh, Oneil(so the replicators can have the Asgard Mother ship all to themselves) MarineCorps Nov 13, 2005, 04:22 PM ok, well I still call it the production version, until they modify it again...As that is how I recall it being refered to...we wont know until they make another one..... Back at Stargate Command, Sergeant Harriman attempts to execute a routine dial of the Stargate -- but the seventh chevron will not lock, preventing a wormhole from being established. All indications show that it's the receiving gate that is having the problem, and Landry dispatches the Odyssey, a new Daedalus-class battlecruiser commanded by Colonel Casey Emerson, to pick up SG-1. http://www.gateworld.net/sg1/s9/9x14.shtml#spoilers {edit} after looking around on the Web, Ive come to the conclusion that the Daedaleus, is NOT the "production" version, but was supposed to be...when the Asgard updated our technology,it was redesigned... the plan was to Mothball the X-303, but the Atlantis mission kept them both in service...so Marine, Im wrong...I dont often find someone who knows more about SG than me.. hehe. And I only started to watch SG-1 in March :mischief: :D would you be interested in playtesting?...you could help me with the accuracy of the tech tree(which is composed of events through both episodes, for example: Fire The Weapon, Strange Alliance(Baal and SGC), Reinforce the Temple etc... Thanks but I have a rather full plate atm with both school and work and I also am going to be testing SOE and when I have time again the fallout mod. Thanks anyways, Spacer One Nov 13, 2005, 04:30 PM The Odyssey?...I missed them say that...Ive only seen that one once... So if they built 2..then it is a "production" ship right?...Im confused now, I didnt realize there were 2 Daedaleus ships...musta missed it(BTW I hate the new season, so I pay a little less attention than to say, season 7-8) MarineCorps Nov 13, 2005, 04:34 PM The Odyssey?...I missed them say that...Ive only seen that one once... So if they built 2..then it is a "production" ship right?...Im confused now, I didnt realize there were 2 Daedaleus ships... There are going to be by the end of season 9 and 2, 4 battle cruisers (3 Daedalus, 1 X-303). The daedaleus is it's own class different from the X303 class, they are going to mass produce the Daedalus class. BTW if you hate S9 then you'll proably hate season 10... Spacer One Nov 13, 2005, 05:00 PM contract negatiations are in progress with Amanda Tapping and Chris Judge, lets hope they sign...there might not be a season 10(or if there is it will be even worse) MarineCorps Nov 13, 2005, 05:08 PM contract negatiations are in progress with Amanda Tapping and Chris Judge, lets hope they sign...there might not be a season 10(or if there is it will be even worse) Personally I don't mind season 9. And I don't think they will won't sign as they won't miss the chance to be part of history. Spacer One Nov 13, 2005, 05:37 PM Sam maybe, but Chris Judge has other interesting prospects...I read he may be starring in a movie(some stupid action thing...cops/crime etc) Gh0$t Nov 15, 2005, 11:21 AM SGMAPMOD (http://www.civfanatics.net/uploads10/sgmodmap.zip) This was stealth's solution to the Gate thing.He had some graphics for it as well but they are lost on my computer. O he had bhitas mothership as a fill in for the hatak and a tiny mechanical spider from the WoW MOD for a replicator fill in. i guess thats all Spacer One Nov 15, 2005, 11:45 AM Thanx, I'll take a look...Im not really trying to incorporate the Gate yet...maybe when I take this to MOD level anybody know where I can get the WotW mod?... Bluemofia Nov 15, 2005, 03:07 PM anybody know where I can get the WotW mod?... After digging pretty far back... Thread announcing it's release. (http://forums.civfanatics.com/showthread.php?t=76409) Ok, I haven't had time to test it much, but I'd say you did a good job spreading out the replicators, and making them be able to survive for a longer period of time. Also, how do you expect us to get area 51? It requires 10 armies! You can't even get one in the settings. No army unit. Also, the Anubis guard and the Horus guard may cause problems, because they are flagged leader. Spacer One Nov 15, 2005, 03:26 PM The Anubis and Horus Guards are First Prime and whatnot, just cant build armies...they should be flagged Kings now that I think of it...not leaders... This is exactly what I needed...but are the building/unit costs ok?... I didnt mean to flag area 51 with 10 armies...thats riduculous...was a error...Its fixed... anything else?...how about terrain bonuses etc?...units spawning fast enough?... Bluemofia Nov 15, 2005, 03:36 PM Yeah, they're ok (as far as just looking at them), but I think the replicator buildings can be dirt cheap. (as they only have 2) Spacer One Nov 15, 2005, 03:44 PM Im adding a third building as soon as I find/make a decent graphic... killer_J27 Nov 15, 2005, 03:50 PM hey sorry spacer but im back now. my internet has been disconnected for sum reason butt ill be right along with the progress now. Also that replicator ship looks great. itll be a wonderful improvement to the scenario. Spacer One Nov 15, 2005, 03:53 PM Sure thing Killer...just lemme know what needs to happen...also there are some changes already...browse the thread...I may even have a New BIQ...PM me for the new link... I would like to extend a huge Thank you to Marine Corps...Who has helped me find a resized Crawler for my smaller Replicator...I would add you as a Military leader for SG-1 but "Marine Corps" in the context seems like they get the WHOLE Marine Corps...lol... Spacer One Nov 16, 2005, 07:41 AM didnt get the new BIQ finished yet...I'll PM you guys a link when Im done... @Flamand...will this suffice?... http://www.stargatemods.com/sgm/index.php?action=downloads&act=file&id=17 and here is a serpent guard if anyone wants to toy with it...PLEASE!! http://www.stargatemods.com/sgm/index.php?action=downloads&act=file&id=18 Flamand Nov 16, 2005, 08:15 AM That will do just fine! I'll start somewhere next week. Spacer One Nov 16, 2005, 08:54 AM Take your time...That ship will be in the patch/expansion...what I need is the Ha'Tak(orthanc is getting it) and the Al'Kesh(I havent gotten a positive confirmation from anyone yet, I have a "Ify" confrmation for Orthanc on this one too, but Im not sure we were talking about the same thing) and another thanx to Marine Corps for helping me find a resized Crawler...it has a glitch or two but it works... Spacer One Nov 16, 2005, 07:19 PM Well guys...sorry but, the Update is zipped, but the site wont accept d/l right now...maybe later...its almost done.... @Flamand, Killer, and Blue Mofia...New versoin uploaded, link in your PMs... Flamand Nov 17, 2005, 02:09 PM Thanks... I'll have a look :) killer_J27 Nov 17, 2005, 03:33 PM hey spacer i got the file on my work computer ill have it on mine by 2moro nite and then ill start testin agian. also i have started another SG scenario which is mostly space battle. neways ill start a new thread for it in the near future. Flamand Nov 17, 2005, 04:03 PM Very nice but there are still some graphics issues such as black spots in icons and tech screens, the small replicator that keeps changing size and the terrain that in some spots shows the grid of the individual terrain diamonds. Also I think the replicators are too weak. I eliminated them in no time, never got to see my ship in action... :( But overal agreat SG1 experience. Can't wait for the final version. :goodjob: Spacer One Nov 17, 2005, 04:11 PM Flamand, to see your ship in action, play as SG-1 and take the Prometheus, straight up...the Replicator cruiser is Just above Cheyyene mountain on the right side... Icons are the last issue to fix...the small replicator is a acceptible issue, unless I can get someone who knows units to fix it...I tried playing the Jaffa and got swarmed in no t |