Stargate SG1 mod

How should i make my Sg1 mod?

  • With all civilizations in 1 scenario

    Votes: 90 73.8%
  • With many dif. scenarios of missions SG1 has undertaken

    Votes: 32 26.2%

  • Total voters
    122
That's cool, although probably won't get played much now that everyone is moving to cIV with its new features pretty soon. Expected release: Summer 2006 so I heard.
 
I was wondering should I put planets that are not connected to Stargate on the map for ships to explore to i guess?
 
It would make the ships a little bit more purposeful and make sure the AI builds them. Sounds interesting. Would like to know more at some later stage.
 
I don't know if any one else knew about this but I found a way to put railroads on ocean squares. Maybe there is a different way I can make the Gate System now. Ill check that out tonight.
 
I don't know if the stargate problem has been solved as i am too lazy to read all the replies :p

But i have an idea that might work! Make the stargate a unit like the helicopter, give it infinate operational range and make it captureable. Then place one on every planet. If a player captures it he can use it to transport a limited number of units to any planet. This will require every planet to have a stargate though as it would be wierd if you could transport to a planet without one... And there's still the minor/major problem with the Iris...

I'm a huge fan of Stargate and i would love to play this mod when it's done! :)
 
Yea that is what bhiita suggested to me but not exactly like that. the chopper would have a limited range at first and when you research a certain tech it would allow for a chopper with a longer range. I just went with railroads connecting each planet together.
 
But then you could stop in the wormhole halfway! Couldn't you just set the chopper range to 255?
 
If I could see a map with the chopper idea, I'd give it a test to see how it would work out. I'm not sure if I understand how to make that.
Railroad on water? Does it work? Do the ships sail through?

Here's an idea provided that the chopper idea is workable:
1. Each planet has a "Stargate" resource
2. Each planet has a "DHD" resource
3. Each civ can research Stargate Usage or something like that
4. Once all appropriate techs are researched, the "chopper" unit is available provided that both DHD and Stargate resources are connected.

EDIT:
Oh, I forgot the Iris.
An immovable unit that has a high defense and low attack of 1. Buildable only with the titanium resource....
 
The chopper works fine if you can make them captureable (like artillery) and place them on every planet (Stargates only work with other gates and this is the only way with this method). If you limit their carrying capacity then players would have to use transport ships for large invasion.

Here's a test map...
 

Attachments

Scorpi said:
The chopper works fine if you can make them captureable (like artillery) and place them on every planet (Stargates only work with other gates and this is the only way with this method). If you limit their carrying capacity then players would have to use transport ships for large invasion.

Here's a test map...


The idea is fine. Could even be workable. One problem: With the stargate system there are known adresses. The game normally starts with just a few surrounding tiles. How can you gate to another planet? Especially, if you don't know where one is....

I suppose Earth can start out with a Voyager probe or Mars Pathfinder to explore the stars looking for other planets. Have map trading available early and then I suppose the SG teams can start going out for a look....
 
I like it but I think the railroad network is the best way to go about using the Stargate I may go about making a map with the chopper version just to see which works better and funner. Im redoing the Tech tree I just don't think it works. o well I think I may have bit off more than I can chew doing this MOD Thx for your input l8ter
 
I just found an option in the conquest editor to remove the fog-of-war for all players to see certain tiles at the start of the game. We could use that with the chopper idea. However, so we don't have out of place animations use a blank image unit. The player who controls it will know that it is there. A resource or a victory point marker that looks like a stargate will be placed on that tile for all to see.

To be captured and used correctly it would have to be given catapult/artillery properties and that might be a problem for the AI. Something to test....

Don't get me wrong here. I'm still with the railroad idea for now. I did put all that "effort" into making that terrain work. I'm just beatin' around the bush.


Just got a brainstorm...
Start out with very small civs and no stargate ability.
One massive civ called the Ancients who control all the stargates (the choppers)
The Ancients have no cities and no other units to fight with.
The smaller civs would be required to attack and capture the Ancients stargate or get it from someone else.
Eventually, the Ancients would totally be wiped out (they ascended really...)

Make the stargate (chopper) unit hidden nationality so there would be no formal declaration of war. But if there is an iris unit present then that should prompt a war....
 
I don't like the railroad idea! You can place a bunch of units everywhere on the stargate "net" and prevent other players from gating.
 
Hmm... Can't get the chopper to work. It refuses to be captureable and with hidden nationality it can't be attacked... Great idea though i think. :blush:
 
Ok so I think I understand how you would use the chopper but im not quite sure. You have a chopper that would be the gate, right? So in order to capture another gate you would land next to another gate then move your units to capture it right becuase if you land on it it would say " airdrop failed". If that is how it works im not sure I would lean that way because the gate needs to be in a fixed spot going and coming.
 

Attachments

The zip is the basic form of the map im using the I haven't seen the AI fortify on this map yet. Hey if you feel like it send me some Ideas on a tech tree. I was gonna go through the entire thing but decided it may be better to split it up like

Military Research, Space Research, Religion, ???? something else I think im leaning that way.
 
Did some playing around with the chopper thing.

Here is what could be done.

ALL stargates are at Ancient outposts/cities. The Ancients are not playable. They cannot build any new units. Their units what few they may have are immovable. Each civ as they explore their homeplanet must capture the outpost/city of the Ancients in order to access the gate. Stars have always been visible in the night sky so a single tile near each stargate will have its' fog of war removed. So you can jump to any gate at some point.
In the Ancients outpost/city is a prebuilt airport (call it the DHD or whatever). This means that units which jump to a new gate must take control of the city/outpost in order to return home. Some cities will be undefended others will have some defenses.
Units which "travel" through the gate will have to have paratrooper abilities.

The only unsolvable problem with this is that the AI will not use the units properly. They will paradrop the units wherever not just at a gate. The Human should play within the prescribed rules of the scenario, however.


And with the railroad, you've got that unsightly line running around everywhere. Plus the possibilities of finding a fortified unit on the rail line itself. Not to mention the annoying half hour to drag that one unit one tile at a time around the entire gate system for free.

As far as techs I'm clueless at this point.. Maybe I'll think of something after I watch the shows tonight.....
 
hey whats up guys.

Military, Space Travel, Religion, Medical,

Military
X-302 Pilot
X-303 Pilot
Death Glider Pilot
Alkesh Pilot
Mothership Pilot
Trapnsport Pilot

Space Travel

Sub-light Engines
Anti-Gravity Docks
Primary Weapons
Secondary Weapons
Life Support
10x Lightspeed Travel
100x Lightspeed Travel
Engine Mechanics
Naquadria Buffer (Humans Only)
Basic Crystal Studies
Advanced Crystal Studies
Basic Cloaking
Cloaking Detection (can detect basic cloaking but not advanced)
Advanced Cloaking


Religion
Not Sure


Medical

Basic Herb Mixtures
Advanced Herb Mixtures
Basic Injections
Advanced Injections
Sarcophogus
Fountain Of Youth Studies
Healing Device


Other (not sure what these go under)
Brain Washing
Hand Devices
Crystals
ZPM (Dont know if your going to implement ZPM's into the Mod?)

Thats my 2 cents

GL

And dont worry there are a lot of people that are intersted in this mod.

Im one of them.
 
Hey Killer I really got to thank you, I spent hours trying to come up with a tech tree and after I jotted down your techs I got a flood of ideas so I finished the tech tree to be satisfactory to me. Now if I could make units I would work on that for now Ill have to rely on others to make them. Thx
 
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