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killer_J27
Feb 15, 2004, 08:20 PM
These Are some of the units i need:
If you dont know what 1 of these are ask me and ill give u some pics:
Serpant Guard
Horass
Anubic Warrior
Zat Jaffa
Jaffa Raiding Party
Cannon Jaffa
Goa'uld Mothership
Goa'uld Transportship
X-301
X-302
X-303
Tok'ra
Nox Warrior
Ion Cannon
Asguard Warrior
Transphase Eradicaton Rod
Tollan Gunman
Shock Grenade Jaffa
Asguard Settler
Nox Settler


Leaderheads:
*General Hammond Of Earth
*Thor of the Asguard
Travell of the Tollan
Antaeus of the Nox
*Salmanak of the Tok'ra
Lord Yu of the System Lords
*Apophis
Hathor
Anubis
Osiris
*Ra
*Master Bra'tec Of the Jaffa Rebellion
Reese Of the Replicators
Colonal Maybourne Of the NID

Wonders:


Units In Progress:
Osiris Ship
Asguard Ship
Staff Jaffa

Finished Units:
None at the moment

subbss
Feb 15, 2004, 08:29 PM
I love stargate! This is a GREAT idea I will help as much as I can!
I can't believe no none has thought of this before.:goodjob:

Bluemofia
Feb 15, 2004, 09:09 PM
i think you should make all the civs in one scenario so the individual missions are basically skirmishes in the entire war.

subbss
Feb 15, 2004, 11:11 PM
Civs:
Ra
Apophis
Chronos
Anubis
Hathor
Osiris
Nerti
Sokar
Replicators
Asgard
Tau'ri
Tok'Ra
Tollans

Deathwalker
Feb 16, 2004, 08:20 AM
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 :-)

Bluemofia
Feb 16, 2004, 08:23 AM
how can the gates be represented? the only thing i can think of is make everyone have no culture capabilities (remove all the culture from buildings) and make the stargates railroads.

puglover
Feb 16, 2004, 02:25 PM
I love stargate! Great Idea! :thumbsup:

subbss
Feb 16, 2004, 03:40 PM
Make the stargate be a small wonder that allows communication between civs.

killer_J27
Feb 16, 2004, 04:32 PM
Im not so sure how i should make the map?
Should i use the space terrain by um.. I dunno were 1 pixel represents a planet OR
Lukrees space terrain and try to make biggger planets?

Heres a list of the civs so far:
Tau'ri
Tok'ra
Tollan
System Lords
Asguard
Hathor's Goa'uld
Apophis' Goa'uld
Anubis' Goa'uld
Yu
Cronus
Jaffa Rebellion
Nox
Replicators
Ra's Goa'uld
NID
Reetou Rebels




Bluemofia- How would that work? The railroads being Stargates?
Well any wayz thanx for all ur help .

Subbss- That would work but then you wouldnt be able to transport units through it and the tarrie dont have enought X-303's to spare at the moment.

Natural resources-
Naquida
Naquadria
Trinium

Any more?

bhiita Is helping me with unit making, Hes almost done the Death glider.

The Goa'uld and Tok'ra will have ring transporters as Paradrop animation.

Thanx for all the help.
And more would be appreaciated.

TheMorpheus
Feb 16, 2004, 04:44 PM
So, here the first unit previews of the new StarGate Mod ;)

The Asgard Ship:
http://www.civfanatics.net/uploads6/AsgardShipPreview.gif

The Osiris Ship:
http://www.civfanatics.net/uploads6/OsirisShipPreview.gif

killer_J27
Feb 16, 2004, 05:48 PM
Thanx soo much TheMorpheus they look great.

And I was wondering, is it possible to make the railroads on water?
If so I could make the stargates in the cities and use the railroads to connect them across space. Which will transport units other places instantly like the stargate would.

killer_J27
Feb 16, 2004, 06:20 PM
These Are some of the units i need:
If you dont know what 1 of these are ask me and ill give u some pics:
Serpant Guard
Horass
Anubic Warrior
Zat Jaffa
Jaffa Raiding Party
Cannon Jaffa
Goa'uld Mothership
Goa'uld Transportship
X-302
X-303
Tok'ra
Nox Warrior
Ion Cannon
Asguard Warrior
Transphase Eradicaton Rod
Tollan Gunman
Shock Grenade Jaffa
Asguard Settler
Nox Settler


Leaderheads:
General Hammond Of Earth
Thor of the Asguard
Travell of the Tollan
Antaeus of the Nox
Salmanak of the Tok'ra
Lord Yu of the System Lords
Apophis
Hathor
Anubis
Osiris
Ra
Master Bra'tec Of the Jaffa Rebellion
Reese Of the Replicators
Colonal Maybourne Of the NID

Wonders:
Stargate

Units In Progress:
Osiris Ship
Asguard Ship
Staff Jaffa

Finished Units:
None at the moment

civilleader
Feb 16, 2004, 06:31 PM
Why not make a back tile a space terrain, and have it a sea tile so only space ship csan cross it. Cool mod idea.

subbss
Feb 16, 2004, 11:33 PM
What is the X-301?
EDIT: Leaderheads should be easy to find, if you don't already have them I will find them for you.

killer_J27
Feb 17, 2004, 05:07 PM
subbss i dont have any leaderheads it would really help if you could find some for me.

And the X-301 Oops i didnt mean to write it.
Its never been on any episodes i've seen so i dont think it exists on the show.

Thanx A lot every1.

subbss
Feb 18, 2004, 09:58 AM
I got these pictures from here (http://www.stargatesg1971.com/index.html).

Gen. Hammond #1
Gen. Hammond #2

Apophis #1
Apophis #2

Chronos

Misc. Asgard, not Thor (they all look alike!)

Hathor #1
Hathor #2
Hathor #3

EDIT: All links removed. Killer_J27 has the links already and the images were using too much space on my server.

subbss
Feb 19, 2004, 04:07 PM
Killer_J27, are you sill working on this? Can you use the leaderheads I gave you? Is there anything else I can help you with?

killer_J27
Feb 19, 2004, 04:48 PM
Ya subbss I am still working on it dont worry.
The leaderheads will come in handy
and any help you think i might need will be appreaciated.

And I was wondering, is it possible to make the railroads on water?
If so I could make the stargates in the cities and use the railroads to connect them across space. Which will transport units other places instantly like the stargate would.

well i kinda gotta get these units made before i can finish the mod.
(Obviosly)

I was thinking? Do you think that I should have the crystal entity as a civ that can build all of the foot units that other civs can build?

Sa~Craig
Feb 19, 2004, 06:07 PM
I didn't vote because you should do both. I'll help but i don't know what I could do

subbss
Feb 19, 2004, 06:11 PM
No, make the crystal entity have thier own units that all look like crystals but with varying sizes and colors (blue, purple, red, green) to represent more powerful or less powerfull units.

No it is not possible to make railroads on water.

And it's good you did the units first, it's better than what I did for my cat mod... I made most of the mod but don't have the unit graphics yet! :lol:

killer_J27
Feb 20, 2004, 08:11 PM
Then subbss i guess i'll use ur idea and Make the stargate be a small wonder that allows communication between civs.

Sa~Craig i was thinking of that like i could get units done and then while i'm waiting for other units (or making them when i figure out my problem) i can make a smaller Mod of SG1 Missions.
For the meantime and then i'll have a few small Stargate Mods and 1 Big 1.

EDIT---- ya Subbs about the crystals but how could i make their attack animation?
Should they be immobile?

subbss
Feb 21, 2004, 12:36 AM
The crystals should not be immobile (it would be too limiting), thier attack should be like an electrical shock coming from the crystal or a blue beam that stuns enemies. The crystal animation itself should not move when it is attacking though, or rotate directions.
Another way to make them is assume that all crystals can emulate thier opponents like in the episode and can keep some of the human looking units and say that the crystals have "aquired" thier shape and found it to be a more efficient means of movement.

Sa~Craig
Feb 21, 2004, 12:42 PM
i'll attempt a few units, but i can't promise anything i get annoyed with simple infantry like the swordsman i started ages ago

killer_J27
Feb 21, 2004, 12:46 PM
Thanx soo much
I would attempt some 2 but i got a problem with making units.
Any help is appreciated Sa~Craig

I'm more of a Multi-Unit maker myself actually

subbss
Feb 21, 2004, 05:08 PM
You should put in a request in the unit request thread for some of the units just to get more coverage. Most of the units people request in that thread never get done but it can't hurt to add to the list on the chance someone may do the units you want.

subbss
Feb 22, 2004, 02:37 PM
I have an idea, insted of SG-1 being one unit, make each team member be seperate units but give the Col. O'Neal unit (or give all of them this property) the army properties (but allow unloading from the army) so the other members of the team can be seperate or come together and fight as one unit at the will of the player. It would add more realism and more strategy I think.

killer_J27
Feb 22, 2004, 02:42 PM
Thats a great idea Subbss.
I will and do you
Know the names of any planets not their "CODE" name
Ex- Tollana
Kelona
Pangera

Not P3X-546
P3C-5C2
etc.

EDIT---- Can you think of any other resources besides
Trinium
Naquida
Naquadria

And i've decided to add 2 new Civs:
Reetou
Reetou Rebellion

Im not sure but i'm guessing that there are some units out there already that i could use as

Jack
Daniel
Sam
Jonas
But Teal'c i'll have to wait untill a jaffa unit is made by some1.

Plexus
Feb 22, 2004, 03:20 PM
Here's a site with some planet names (code and otherwise):

http://www.stargate-sg1-solutions.com/episoderedux/planets.shtml

subbss
Feb 22, 2004, 03:41 PM
What about Sokar and Chronos as a civs? You left them out, any reason?

Planets:
Earth
Chulak
Abydos
Simarka (episode #103)
Argos (108)
Cimmeria (109)
Oannes (301)
Chartago (115)
Madrona (214)
Orban
Netu
Edora
Bedrosia
Kheb
Euronda
Ashen Homeworld
Vorash
K'Tau

EDIT: Altair

Sute]{h
Feb 23, 2004, 08:56 AM
How about making a Stargate building that allows unit paradrops and airlifts? If that could be done...

Bluemofia
Feb 23, 2004, 03:35 PM
how about just paradrops from that location, and make every city be at the center of a 3x3 square. i don't know how to get your people back afterwords, except for capturing the city.

Sa~Craig
Feb 26, 2004, 11:02 AM
i going to attempt the jaffa unit and i post some preview later

Sa~Craig
Feb 26, 2004, 12:24 PM
This is what i got so far can someone tell me how to do chain mail and Armour effects

Thorgrimm
Feb 26, 2004, 01:02 PM
KillerJ_27 i have a question for you, why is Osiris a seperate civ? If i remember correctly she ended up as a servant of Anubis, and was never with any followers. Even from her introduction.


Cheers Thorgrimm

subbss
Mar 02, 2004, 10:19 AM
You're right Thorgrimm, maybe it shouldn't be a civ (except in the individual misson mods). What about Chronos, I know he died before we knew much about him but so did Sokar (and a few others I think).

I think that eventually most of the known system lords and other goa'uld leaders should be civs but that to finish it the BETA version should just have the basic 4-6 civs. Even just get 2-3 civs done and release it at that point and just release more civs over time as they are made.

@killer_J27
I dont want to make your life more difficult with choices and I don't want to start a stargate argument over who's important and who isn't I just want to give you some constuctive feedback. Keep it going, killer_J27!

BTW, can you make a new post or edit the old one with the current list of civs/leaderheads/units.

Thorgrimm
Mar 02, 2004, 10:44 AM
Well Chronos did have Planets and armies. As you remember that is where the Tau'ri got their Mothership from when SG1 killed him, so Chronos should be a civ. And Sokar did have planets and Armies, Remember Ba'al was a servant of Sokar till Sokar was taken out by SG1. So Sokar should be a civ also.


Cheers Thorgrimm

Random Observer
Mar 02, 2004, 02:02 PM
Ive heard that theres a hacked version of the Editior that has a Teleport flag you could make that be the stargate, I havent heard of anyone testing it yet though

Sa~Craig
Mar 02, 2004, 03:46 PM
my friend suggested Yew as a separate civ as he is the friendliest system lord to the Tau'ri.

subbss
Mar 02, 2004, 03:53 PM
But an important aspect of the stargate network is that it only goes to other gates so unless you can apply this new flag to terrain and make it LM it won't fit. But if you use LM terrain people like me who don't yet have C3C can't use the mod.

I still think that making the stargate a small wonder that allows communication between civs is still the idea I've heard although not exactly the most acurate, but I can't think of a better way.

EDIT: Yea, Sa~Craig, Yu is a good civ idea.

killer_J27
Mar 02, 2004, 04:28 PM
I agree with all of you.
I think that 1st i'll just release a small version with 5-6 civs then when i get more time i'll make more Civ's as i think of them LoL
and about Osiris, well i just kinda, i duno why i put her as a civ i think that i should just make her a great leader in Anubis' Civ.

Umm....

O Ya the stargate is just gonna be as Subbss said a small wonder allowing Communication between civs.

The Unit post has been edited.

Thorgrimm
Mar 02, 2004, 05:15 PM
KillerJ_27, yeah i think it would make more sense for Osiris just being a leader.:D

And here is one point Gents, by the way civ is, unless you give the Tau'ri some hellacious advantage, they are going to be wiped off the map. As civ is a 4x type of game, not an rpg where one individual can make a difference.

Cheers Thorgrimm

subbss
Mar 03, 2004, 12:47 AM
One of Earth's advantages over the slimy snake heads is that we adapt technology from many cultures that we meet (did I just say we, I keep forgetting it's not real!) although I'm not sure how that would be implemented.

Another advantage that Earth has is that we place value on an individual's life which makes our military train each individual much harder than the Goa'uld Jaffa which are practically mindless stormtroopers.

Also we have SG-1 which might be the best trained military squad n the galaxy and can take down legions of Jaffa (as we have seen) and even the Goa'uld leaders themselves (many of them). So it would make sense that our Earth units would be much stronger allowing Earth a fighting chance.

killer_J27, you could make each of the SG teams (1-11?) a unit of the Earth civ.

TheMorpheus
Mar 03, 2004, 02:08 AM
One of Earth's advantages over the slimy snake heads is that we adapt technology from many cultures that we meet (did I just say we, I keep forgetting it's not real!) although I'm not sure how that would be implemented.

Perhaps a wonder like the "Great Library", which could be build by the Tau'ri only .

Thorgrimm
Mar 03, 2004, 03:51 AM
Why don't you call it library of the ancients, and only the Tau'ri can build it. Like in the episode, the Fifth Race, which btw is one of my favorite episodes, where it dl'ed the knowledge of the ancients into Col. O'Neill's brain.



Cheers Thorgrimm

subbss
Mar 03, 2004, 08:26 AM
@TheMorpheus, what effect would it have in-game?

@Thorgrimm, that makes sense since humans were supposed to be the only species (aside from the four races) genetically advanced enough to have the Ancients' library downloaded into them (although not a smooth process).

TheMorpheus
Mar 03, 2004, 08:36 AM
A civ, which has build the "Great Library" receives all advances known by 2 other civs (known civs).

subbss
Mar 03, 2004, 09:59 AM
@Thorgrimm (again), how do you make a wonder that only one civ can build?

@TheMorpheus, I asked because I assumed you just used the word "Great Library" to refer to the Ancients' library I didn't think you meant the same "Great Library" from civ. Wouldn't it be better if the "Ancient Library" just granted imediate techs? It could give 5 techs on completion giving the Tau'ri a huge advantage.

Sa~Craig
Mar 03, 2004, 10:04 AM
Originally posted by Thorgrimm
Why don't you call it library of the ancients, and only the Tau'ri can build it. Like in the episode, the Fifth Race, which btw is one of my favorite episodes, where it dl'ed the knowledge of the ancients into Col. O'Neill's brain.



Cheers Thorgrimm

and now its happened again

TheMorpheus
Mar 03, 2004, 10:06 AM
Good idea, look at the "Theory of Evolution" wonder it grants 2 advances, perhaps we could use such a wonder to give the Tau'ri a huge advantage. ;)

subbss
Mar 03, 2004, 10:15 AM
@Sa~Craig, what do you mean, now it's happend again?

Sa~Craig
Mar 03, 2004, 10:24 AM
the newest episode of stargate sg-1 shown on sky one yesterday

Thorgrimm
Mar 03, 2004, 01:22 PM
Subbss wrote

@Thorgrimm (again), how do you make a wonder that only one civ can build?

I would make a tech called Ancient Technology and make it none era and give it to the Tau'ri only, while making another tech called Ancient lore that has as one of its requirements Ancient Tech. Then when Ancient Lore is researched by the Tau'ri they will be allowed to build the Library of the Ancients, Which should give them 2 techs and boosts the research of the city it is built in.


Cheers Thorgrimm

subbss
Mar 03, 2004, 04:13 PM
Can you have a non-era tech require a regular tech and can you have a regular tech require a non-era tech? (The latter probably wouldn't work with the AI right? Is either of these even possible?)

@Thorgrimm, don't you think it should give more than 2 techs? Maybe 3 would be good.

Thorgrimm
Mar 03, 2004, 04:48 PM
Unfortunately in the editor for making Great wonders it only allows you to give 2 techs, that is why i suggested it also boosts tech research in the city it was built in.

you are right just give the Ancients tech to the Tau'ri but still none era, and then in the Ancient Lore tech make a building called Ancient Research Lab, and have the Ancient Library require the Ancient Tech tech, and at least 1 Ancient Research Lab, but i would suggest 3 to 5 in your civ. Also make the Ancient library have the following benefits, Gain any advance already owned by two civs, doubles research in city where built, and give two free techs. As this is supposed to be the "holy grail" to the Tau'ri, giving them a chance to catch up with the Goa'uld.


Cheers Thorgrimm

killer_J27
Mar 04, 2004, 06:13 PM
yo s^ alll sory i aint bin postin 4 a while but i'm here and i think thats a Kik Azz idea. well i'll need some graphics if theres gonna be a new building. As well, once i get a few units done i'll release a small version to play around with and fix anything wrong. Which Civs Should Ii put in the First Version 5 or so?

Thorgrimm
Mar 04, 2004, 06:43 PM
Killer_J27 here is the list of civs that i think should be in the original beta, Tau'ri, Tok'Ra, Ra, Apophis, and the Asgard. The reasoning for the Tok'Ra and Asgard is to offset the power of Ra, and Apophis, so the Tau'ri are not wiped out in the beginning.


Cheers Thorgrimm

subbss
Mar 04, 2004, 07:39 PM
killer_J27, are you planning to make this a space based mod (i.e. all the terrain changed to space, asteroids, planets, and stars) or a land based mod, which is much easier? As an excuse as to why all these civs are together on the same planet you could pretend that there is a planet with lots of naquada, and naquadria, and trinium so all the powers of the galaxy are fighting over it.

Bluemofia
Mar 04, 2004, 09:01 PM
Originally posted by Thorgrimm
Unfortunately in the editor for making Great wonders it only allows you to give 2 techs, that is why i suggested it also boosts tech research in the city it was built in.

got it figured. just make a wonder require library of the ancients and make the other one cost 0 sheilds, but no culture, and make it give 2 free techs.

Thorgrimm
Mar 04, 2004, 10:10 PM
Subbss wrote

killer_J27, are you planning to make this a space based mod (i.e. all the terrain changed to space, asteroids, planets, and stars) or a land based mod, which is much easier? As an excuse as to why all these civs are together on the same planet you could pretend that there is a planet with lots of naquada, and naquadria, and trinium so all the powers of the galaxy are fighting over it.

I think this is a really bad idea, as that is throwing out everything Stargate is about, Exploration, the combat is secondary, and only when nesassary, it should be space based or you will give up all the spaceships and other nifty items. Besides would you want it crappy and easy or More difficult and great?;) I cna tell you which one i would want.:D

Cheers Thorgrimm

subbss
Mar 05, 2004, 10:41 AM
Besides would you want it crappy and easy or More difficult and great?

I guess you are right but I am just worried that it will be too difficult. 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....

Thorgrimm
Mar 05, 2004, 12:28 PM
Subbss i understand where you are coming from, but to me Stargate is such a good show it deserves the best effort someone can possibly do. Beside if this effort is substandard and crappy, it means i will have another mod to do!:D


Cheers Thorgrimm

killer_J27
Mar 06, 2004, 08:19 AM
well subbss i'm gonna make it a space based mod with each planet as a 3x3 landmass.

What you were saying about being on 1 planet i'm gonna save 4 the individual mission Mods.

Does any1 here got MSN

and i was wondering if any of u could help me wit unit making cause my Flicster keeps going all funny when i try to look at my PCX file so i was wonderin if i could send a like 1/2 done PCX file to some1 and see if they can see it right on their Flicster.
Then maybe i'll find out what i'm doing wrong.

Peace Out

Thanx for all ur Help on the Mod every1.
Great Ideas.

EDIT---- I think that ive got the leaderheads done.

I hope

Thorgrimm
Mar 06, 2004, 01:03 PM
Killer_J27 If you are talking about Instant Messaging, My url for it

is thorgrimm5312@hotmail.com


unfortunately flicster does not like Millenium and everytime i try to use it it hardlocks my system.


Cheers Thorgrimm

TheMorpheus
Mar 10, 2004, 05:15 PM
I'm started my first Stargate unit project, please let me know what are you thinking about it.

Here the link to the Preview thread (http://forums.civfanatics.com/showthread.php?s=&threadid=81427)

killer_J27
Mar 10, 2004, 06:01 PM
thanx Morpheus i ve bin w8in 4 a unit so i cant w8 till its done.

Thanx every1 for all ur help on the Mod.

Well right now i'm mainly w8in 4 units before i can do much more 2 da mod.

Peace

killer_J27
Mar 13, 2004, 08:36 PM
hey all it's bin pretty silent around here. Well anywayz i've found some computer animated pics of a serpant guard if any1 is interested in lookin at dem:

http://www.garagegames.com/mg/snapshot/view.php?qid=232
http://www.users.bigpond.net.au/Roachie/serpent2.jpg
http://www.users.bigpond.net.au/Roachie/serpent3.jpg
http://www.users.bigpond.net.au/Roachie/egypt.jpg

killer_J27
Mar 14, 2004, 12:45 PM
Should i put a Morter in the Mod?

killer_J27
Mar 14, 2004, 05:00 PM
I'm working on Techs And a Tech Tree right Now.

What Techs Should I Make?

Hyper-Drive
Naquida Research
Naquadria Research
Trinium Research
Sub-Light Engines
Ancient Tech
Ancient Lore
Cloaking Devices
Defence Shields
Etc.

What should the Civlopedia say 4 Ancient Lore/ Ancient Tech

And do u think i should delete the Spaceship parts?

Thanx every1

Sa~Craig
Mar 15, 2004, 11:20 AM
maybe you should change the spaceship parts to search for the lost city.

subbss
Mar 16, 2004, 10:25 AM
@Sa~Craig, I thought of that too, but you have to have something to build, what ~10 pieces could you construct to help find the lost city?

Maybe it should be something else, or be taken out.

killer_J27
Mar 16, 2004, 11:28 AM
im not so sure what im gonna do yet

DS_CL
Mar 16, 2004, 01:58 PM
I would suggest you don't forget some of the minor civ's and their advances. Unless you want to leave them out all together?

Here are some idea for more techs to add to the list, and an idea of how to organize them. I would make specific lines of research:

Medical Research:
-Basic Medicine (Earth Medicine)
-Advanced Medicine
-Stasis Pods
-Carcophagus
-Cloning (Seems to come up quite often, why not add it)

Religious Research (Goa'uld specialty):
-Mind Washing
-Doctrine of Godhood
-Doctrine of Loyalty
-Doctrine Self Sacrifice

Military Research:
-Naquida Research
-Defence Shields
-Cloaking Devices
-Naquadria Research
-Trinium Research

Interstellar Travel:
-Anti-Gravitational Technology
-Sub-Light Engines
-Hyper-Drive
-Neutrino Ion Generators

Put most of the Goa'uld unique units in Religious research as incentive for them to increase their religious dominance.

killer_J27
Mar 16, 2004, 02:02 PM
great idea, thanx for the Techs DS

Sa~Craig
Mar 16, 2004, 02:06 PM
wow this is building up some momentum

killer_J27
Mar 17, 2004, 10:57 AM
does this look anything like a tollan ion cannon i dunno i havnt really seen 1

subbss
Mar 17, 2004, 11:49 AM
Here (http://www.gateworld.net/omnipedia/technology/links/ioncannon.shtml) is a picture of the ion cannon.

killer_J27
Mar 17, 2004, 04:45 PM
oic

subbss
Mar 17, 2004, 04:48 PM
oic

What did that mean?

Have you picked which space terrain you are using?
There are many space mods currently at work but this (http://forums.civfanatics.com/showthread.php?s=&threadid=73867) is my favorite.

killer_J27
Mar 20, 2004, 08:14 PM
Well Subbss i think im gonna use Lukree's space terrain.

Check this out i just recently saw the Movie Stargate and i noticed:

Raw's Anubic warriors aren't Jaffa
Their staffs are much stronger than that of any other Jaffa


Once Sa~Craig gets the Jaffa unit done i'm gonna try to make a M-Unit of it. And make a M-unit of it with a slave as a Goa'uld Settler.

subbss
Mar 21, 2004, 02:20 AM
Ra's jaffa are colled Horus guards.
Heru-Ur's jaffa are also called Horus guards because he is Ra's son.
Apophis's jaffa are called Serpent guards.

killer_J27
Mar 21, 2004, 10:55 AM
well Ra's looked more like anubic warriors.
and they dont have a symbiote pouch.

I know that Heru-Ur's are Horras like Hathors.
And Apophis' serpantguards are snakeheads like Hathor has too.

subbss
Mar 21, 2004, 05:22 PM
"A powerful Goa'uld System Lord, Heru-ur is the offspring of Ra and Hathor. Until his death at the hands of Apophis, the cunning and self-righteous Heru-ur commanded one of the Goa'uld's largest fleets. He is known also as Horus the Elder, and his Jaffa guards are called "horus guards" (beaked creatures like those who once served his father, Ra)." --Heru-Ur (http://www.gateworld.net/omnipedia/characters/h/heruur.shtml)

DS_CL
Mar 22, 2004, 10:21 PM
I don't know how far you are into your project, but I read earlier you were considering using railroads to link planets. If your not too far along , I thought up a concept to do it. Here is a screenshot i put together really quick showing how it could be done.

Making the gate grid along the border of the map like I've done in this screenshot shows how you can impliment it so it doesnt interfere with spaceships operating on sea tiles.

killer_J27
Mar 23, 2004, 06:19 PM
thats a great Idea DS_CL but ships culdnt cross them if there sea units right. How about making the ships Air units that arent immobile? Good idea?

killer_J27
Mar 23, 2004, 06:22 PM
If i make the Ships Air units then I culd just connect the Planets directly. But it'll probly look wierd? Think i shuld?

Bluemofia
Mar 23, 2004, 06:26 PM
no, i tested this, and the ships/planes would also get the movement bonus from the rail roads.

killer_J27
Mar 23, 2004, 06:36 PM
Pic:

EDIT: Oops Blue got to it 1st o well. Then i guess that wont really work unless you think of it as the Ship Getting caught in the Artificial Wormhole As It passes through.

Oops double clik. Damn Dial-Up.

killer_J27
Mar 23, 2004, 06:37 PM
Pic:

killer_J27
Mar 23, 2004, 06:44 PM
Well thats a good ides\a DS

Bluemofia
Mar 23, 2004, 07:18 PM
but what about the iris thingy that blocks the stargate?

DS_CL
Mar 23, 2004, 08:58 PM
This minimap screnshot is what I am thinking. The black represents impassible marsh terrain i put the stargate grid (railroads) on. In this case, it shows the gate network going on the outside of the map with spokes to every planet. You can see that leaves a lane in the middle so ships can travel to all planets. Depending on how you look at it, this can also help with distance. For example, you can see the planets I labeled A and B. A represents a planet on the edge of the galaxy, and as such takes longer to travel to because a ship going from B to A has to move around the planets in the middle.

This leaves that red square in the middle open for space (sea) travel. The way i think of it, using this method you are just looking at the galaxy on its side instead of the traditional overview look. Ships can't use the gates this way, and in some cases the aircraft should be able to use the gate. From what I remember a glider can fit inside the gate wormhole.

As for the iris. I would make all the ends of the railroads the actual stargates, make an immobile unit called "Iris" that is placed on top of the desired stargate with a sizeable defense value to deter most intruders. Hence, your Gua'uld attack from space rather than walk into the SGC.

Just some thoughts, what do you think?

killer_J27
Mar 24, 2004, 11:01 AM
Oh I get it good idea. Any idea what the Impassible Terrain Should be?

killer_J27
Mar 24, 2004, 04:53 PM
1 Question? If the Terrain u used is immobile then How Do the units travell by the railroads?

subbss
Mar 25, 2004, 10:20 PM
For the iris unit it should have a zone of control so a unit reaching the stargate from the railroad network can't travel diagonally and avoid the iris unit.

DS_CL
Mar 26, 2004, 12:43 AM
I would use deserts as the impassible terrain, and use flood plains to mimic planets that are deserts. C3C allows you to make use of the landmark terrains as well, if you wanted to have two impassible terrain types, you can use the landmark terrain to make them both the same.

As for travelling by railroads, as long as the units can enter and exit the railroad network units can travel across impassible terrain (i.e. catapults can cross forests if they are on a road). I suggest making the ends of the railroads the Stargates as I did in my example above.

killer_J27
Mar 26, 2004, 06:27 PM
ya but how culd u make the Stargate asd the end of the railroads?

DS_CL
Mar 26, 2004, 09:49 PM
take a look at this (http://www.civfanatics.net/uploads7/railroads1.zip) and see if it makes any sense. I havent tested it yet so i don't know it if works correctly, but you can see the concept.

killer_J27
Mar 27, 2004, 06:17 PM
looks good i think its gonna work. HOPE SO!!!!
Well thanx A LOT! I really appreaciate it.

killer_J27
Mar 28, 2004, 01:41 PM
heres a pic of what it loks like:

killer_J27
Mar 28, 2004, 03:03 PM
I correct myself the X-302 is a ship.


X-302
Completely constructed by the U.S. government (with several reverse-engineered Goa'uld components), the X-302 was the second prototype for Earth's orbital defense, but the first to carry a naquadria-enhanced hyperspace generator -- making it the first man-made ship capable of interstellar travel.
The design and configuration of the ship is similar to the X-301, based on the Goa'uld death glider. The X-302 is slightly larger, and like its predecessor, accommodates two people.

The Prometheus (the X-303) is equipped with a number of X-302s, capable of being launched and received through a landing bay.

Bluemofia
Mar 28, 2004, 04:27 PM
that still dosen't solve the iris problem. and what if the human player destroyes the rail roads and all you need is 1 turn to find all the civs. via railroad.

subbss
Mar 28, 2004, 04:27 PM
Can the stargates be made a little lighter colored, the event horizon is too dark.

I noticed that you are using the PTW editor..... you don't have Conquests?

EDIT: Good point Bluemofia, that could be a problem.....

DS_CL
Mar 29, 2004, 05:28 AM
that still dosen't solve the iris problem. and what if the human player destroyes the rail roads and all you need is 1 turn to find all the civs. via railroad.

The iris problem can be solved by placing an immobile ground unit with a high defense strength on top of the stargate. This way, any unit incapable of destroying the iris are unable to enter the stargate.

You can be selective with units having pillage capability (i wouldn't give it to SG units because they don't carry enough firepower for example) to stop units from destroying railroads.

And it should be possible to view all planets in one turn, if you think about it you could do the same thing int he series by walk through all the stargates and immediately dial to another one.

I think the planets (especially significant ones) should be larger than 3 x 3 though.

subbss
Mar 29, 2004, 10:06 AM
You should not be able to go to all planets from the start though, SG-1 can not dial every other stargate and meet any planet they want because they don't know all of the stargate addresses.

There has to be a way to have the civs learn the addresses/locations to gain access to each of the other civs slowly.

BTW, I think that the stargate/iris should be one square back from the island so that a unit can not go diagonally to avoid the iris (or maybe just give the iris a zone of control).

Bluemofia
Mar 29, 2004, 11:45 AM
Originally posted by DS_CL


The iris problem can be solved by placing an immobile ground unit with a high defense strength on top of the stargate. This way, any unit incapable of destroying the iris are unable to enter the stargate.

yeah, but what if a primitive tribe dosen't know how to build the iris or use it? and the iris can still be destroyed in civ with artillery and hordes of troops. in stargate, the iris just pushes what ever that is comming through into the event horizon and the thing gets destroyed.

DS_CL
Mar 30, 2004, 03:44 AM
Good points subss, I see the problem now that you explained it.

What about this solution:

Create multiple smaller grids off the main grid that connect subsets of planets. You can cause breaks in the railroad lines or put cities on top of stargates (like Cheyanne Mountain). This may not be slow enough though.

Maybe instead of an iris unit, what about an iris "wall improvement" for a city, and place the city on top of the stargate?

subbss
Mar 30, 2004, 08:53 AM
If you did make the iris a wall improvement (I'm not saying if it should be done) the required tech for the improvement would have to be a non-era tech that only the humans have.

DS_CL
Apr 03, 2004, 03:20 PM
here (http://www.civfanatics.net/uploads7/railroads1.zip) is an updated version with corrected pallete. If you still decide to use railroads for stargates, I will spend a bit more time making this look more appropriate.

Krikkitone
Apr 04, 2004, 11:11 AM
As for the Stargates.

If you have Conquests, then units have a Teleport/Telepad ability

So you could give them a long range paradrop as the 'leaving' from the stargate building on their planet

The 'coming back' would be a long range teleport to the stargate building which would act as a telepad.

Each City would be a planet (a 3x3 to 5x5 island) and Space ships would be air units (so that they could get built inside a city that wasn't on the 'coast')

[All 'planets' would be assumed to be ones with Stargates.. although you would need a 'City' to be one that you went to or from]

Bluemofia
Apr 04, 2004, 11:23 AM
why dont you disable bombard and pillage abilitys so people can't destroy the stargate. but what about fortifying on the wormholes?

killer_J27
Apr 04, 2004, 01:51 PM
Well it is okay for the unit to Forify on the end of the Stargate but ya what if they fortify in the middle of the wormhole? Railroad.

DS_CL what do u mean by multiple grids? and well the Stargate needs extra power to get to some planets that Col. O'neill imput into the computer. Ex. Othala. Is there anyway that this could be represented?

killer_J27
Apr 04, 2004, 02:31 PM
yo DS_CL do u think that maybe you could add Stone steps up to the gates if its not too much of a problem.

Check this Bhiita has got this for the deathglider unit so far now he just has to fix his pallette problem:

killer_J27
Apr 04, 2004, 02:37 PM
heres a Jaffa unit started by Bhiita. DONT WORRY SA~CRAIG im still gonna use urs.

DS_CL
Apr 04, 2004, 07:14 PM
Originally posted by killer_J27
Well it is okay for the unit to Forify on the end of the Stargate but ya what if they fortify in the middle of the wormhole? Railroad.

DS_CL what do u mean by multiple grids? and well the Stargate needs extra power to get to some planets that Col. O'neill imput into the computer. Ex. Othala. Is there anyway that this could be represented?

You can specify defense values for terrain, jsut specify -100 defense. This doesnt really solve the problem of fortifying on railroads, but at least it makes it so the fortifyer will lose his units if he attempts to fortify.

See my attached scenario for an example of what i mean about multiple grids. Remember that without ROP, railroads in enemy territoy don't work, making it so you can't cross onto gates unless you are allies with them (gave you the address)

TheMorpheus
Apr 05, 2004, 03:17 PM
Very nice work :goodjob:

killer_J27
Apr 07, 2004, 05:17 PM
I see DS i found a small mix up. what if a civ tries to build A railroad? it'll screw up the gate system.
And about fortifying on wormholes. ive made the defence bonus or whatever the lowest it can go but if they still fortify then thats okay kinda because it is possible to get stuck in the wormhole after it dissconects like Teal'c did so i guess it could be considered that way. What do u think?

Civs:
Barbarians= Replicators
Ra
Apophis
Tau'ri
Asguard
Tok'ra
Jaffa Rebellion

Edit--- got it i shuld make a resource called Wormhole Technology or summin that is required to build railroads then not place it on the map

killer_J27
Apr 07, 2004, 05:21 PM
and about the iris. i was thinking about maybe a new Fortress Animation. it would work. i think.

Tzar Sasha
Apr 07, 2004, 11:43 PM
I'm going to throw my 2 cents in on the terrain idea.

Background: I'm helping with the Star Trek mod. We've been using Vadus space terrain. (That would be the one with planets as single tiles.) :) See the first couple posts for the humour in that statement....

Idea: Modifiy Vadus terrain.
1 Change the main space tile from sea to mountain.
2 Set the mountain to not allow wheeled units.
3 Prelay the "railroad" for your stargates.
4 Do not allow railroad to be researched/built.
5 Set all your ground units to wheeled.
6 Define how you want your planets. Single tile or city size? If city size then normal terrain may do. If single tile then the remainder of Vadus terrain should do.
7 Design all city/planet locations to not have mountains within their population radius.
8 If planets are city size end the stargate rail on a non mountain tile just outside the population zones of the city. (Only exits for wheeled units would be two diagonals and one straight into city controled land)
9 If planets are tile sized then the unit would not be able to enter unless of that civ.

Note: With mountains as space, sea units would not be needed.


Since I've already played around with Vadus terrain. Feel free to tell me what you'd like and I'll try to see what i can do. If nothing else you would have another style of map and terrain to choose from.

As far as the Iris, that shoud come from a researched tech and a human only tech. The first episode and of course the movie they did not have an iris. The Iris should be (In my opinion) as a building called Iris Control, with additional boosts in defence. (if playing on single tile planets) For the city size planets you'd have to pretend that there is one there and have your troops guarding the gate at all times.


Those are my thoughts.....

bhiita
Apr 08, 2004, 03:49 AM
he just has to fix his pallette problem
:rolleyes: I do not have a palette problem with this particular unit.

there is nothing wrong with the flic you made this.... preview from. The hold up (just so everyone is straight) is some crazy bug that WILL NOT let me fix this crack in the SW direction.
..and the fact I'm completely redoing the whole model from scratch. :p

that jaffa is also going to be remade, actually.

DS_CL
Apr 08, 2004, 08:03 AM
I would like to see some less advanced nations just to add atmosphere. Are you planning to include only the major powers as civs? If so, just ignore this :) Here's a list of civs I can think of at the moment:

Gua'uld Civ's
- Anubis
- Baal
- Sokar
- Bastet
- Yu
- Heru-ur
- Ra
- Hathor
- Chronos

Human Civs
- Tau'ri
- NID
- Terrania (nation of Kelowna)
- Andari Federation (nation of Kelowna)
- Hebridan
- Crimmeria
- Abydos
- One more civ that escapes my mind (the cloners with the technology to pilot ships without pilots)

Other Civs
- Nox
- Tollan
- Jaffa Resistance (I think you can call them Shol'vah)
- Hak'tyl
- Asgard
- Tok'ra
- Unas
- Replicators
- Aschen
- Furlings

Some nations like the Tollan have the ability to build their own gates though, so I suggest putting it far up on the tech tree. Are you planning to use the full tech tree or just the last one or two ages?

subbss
Apr 08, 2004, 08:35 AM
I think that's too many civs... and there are more Gua'uld than that.


Some nations like the Tollan have the ability to build their own gates though
Really! What episode did it say that. I'm was pretty sure that only the Ancients could build them.

killer_J27
Apr 08, 2004, 05:40 PM
DS i am gonna add some "Weaker" civs soon but 1st i need a balance between Goa'uld and their Opposers. Im kinda trying to add civs as they come in the Show. but ill probly change my mind soon wanting to destroy anubis. anyways ya ill add a few "Weaker" civs a bit later. and ya i didnt know that the Tollan could build gates?

Tzar Sasha
Apr 08, 2004, 09:54 PM
In following up on my two cents worth, I've attached an image of one corner of a map terrain that I think you will like for your Stargate mod. In this image you will see parts of a couple solar systems each the size of a city's area of population. You can see how one of them is connected to the Stargate railroad which travels around the entire map.

Don't ask me why the railroads are green. I haven't figured it out yet. I can attempt to change the railroad graphic if need be....
This map was made using my modified Vadus space terrain which I mentioned earlier.

Tzar Sasha
Apr 08, 2004, 10:09 PM
Here is the same map only in standard civ terrain. don't ask me why the railroads are green in the space map. I can change the railroad graphic if you like....

Tzar Sasha
Apr 08, 2004, 10:18 PM
Let me know pm or e-mail if you'd like to use the modified terrain.

I can provide Vadus terrain with the modifications in this post if you would like. Just let me know.

Thanks.

BTW, for all the different types of scenarios you can do with Stargate, it would be good to use different types of terrain sets based on scenario needs. The terrain that I'm offering could be good for System lord battles. A standard civ3 map could be good for planet scenarios like "repair" (build) the x-303 while searching for the stargate (a victory point location).

In some scenarios I think that the Go'uld would need to be combined as one civ with the system lords as leaders. But I don't know what type of scenario you are wanting to do first.....

DS_CL
Apr 09, 2004, 06:00 AM
Here (http://allstargate.television-series.com/sg1/abydos/technology-t.html) is a link to a site which talks about the Tollan stargate.

Random Observer
Apr 09, 2004, 07:33 AM
Originally posted by subbss
I think that's too many civs... and there are more Gua'uld than that.



Really! What episode did it say that. I'm was pretty sure that only the Ancients could build them.
there was another episode where someone biult a gate in carters basement, i dont remember what group he was from though

Tzar Sasha
Apr 09, 2004, 08:35 AM
Originally posted by Random Observer

there was another episode where someone biult a gate in carters basement, i dont remember what group he was from though

The person in question had been ascended like Dr Jackson eventually was. He descended to be with Carter. Then since no one would listen and stop attempting to use that weapon from the planet he had been imprisioned on, he built a gate using common materials like a toaster. Went back to the planet, died to stop the weapon, ascended to save Carter's life. I guess, if you had to put a name to the "race" he was from it would have to be the Ascended, because not all ascended are ancients. Anubus is not an ancient and he was/is partly ascended.

I don't think you can have a build gate option.

Here is an idea that puts the railroad idea for wormholes out the window. A princess type unit that can be transported by another unit. (looks like a stargate). Each planet that you want connected has one to begin with. Use the teleport/telepad feature. Have the gate unit be the telepad and all units you want to use the gate have the teleport feature. As long as you own a gate you can teleport to it in one turn. Problem is that your teleport units can teleport from anywhere to the gate, not gate to gate like you want. However, you would be able to transport the gate to a new planet if you wanted to.

I think every method of representing the gate will have some problems with it.

killer_J27
Apr 10, 2004, 11:03 AM
Tzar Sasha can u post that here or PM it to me or summin so i can check it out.?

subbss
Apr 11, 2004, 02:27 PM
@DS_CL, I don't know where they got their info from or they might have meant they moved a gate to that world. All the episodes with the Tollan didn't mention anything about them building thier own stargate.
The Ancients originally built the stargates and then the other races learned all of their knoledge when they acsended.
-------------------------------------------------------------------------
I still think that the best way to represent the gates is to:

A) Make the stargate be either a smallwonder that allows communication between civs.

B) Make the stargate be a city building that needs a stargate resource to build it but make the resouce have invisible graphics so you don't know where it is and place the resource near the star-system/city you want to have the stargate.

Bluemofia
Apr 12, 2004, 05:59 PM
you can still find the resource by way of right clicking on the terrain and using the terrain info.

DS_CL
Apr 13, 2004, 06:40 AM
They built their stargate. The episode (http://www.stargatefan.com/scripts/s3/pretense.htm) it is mentioned is called Pretense.

If you use it as a means to communicate between Civs, how would you represent using the Stargate militarily?

Tzar Sasha
Apr 13, 2004, 08:24 PM
I put together a test map that uses a combination of several ideas that I've read about in this thread.

[list=1]Here is a list of what I did in no particular order:
Railroad on tundra around map for searching and accessing other stargates
Vadus Space terrain on the ocean and coast
Modified Vadus Space terrain in that stars are in Sea tiles instead of Marsh (requires a square of four tiles to make a star)
Tundra graphic modified to look more space like
An Iris unit was created (I used a standard unit as a place holder) with max defense, immobile and as a telepad
All ground units can teleport to the Iris telepad
A resource stargate placed on the first tile of the "wormhole" provides 2 in commerce
A resource DHD not yet placed (is a requirement for the Iris unit) and provides 2 in shields
Early ships do not have transport ability as they can currently travel to other planets quicker
I only included early units as it is only a test map not an epic game.
Modified the grassland, plains, desert, etc that have tiles touching coastal tiles so that they edge space rather than water.
Allow x y wrapping for easier movement on the railroad/wormhole.
There are only 4 "planets" on the right hand side. Planet being the size of a cities production area.
[/list=1]
Keep in mind this is to test the map terrain, resource and teleport/telepad ideas not to test units. Feel free to add to this map or create new maps based on this type of terrain.

I think this will provide a good mix of the Vadus and Lukree terrain types. I only have Vadus terrain. Since Lukree's terrain is a modification in color, I used standard terrain for all land but tundra.

The Iris unit is meant to be placed during creation of the map not built in game. The AI most likely would not understand the use of this unit...

Those in charge of this mod, give this a try and if you want some changes to terrain, let me know and I'll see what I can do.

Here is the file. (http://www.civfanatics.net/uploads7/Land_Space_Terrain.zip)
Extract the file and save the biq and folder with associated terrain graphics in your "conquests\scenarios" folder.

killer_J27
Apr 24, 2004, 06:29 PM
Sorry its been so long since ive posted here. well im still here and the scenario is my top priority (well once some units are done) and Tzar Sasha what i need are planets tht are 3x3 or sumthing that still look round. then ill need to replace the Flood Plain terrain with the Ocean/ Space terrain then it would look great.

Any more suggestions post them.

Ill keep u posted

Hammond Out

DS_CL
Apr 24, 2004, 06:46 PM
I think the planets should be larger than 3x3, at least 5x5 so you have to explore each planet. Plus, smaller planets means more sea tiles, which aren't as playable as ground tiles.

frenchman
Apr 24, 2004, 10:28 PM
Hello,

Perhaps someone has already said it but I too loafer to read all the post .. I was thinking to a Stargate Mod when I saw these posts. I think the best is to create a mod where the different civ try to conquest a planet ...So we can use the terrain of CIV III ...
I will see if I can help ( if I have time ) to create advisors or leaders or other stuffs for this mod ...
I like the idea ...

:)

killer_J27
Apr 25, 2004, 11:52 AM
thanx frenchman any help would be great. Yyes actually right now im working on a few Stargate Mods. The main 1 with the gates and planets and stuff. One where they go to abydos and have to face the Abydonians and Ra. And im starting one where its The Tau'ri and Anubis. Both of our ships crash landed into a planet and neither of us have any idea where the gate is (If there is 1) (Victory Point Location) Find the gate and u win. I dont have C3C yet like subbss thought but i got $200.00 for my B-Day last week. so im gonna go buy it soon.

Tzar: I like ur tundra thing i think ill use that terrain for the main space mod 1. But i need round planets that are 3x3 - 7x7.

Tzar Sasha
Apr 25, 2004, 11:01 PM
Originally posted by killer_J27
...Tzar Sasha what i need are planets tht are 3x3 or sumthing that still look round.

I've been doing some tinkering. I can get you 3x3 grassland "planets" they are still square, but have smoothed edges and appears a bit more rounded. You can go larger 5x5 or 7x7 but it becomes more square than rounded. Do you want to use mountains, hills, deserts, plains etc within these "planets"? Or do you want different types of graphics? Either way, work will have to be done as I have not been able to get anything but grassland to look good at this time.

Will you ever have two "planets" so close that there will need be a land bridge?
Do you mind if the graphics don't look so civ standard? It will be easier if they aren't.

then ill need to replace the Flood Plain terrain with the Ocean/ Space terrain then it would look great.

Explain this one to me... Why flood plain? You want ground units walking on flood plains as space? How do you plan on using this modified flood plain.?

killer_J27
Apr 26, 2004, 05:45 AM
Tzar scratch that last 1. before i downloaded ur terrain. i used flood plain round the outside as the gateway. but now urs is alot better. (I just forgot about ur terrain 4 a minute.)

subbss
Apr 26, 2004, 09:56 AM
Will this mod be playable as any of the civs or just the earth civs?
Can we play as the Gua'uld? That would be very cool!
BTW, I do have C3C now!

Tzar Sasha
Apr 27, 2004, 10:14 AM
I've done some more work on the terrain. I can now get you "planets" that are size of the land area controled by one city. Since most players like a little overlap in their cities I think that might be the best size. It would allow for two cities per planet. I'm not done tweaking the terrain, but will post it ASAP. I think with this design you can go larger, but the larger you go the more the land area looks like stop signs. In fact the city radius size looks like a stop sign. However, it is more round than the orignial terrain which is what you wanted.

killer_J27
Apr 27, 2004, 04:15 PM
ya Tzar that would be great. Well Subbss i think that it should be playable by any civs. That would be cool playing as Apophis or Anubis, etc. but in the individual scenarios youll only be able to play as the Tau'ri in most of them.

Tzar Sasha
Apr 28, 2004, 01:12 AM
I think I'm finished with the terrain as far as getting more rounded "planets" than the original civ3 terrain would allow.

Be carefull when making "planets" as certain combinations of terrain can cause unpredictable results. There are so many different terrains and to get them all working together is very difficult.
Some rules to follow:
1 Look at the screen shot below
2 connect to the tundra stargate system in the exact same way for every "plannet"
3 be cautious with placing terrains other than plains, grasslands, desert, and flood plain on the coastlines of the "planets". If a terrain throws off the planets edge you may not want to place it there.
4 Don't try to make any land bridges out into the middle of space. There are tiles I have not changed and they could cause unpredictable results.
5 If changes to the terrain are needed for something you are doing don't hesitate to PM me.
6 Thank Vadus for creating the ocean/coast space tiles and the original star tiles that I converted to sea.

I'm including a zip file which includes all the needed terrain files plus a sea terrain which if used in four tile squares will place a star in the middle. Didn't know if you would want to have the occasional larger star out in the middle of space so I gave you that option. Here's the zip.
The Stargate Land/Space terrain (http://www.civfanatics.net/uploads7/Land_Space_Terrain1.zip)

For you viewing pleasure here is a screen shot from the biq that is in the zip above. Notice the aluminum resource icon that represents the actual stargate and the oil icon which represents the DHD. They are lined uo like this in order to force the idea of using the DHD to access the stargate. However, once roads are built the DHD can be bypassed. I think that maybe we should take another terrain such as desert place it in the spots which would become future bypass tiles and set it not allow roads. If there are no roads then the tundra cannot be entered by wheeled units except by way of the railroad through the DHD.

killer_J27
Apr 28, 2004, 05:56 AM
Tzar thats a great idea... to make the stargate a resource. and the DHD too. and the terrain it looks great. thanx so much it should work.

Tzar Sasha
Apr 28, 2004, 09:16 AM
Not a problem. Glad to help.
Just one thing, when you are done or have a playable work-in-progress mod with this terrain let me know so I can download it and try it out.

CornMaster
Apr 28, 2004, 11:36 AM
How is this coming along?

killer_J27
Apr 28, 2004, 03:07 PM
actually id say this mods coming around pretty good. some units are needed before i can actually finish the trail version but the rule changes etc. are coming pretty good.

killer_J27
May 02, 2004, 05:53 PM
this Hatak looks sweet. Bhiita posted a preview of it over at CDG in the work in progress thread.

killer_J27
May 02, 2004, 06:03 PM
these will be the Goa'ulds cities. what do u think?


Done by Bhiita.

Tzar Sasha
May 02, 2004, 10:01 PM
Those cities look pretty good. The unit above that does too.

However, since the Stargate space ships are really water units and they will be flying in the blackness of space, shadows aren't needed and will actually look weird in game. But that just my 2 cents......

subbss
May 03, 2004, 05:35 PM
I love the Hatak! I'll have to go over to CDG more often. Those cities are nice too.
I am glad progress is being made on this mod at a good pace.

I just had a thought, for the Replicator spaceships it will be easy because they can use some of the Gua'uld ships and some of the Asgard ships as well because they take over ships and we haven't really seen any ships the Replicators built themselves. That will save some work.

killer_J27
May 04, 2004, 04:08 PM
ya the Cities are placed in the game already. and the unit will be when its done?

do u think that i shjould make specific tech trees for each civ?


Units in progress:
Death Glider: Bhiita
Hatak: Bhiita
Staff Jaffa: Sa~Craig
Asguard Mothership: TheMorpheus

subbss
May 04, 2004, 04:25 PM
You only need different tech trees for different culture groups/species. For example, all the gua'uld can have the same tech tree and the humans can all have the same tech tree as well.

killer_J27
May 10, 2004, 06:52 PM
Yes i finally got c3c im starting alot over now that i have the c3c editor but its coming along good.

killer_J27
May 10, 2004, 06:57 PM
whats this teleport/Telepad feature?

Tzar Sasha
May 11, 2004, 04:40 PM
whats this teleport/Telepad feature?
It's a feature available in the hacked editor for Civ3 Conquests v1.22 I'm not sure what the link is but it is available on this site somewhere in the forums.

It allows you to specify a unit or building as a telepad and any unit can have the teleport ability. Any unit that has the teleport ability can move to any building or unit with the telepad feature in one turn.

Downsides for the stargate mod are that you can teleport from anywhere to certain locations not from gate to gate only. Also, if a unit is used as a telepad it will lose hit points for every teleport it receives.

If you want your mod to be able to be designed for Civ3 vanilla and PTW then don't use this feature.

In the StarTrek mod we are using it as a means of representing the Borg transwarp gate.

omni1
May 12, 2004, 06:03 PM
im new here but i like wha ive seen so far. i am curious though does this mod have a projected date of completion?

subbss
May 12, 2004, 08:38 PM
Welcome to CFC omni1!
[dance] :band: [dance]

In answer to your question, it will be released after Killer_J27 has all the unit gaphics he needs (among other things).

killer_J27
May 15, 2004, 07:22 AM
yes omni1 welcome to the forums. well anyway the mod cant have a final completion date untill i get the units that i need for the mod. Im gonna release a first test version of it once i get at least 1 unit for each civ:
Tau'ri: Any units around the forums
Tok'ra: Not sure yet
Ra:Jaffa by sa~craig and Death Glider by Bhiita
Apophis:Jaffa by sa~craig and Death Glider by Bhiita
Jaffa Resistance:Jaffa by sa~craig and Death Glider by Bhiita
Asguard:Asguard Mothership by TheMorpheus


then later on ill release bigger versions with more civs,units,etc.
but the actual mod is coming along good. ;)

Tzar Sasha
May 15, 2004, 05:37 PM
I had an idea for one of the units that you could use for Tau'ri. That is if someone has made one. I was thinking that for a standard SG team you could use a modern infantry mult-unit of four. However, for SG-1 you'd need to find someone who can make a multi-unit with different characters. I'd volunteer to do it, if I knew how to make human based units. Unfortunately, I do not. I can barely make some basic ships and those aren't great.

subbss
May 16, 2004, 12:09 AM
Here (http://www.civfanatics.net/uploads3/MF_Infantry.zip) is a good unit to use for the SG teams. Like Tzar Sasha said, it is a munit of four infantry.

killer_J27
May 16, 2004, 08:07 AM
thanx sUbbss the Tau'ri will be able to send units other than SG Teams throught the gate but the SG teams will be thair main Offence and Defence.

How many SG Teams are there?

subbss
May 16, 2004, 01:26 PM
There are 15 SG teams, SG-1 through SG-15.

killer_J27
May 16, 2004, 01:37 PM
okay thanx subbss. im gonna give the Tau'ri 15 teams to start then they can "train" more later.

subbss
May 16, 2004, 01:40 PM
There is also a munit of the marines (http://www.civfanatics.net/uploads3/MF_Marine.zip). Maybe it would be even better than the infantry to represent the SG teams because the marines have machine guns and the infantry's guns have to be reloaded with every shot and it doesn't look right. I will go find it for you.....

EDIT: Both the infantry (http://forums.civfanatics.com/showpost.php?p=1840707&postcount=161) I gave you earlier and the marines (http://www.civfanatics.net/uploads3/MF_Marine.zip) I am giving you now are made by Kryten so make sure and give him credit. I got them both here (http://forums.civfanatics.com/showpost.php?p=721359&postcount=3).

killer_J27
May 16, 2004, 01:44 PM
I like your idea of a cat mod
ull have to tell me wen its done so i can try it?

killer_J27
May 16, 2004, 01:49 PM
thatx subbss that would be great.

subbss
May 16, 2004, 01:51 PM
Glad you like the cat mod! I will definitly tell you when it's done. If you have any suggestions for it I encourage you to post about it in the cat mod thread. I can definitly use help....

I have edited the post above yours to include the marine munit.

tjedge1
May 20, 2004, 06:52 PM
Hello. I didn't know if this should be put into a thread of it's own in the graphix forum or here, where the mod is being worked on. So I'll put it here for now. If nobody minds, I'll start a thread for it.

Here is the file zipped:
Stargate zip (http://www.civfanatics.net/uploads7/Stargate.zip)

And a preview attachment:

subbss
May 20, 2004, 06:58 PM
Great Job :)! I definitely think there should be a title screen for this mod.

Could we maybe have one of those semi-transparent boxes around the menu text so we can read the text better?

tjedge1
May 20, 2004, 07:02 PM
I have been trying to figure something out for that, but at the moment I'm not real sure how a transparent box works. I'm not really a pro. I'll see what I can do to make the buttons more visible. Any other suggestions?

EDIT: Oh yeah this was done by request and the picture was given to me by Killer.

subbss
May 20, 2004, 07:08 PM
They don't have to be transparent (they can be opaque) if you use a different image which doesn't have part of the stargate or anything important in that particular area of the image where the menu has to be. Then you could have a regular solid color box (whatever color matches the background behind it).

killer_J27
May 20, 2004, 07:24 PM
that looks great tjedge1
i can see the words fine but thats me.
and R8XFT made this for the mod too
http://forums.civfanatics.com/showthread.php?p=1854435#post1854435


how do i insert this title screen?

Goldflash
May 20, 2004, 10:25 PM
What program doyou use, Tejdester?

tjedge1
May 21, 2004, 05:53 AM
@Goldflash: I use GIMP and Adobe Photoshop.

@Killer J27: You just make sure it's named x_title and then place it in the Art folder of the scenario. That way it will be up when you leave the scenario and go back to the main menu it will be there. Or you can put it in the CivilizationIII/Conquests/Art and it will be up whenever you start up the Conquests game.

@subbss: I can place a black box behind the buttons, as long as no one has a problem with covering part of the stargate. Someday I'm going to make a semi-transparent box for this very thing. ;)

killer_J27
May 21, 2004, 06:06 AM
anythings fine with me. ive got this version now anyways so i'll put one in the mod and this1 as another extra download or whatever incase any1 wants it.

killer_J27
Jun 04, 2004, 06:17 AM
omg i cant believe we let this thread end up on page 5. the mod is coming along good now and with Morpheus' unit done its much closer to complete.
I've made an Attack and Fortify unit for Bhiita's deathglider and once CCJ39 is done with the pallettes it'll be done too.And CelestinChild has completed a stargate wonder. Frenchman has made a Hathor, AND Apophis leaderhead, and R8X has made a General Hammond leaderhead.
I cant wait the unit i need most now is Sa~Craigs Jaffa but i havnt seen much of Sa~Craig lately so i dunno whats hapenin there.

O and sorry for the bump i just had to get this thread talking again.

tjedge1
Jun 04, 2004, 06:38 AM
No prob, I do it my my mods thread all the time. ;)
Just an update here and there so folks are informed and to grab the attention of new comers.

killer_J27
Jun 04, 2004, 04:37 PM
well at the moment this mod is my top priority

Healz
Jun 09, 2004, 02:08 AM
When can I get the oportunity to get some of these excellent Stargate pictures? I was a big fan of Stargate SG1 when it was on seven over here but it hasn't been on for a while over in Australia.

StealthBomber
Jun 09, 2004, 11:11 AM
Im a Stargate fan and what you guys are doing is awesome. Wish I could help out in someway, but i barely know how the stuff works right now. Just wanted to say good job looks great and keep up the great work!

CelestinChild
Jun 22, 2004, 03:00 AM
Hmm, any word on a Mothership yet? If not, I wouldn't mind making one once I reacquaint myself...

killer_J27
Jun 22, 2004, 03:12 PM
well celestine themorpheus made and asguard mothership which i think u saw but nothing else has been started...

A Viking Yeti
Jun 22, 2004, 03:42 PM
I never saw the show, but it looks like a pretty cool mode idea. Also, could someone explain to me why all the leaders of the alien races have the names of Egyptian, Viking/Norse, etc gods? I'm guessing it has something to do with those gates :P.

If someone hasn't already -or isn't now- making those crystal units, and you're still planing on using them, I could give it a shot. Not promising anything though, and I'd probably need some pics or at least a discription of it (size, shape, etc...). They sound like fairly simple units, and although my modeling program doesn't shrink plain colors very well, it's very good with refletiveness, translucency, etc... Just a thought.

BTW: I haven't read all the post in this thread (for obvious reasons), but it seems like the planets would be extremely unrealistically close, considering the scope of space. I'm not sure if you've already dealt with that, or if you just don't care about realism, but it seems like the maps would have to be very large, and mostly empty space...

Colonel
Jun 22, 2004, 03:46 PM
wow i didnt know that many people liked stargate that shows awesome great idea with mod


to answer person above me

the egpytian gods are in this show aliens who came to earth thousands of years ago and enslaved the humans then humans rebelled and they left but not before spreading humans to alot of planets

and the norse gods are the asgard who help and defend alot of humans (they are extemely advanced

and gates are Stargate which create a wormhole to other gates which in turn u goto threw and your on another planet


Edit: could someone tell me what file in civ directory u are suppose to extract units

A Viking Yeti
Jun 22, 2004, 04:15 PM
Oh, interesting idea for a show/movie... Thanks for clarifying that for me.

If you want to put them in a scenario (PTW, only expansion I have), then it's: "Civilization III/Civ3PTW/Scenarios/'Your Scenario Folder'/Art/Units"; if you want to actually add them in the standard Civ folders (for adding them to the default game) you put them in: "Civilization III/Art/Units". Most units, when extracted, will make their own unit folder (i.e. European Spearman will just put it's file's in a folder called "European Spearman" whereever you extract to); however, occasionally they'll just extract the actual unit folder contents to the desired directory. In which case, you just make a folder with the same name as the unit .ini (or change the .ini), and put all the files in there.

Colonel
Jun 22, 2004, 08:40 PM
thank you for that small bit of info

anyways is anyone actually makeing a mod for stargate anyways or is it right now just a collection of units ppl are makeing for it

subbss
Jun 22, 2004, 09:44 PM
Yes, killer_J27 is making the mod.
@A Viking Yeti, the show is really excellent, watch it! It is good you like the mod idea because the more people helping and giving there ideas the better.

A Viking Yeti
Jun 23, 2004, 12:45 AM
I might just do that; that is, if I ever get off the computer :P.

One idea for the stargates: make it a small wonder with the same abilities as the airport. 2 faults with this though: no attacking via stargate and only one unit at a time. I don't know if this idea would work for your mod, but it seems like the most simple if you want a wormhole improvement/wonder...

StealthBomber
Jun 23, 2004, 09:08 PM
Do you have a estimate when the mod will be done?

killer_J27
Jun 27, 2004, 11:21 AM
Right now the mod cant be completed untill we get more units done for it......
but the actual scenario part of the mod is coming along great. I'll try to post some screen shots soon....of what it'll look like....Ive just got to get the map completed..... its so frusterating trying 2 make it....

and sorry i havnt bin on in a while i was grounded and i still am actually but my moms away. anywayz i'll get screenshots soon......and the stargates are the railroads.

killer_J27
Jun 28, 2004, 10:50 AM
For those of u that loafer to read the posts im making a Stargate Mod... and im making many smaller stargate scenarios of actual stargate episodes. Im going to try to do the episodes in order. heres where im starting:

Episode 1: CHILDREN OF THE GODS
You play as the Tau'ri. Your playing on a 100% desert planet. Your City is the stargate to make it easier for graphics. Your orders are to get daniel jackson and bring him back to earth (City). This is a capture the flag game with The Princess Graphics changed.
Gate Worlds Description: Powerful aliens come through Earth's Stargate. Colonel Jack O'Neill returns to Abydos to retrieve Daniel Jackson, who has discovered a map of Stargates revealing that the alien transit system includes much more than the two planets.

killer_J27
Jun 28, 2004, 11:02 AM
Episode 2: The Enemy Within
Unable to make a Scenario for. :cry:
Gate Worlds Description: Major Kawalsky is possessed by a Goa'uld, and the SGC must find a way to remove it without killing him.


Episode 3: EMANCIPATION
Unable to make a Scenario for. :cry:
Gate Worlds Description: An alien civilization is forced to reconsider their views on women when Carter rebels against their social customs.


Episode 4: THE BROCA DIVIDE
Unable to make a Scenario for. :cry:
Gate Worlds Description: Members of SG-1 become infected with an alien virus that turns them into primative beings. Dr. Fraiser must find a cure to save the team and the alien population from whom it was contracted.


Episode 5: THE FIRST COMMANDMENT
You play as the Tau'ri. there are no cities. You only command 3 units and 1 king (Colonol Oneill is your king). Which are the members of SG1. Captain Hanson is a renegade SG leader who is now a god on a planet. You must destroy him before he destroys Colonol O'neill. this is a Regicide Match. Captain Hanson has all the natives under his control. But your weapons are far more advanced.
Gate Worlds Description: SG-1 must stop a renegade Stargate commander, who has gone mad and set himself up as a god on an alien planet.


Episode 6: COLD LAZARUS
Unable to make a Scenario for. :cry:
Gate Worlds Description: The team discovers a crystaline alien species with the capability of assuming human form. O'Neill comes to terms with the death of his son.


If any1 can think of any wayz that these episodes could be turned into scenrios please tell me. ive g2g now but what do u think????

Tzar Sasha
Jun 28, 2004, 06:41 PM
Episode 6: COLD LAZARUS
Unable to make a Scenario for. :cry:
Gate Worlds Description: The team discovers a crystaline alien species with the capability of assuming human form. O'Neill comes to terms with the death of his son.

How about going a step back in the time line? Play as the crystaline alien species and try to defend yourselves from the invading Go'uald. Special ability would be enslavement that results in a Jaffa for the crystaline species. Crystalines would only have immobile defensive units, execept for the jaffa they assumed the form of.

killer_J27
Jul 02, 2004, 06:25 PM
thats a great idea. my computer crashed and im at my neighbours. i lost alot of my stuff but i has my stargate styff saved to a disk luckily so i'll be back and keep working on it

asgard fleet
Jul 26, 2004, 04:53 PM
two more rec. Liquid naquadah and Neutromum (Neutromum is for the asgard fleet)

asgard fleet
Jul 26, 2004, 04:55 PM
also with the trinium, naquadah, and naquadria.

asgard fleet
Jul 26, 2004, 04:59 PM
If you are now posting somewhere different do tell me

Oni
Jul 27, 2004, 01:24 AM
Hello. This looks cool. I hope it can get finished. But I would like to give some of my suggestions but I do not have mod experience so please bare with me.

Planets and Unit size etc:
Their graphics should not be like the average space mods (ground combat etc) YET they should not be as large as normal civ graphics. Somewhere in between I think:)
Ground Units would be better represented if shrunken and multiplied in numbers so they were actual forces. That way they could be more proportional to some of the ships and the actual planet. Each planet should have a planet looking representation and then the city graphic should look like a super metropolis would from space.... Lots of lights a what appear to be structures... Maybe that is too hard though.

StarGate:
I am not fully aware of this Teleport mod cause I havn't played Conquests even... But the way I see it the Stargate is like a Transporter. So If a Unit was givng the Teleport ability and could Hold so many units then a civ could transport to all the telepods (Stargate Locs). This Unit would be the Gate and the Location would be the SG address. I am not sure if these Telepads can be limited to each unit but that would be really kewl. Then the idea of address exchange could take place. You would know a race is there but can't use the gate until you acquire the address through exchange or I guess research (and in that sence there could be a address track... Adresses lead to more addresses etc in the research area).
Even if these locations can't be limited I think the best way would be One unit to have Teleport and Large Holding capabilities... Also a HUGE deffence... Upgrades could allow for offence (do dodge Irises and such).

Well thaats my input for now.. But looks great:)

Oh also don't forget about races that don't have Stargates but have Intersteller travel. They should be incorporated if possible:) (I can only think of those ones that looked like Humans and the race that lived with them in peace... er sort of.. First episode was dealing witha prison ship). But even other than that there should be some planets with no Stargates.

Healz
Jul 27, 2004, 02:21 AM
The way I would spell is Naquadreha, but that is just me. I have never seen it written and so am only going on phonetics. By the way, the idea is that the airport is like a Stargate anyway, the only problem being that it can't transport any units other than your own. Kind of a pity that your allies can't use your airports as well, but good intentioned I'm sure.

Oni
Jul 27, 2004, 03:24 AM
The way I would spell is Naquadreha, but that is just me. I have never seen it written and so am only going on phonetics. By the way, the idea is that the airport is like a Stargate anyway, the only problem being that it can't transport any units other than your own. Kind of a pity that your allies can't use your airports as well, but good intentioned I'm sure.

The airport would create more problems than even that. Transporting of Ships (large ships) should not be allowable to mention one. But what you said would be the biggest. But even if alies could use, it wouldn't work. You should still be able to use even your enemies (so long as they don't have some sort of Iris).

I think the way this can be solved with what I suggested above is treat ships as army type Units which are already fully loaded. Make their Loaded value Higher than the SG-Transporter hold value and no ships can be loaded.

Oh and I wanted to say that by using a Unit to represent the Transport ability of the star gate total movement can be limited.
The Star gate unit could be like a Ruler in Regicide (if this can be done). IN this way you can only have one... Or if it is possible to edit this through acheivment (or exploration) another Star Gate Unit can be achieved.

I think teh teleporting should be used if proper modifcations can be made. Although not everyone has Conquests the feature would be much better than using a railway style system IMO. Raliways lead to to many problems.. Bloackading.. Pilaging (if this is still in the game it could be usefull to pillage out planetary mines and whatnot).

Ok well I hope u like my ideas :D

Symphony D.
Jul 27, 2004, 04:30 AM
Naquadah (or Naquada) and Naquadria, according to SG-1's Sci-Fi.com website.

The transport idea sounds good but might also has flaws - eg: you could have whatever units were onboard disembark at any given point on a planet, which negates the strength of guarding a Stargate position (like SG Command), assuming planets are represented by multiple tiles.

What could be done, is take any given type of terrain (or make a landmark terrain?) and set the Movement Cost to 0. Theoretically, any unit should then be able to move along it at infinite speed, like a railroad, only it can't be pillaged. Of course, it can still be blocked...

As for the nature of the mod, I'd say have an overarching scenario, rather than a bunch of tiny ones based on SG-1 episodes - that's far too tactical for a game as strategic as Civ to really represent with any degree of accuracy.

asgard fleet
Jul 27, 2004, 03:28 PM
Naquadah (or Naquada) and Naquadria, according to SG-1's Sci-Fi.com website.

is right

Healz
Jul 27, 2004, 05:23 PM
Okay, I admit I spelt it wrong, but I was just going by phonetics or the way it sounded to be spelt. Anyway, anything is worth a try. Remember that Stargates did get blocked in some of the episodes of Stargate by another wormhole.

Oni
Jul 28, 2004, 12:07 AM
Naquadah (or Naquada) and Naquadria, according to SG-1's Sci-Fi.com website.

The transport idea sounds good but might also has flaws - eg: you could have whatever units were onboard disembark at any given point on a planet, which negates the strength of guarding a Stargate position (like SG Command), assuming planets are represented by multiple tiles.

What could be done, is take any given type of terrain (or make a landmark terrain?) and set the Movement Cost to 0. Theoretically, any unit should then be able to move along it at infinite speed, like a railroad, only it can't be pillaged. Of course, it can still be blocked...

As for the nature of the mod, I'd say have an overarching scenario, rather than a bunch of tiny ones based on SG-1 episodes - that's far too tactical for a game as strategic as Civ to really represent with any degree of accuracy.

I think I have a solution to what you are saying. But as I said I am uncertain of the teleporting mod capabilities and limitations.

AS I said there are 2 components to what I am suggesting. The location and the transporter. These would need more appropriate names so I think the Location should actually be the Star Gate. (Makes most sence) while the transporter could be a Star Gate team. With different civs they could be given slightly different names (only the Tal'ri really refer it is Star Gate.. But others begin to from them) Anyways, the SG teams could be given specifics rather than making units like O'neil and such he should be the SG team.. ANd then through research or what not allow more teams.

OK so to solve the problem you are talking about the actual Star Gate location can be set as the only terrain accessble by Star Gate Teams. Make the SG team like a catapalt or something... And then no roads (since the planets are small roads should not be aloud anyways).

In addition I came up with an idea for the Iris with such an implimentation. BUt I am thinking it might not work. (again no modding exp so bear with me). If we set the Iris as being OPPOSITE of a ROAD, and make one unit that can build roads and pillage this would be very effective. Also it may have to be possible to only allow building (and pillaging)on one terrain type (can this be done.. If so it simplifies the above process also).

So the Iris is the opposite of a Road then no road is open Iris. This Road building Unit can have one turn (or 2 per turn if possible) capabilities of building and pillaging.. Thus Opening and closing of the Iris. It should also have enough movement to get on and off of the Star gate, but not apsolutely necessary I guess.
So if this is done all squares would be set to not allow the holding of the SG teams. UNLESS the road is built.. thus iris is closed. Upon game creation all Star Gate squares receive a road (open Iris cause they don't have one yet). Then allow the Tol'ri and particular Goa'uld with force fieldss around their Star Gates to build the 'Iris Controler' or 'Force Field Controler' to go and open and close their star gate.

Oh and the Iris Controller should also be a 'big' unit so it can't be transported through the gate to go and close a bunch of other locations.

Oh I just thought of one other way of setting it so the SG team can't pick up from any where on the planet.. Give them no movement points. Would this work? Only Transporting aloud....

Then

Tzar Sasha
Jul 28, 2004, 12:34 AM
I think I have a solution to what you are saying. But as I said I am uncertain of the teleporting mod capabilities and limitations.

AS I said there are 2 components to what I am suggesting. The location and the transporter. These would need more appropriate names so I think the Location should actually be the Star Gate. (Makes most sence) while the transporter could be a Star Gate team. With different civs they could be given slightly different names (only the Tal'ri really refer it is Star Gate.. But others begin to from them) Anyways, the SG teams could be given specifics rather than making units like O'neil and such he should be the SG team.. ANd then through research or what not allow more teams.
First of all with transport, only a building or a unit can be the telepad and only a unit can have transport ability. If a unit is the telepad, then they will lose a health point for each teleport to their location. This will not work as each civ would need to place a "stargate unit" at each planet.

OK so to solve the problem you are talking about the actual Star Gate location can be set as the only terrain accessble by Star Gate Teams. Make the SG team like a catapalt or something... And then no roads (since the planets are small roads should not be aloud anyways).

In addition I came up with an idea for the Iris with such an implimentation. BUt I am thinking it might not work. (again no modding exp so bear with me). If we set the Iris as being OPPOSITE of a ROAD, and make one unit that can build roads and pillage this would be very effective. Also it may have to be possible to only allow building (and pillaging)on one terrain type (can this be done.. If so it simplifies the above process also).

So the Iris is the opposite of a Road then no road is open Iris. This Road building Unit can have one turn (or 2 per turn if possible) capabilities of building and pillaging.. Thus Opening and closing of the Iris. It should also have enough movement to get on and off of the Star gate, but not apsolutely necessary I guess.
So if this is done all squares would be set to not allow the holding of the SG teams. UNLESS the road is built.. thus iris is closed. Upon game creation all Star Gate squares receive a road (open Iris cause they don't have one yet). Then allow the Tol'ri and particular Goa'uld with force fieldss around their Star Gates to build the 'Iris Controler' or 'Force Field Controler' to go and open and close their star gate.
You would have to extend the "road" onto at least one tile on the "wormhole" side and one past the DHD side. Otherwise, a unit which can not traverse a certain terrain will not unless there is a road going from passable terrain to impassable terrain. If the road is soley on impassable terrain, the unit will not be able to pass onto that road. Also the AI may not understand the use of such a unit.


Oh and the Iris Controller should also be a 'big' unit so it can't be transported through the gate to go and close a bunch of other locations.

Oh I just thought of one other way of setting it so the SG team can't pick up from any where on the planet.. Give them no movement points. Would this work? Only Transporting aloud....
At least one movement point is needed so that the unit would be activated for teleport.

We've gone through the pro's and con's
teleport and airport are both limited to only what that civ controls. There would be no going to another planet via stargate.
The rail line though a hinderance in "space travel" is the most effective in representing the ability to travel to any planet with an active gate.

The best solution would be to use the railroad (you can have a railroad graphic that doesn't look like a railroad) for the wormhole. Ditch the idea of ocean as space (use space tile, but not sea units) Instead use air units. Air units do not have to be immobile and can then act like regular land and sea units. Therefore all earth, asgard, go'auld, tokra etc.. ships will be air units. While the sg teams and other land based groups venture through the wormholes from planet to planet.
For the Iris an imobile unit with very high defense could be placed ontop of the stargate resource (where the wormhole enters the planet).

Oni
Jul 28, 2004, 12:46 AM
First of all with transport, only a building or a unit can be the telepad and only a unit can have transport ability. If a unit is the telepad, then they will lose a health point for each teleport to their location. This will not work as each civ would need to place a "stargate unit" at each planet.

So use a building a a Telepad... that would make most sence. Maybe you didn't follow what I meant exactly. The ONLY unit with the teleport ability is the Star Gate Team.... And it is a transport. And yes.. Each Civ gets one.. And has the potential to acquire more. This should be a non-buildable unit. Each Star Gate civ starts with one and maybe can find others on non Civilized planets (Representative as an offplanet base). Can be found in a hut. But highly unlikely. Usually should be a settler type unit I think. Like finding natives or something.




You would have to extend the "road" onto at least one tile on the "wormhole" side and one past the DHD side. Otherwise, a unit which can not traverse a certain terrain will not unless there is a road going from passable terrain to impassable terrain. If the road is soley on impassable terrain, the unit will not be able to pass onto that road. Also the AI may not understand the use of such a unit.

That is entirley the point of limiting actually. The way I see it other terrain limiting units need not be built. area is representive of a planet. And with the tech of now (but more importatnly in the showSG-1) there is no terrain that limits units to that extremety. Each tile represents about 1/10 of the planet. To limit it to that extent would be odd. The only limits that need to be done of that sort are Water squares.


Does this make sence?

Tzar Sasha
Jul 28, 2004, 06:28 AM
So use a building a a Telepad... that would make most sence. Maybe you didn't follow what I meant exactly. The ONLY unit with the teleport ability is the Star Gate Team.... And it is a transport. And yes.. Each Civ gets one.. And has the potential to acquire more. This should be a non-buildable unit. Each Star Gate civ starts with one and maybe can find others on non Civilized planets (Representative as an offplanet base). Can be found in a hut. But highly unlikely. Usually should be a settler type unit I think. Like finding natives or something.

Buildings cannot be found in "goodie" huts only tech or gold. If you have a building as the stargate, then each civ must build their own stargates at each planet. How then do they get there, if there is no gate on the other planet? Who needs water based units when air units (not immobile) will function just as well.




That is entirley the point of limiting actually. The way I see it other terrain limiting units need not be built. area is representive of a planet. And with the tech of now (but more importatnly in the showSG-1) there is no terrain that limits units to that extremety. Each tile represents about 1/10 of the planet. To limit it to that extent would be odd. The only limits that need to be done of that sort are Water squares.


Does this make sence?
No, but okay....

Why don't we scrap the teleport idea and the railroad as wormhole idea. Strategically place sea tiles in an all ocean tile set, so that sea only units can traverse the "wormholes" Slap a city on the coast of the "planet" Name your ship The Stargate. Load a multi-unit of four. And send it on it's merry way. If sea tiles can't be reduced to 0 movement required then boost the movement of the Stargate ship....

Sea tiles will not block ocean tiles as land tiles do. However, this discussion maybe moot as I think the designer of the mod has already decided how he/she is going to do it. I did custom make a terrain set for his/her use.

Trajan13
Jul 29, 2004, 06:11 PM
I've a small idea -
What if, for the scientific victory, the races would be working for ASCENSION. I got the idea from watching the newest SG-Atlantis episode, where they said the Ancients had to research ascension. It seems that the first race to reach ascension would be victor, I mean, they'd be GODS :D ! We aren't told much about the research process, but at least one of the modules could be catching that energy-beast thingy. Your thoughts?

Oni
Jul 31, 2004, 01:06 AM
Buildings cannot be found in "goodie" huts only tech or gold. If you have a building as the stargate, then each civ must build their own stargates at each planet. How then do they get there, if there is no gate on the other planet? Who needs water based units when air units (not immobile) will function just as well.


You are confusing the building with the Unit. Every planet has the building. Unless there will NEVER be a Star Gate there. BUT some goodie huts give a Star Gate Team. With out the team you can't travel through the gate. So the team just gives the Race that found it another Unit to travel around with.


Even if the maker is using a different method that doesn't mean the mod can't be finished and then changed again.... Or even adjusted while he is finishing.

DS_CL
Jul 31, 2004, 06:55 AM
I've been out of the loop for a while, but some things I found:

In response to what Tsar Sasha said above, I've actually been playing around with starships functioning as aircraft. So far, I haven't found a successful way of making the AI understand how to use mobile aircraft. Out of curiosity, did you find a way to get the AI to understand this?

Also, if you still want to make one master map of the entire stargate universe (or smaller maps involving more than one planet), a solution I came up with for the use of railroads/transporting between planets is to make all railroad grids seperated by one tile of road (to reduce the amont of gates you can visit per turn).

I think stargate destruction should be a game limiting factor. It shouldn't be easy, but if your opponent (assuming your mission is to rescue someone and bring them home like the first episode) destroys/buries/steals the stargate before you finish because you loafed too long, I think its an element that should be added (maybe an element of difficulty as you play through the missions).

Tzar Sasha
Jul 31, 2004, 08:26 AM
I've been out of the loop for a while, but some things I found:

In response to what Tsar Sasha said above, I've actually been playing around with starships functioning as aircraft. So far, I haven't found a successful way of making the AI understand how to use mob