[MOD][AE][WIP] Stargate Mod 0.98

Distribute and discuss mods that are functional. Moderator - Grognak
stargateprovider
Posts: 226
Joined: Thu Oct 03, 2013 1:21 pm
Location: Subspace

[MOD][AE][WIP] Stargate Mod 0.98

Postby stargateprovider » Sun Apr 20, 2014 10:57 am

Image
This time you will journey through the newly discovered Milkyway and Pegasus galaxy sectors where you'll surely encounter new enemies and new events.

Download (includes new ships)
Alternate link

Download (standalone)


Includes

- 15 new player ships
- New enemy ships
- New events
- New weapons
- New drones

All playable ships included in the mod can be viewed here
Note: Images may be slightly outdated.

Drones/fighters
Image


Not all ships are made by me so here are links to the originals:
Daedalus and Prometheus
Destiny

This mod uses KartoFlane's Expanded Enemy Window

What's next
- Add better ship images if I find some.
- Gibs?

Code: Select all

CHANGELOG:
New in v0.98:
- Added Hatak background to Lucian Alliance event
- Added missing rooms to most ships
- Removed cloaking from the O'Neill
- Enemy ships now get stronger later in the game
- Increased compatibility with other mods
- Fixed the sun's position
- Reduced file size
New in v0.95:
- Added mod description
- Fixed several bugs involving ships and events
- Fixed room images and glow images
- Reduced volume of the title theme
- Minor changes
New in v0.9:
- Added gibs for enemy ships
- Less OP wraith
- Added Traveler ship
- Added Traveler Chain lasers
- Asgard Beam shield pierce: 3
- Fixed Ori Pulse weapon
- Added more events
New in v0.8:
- Compatible with Advanced Edition
- Drones updated again
- Added Ancient Drones Artillery variant.
- Converted Civilian sector to Wraith Sector


Image
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/. All assets of this mod, besides third party ones which are not created by the author, are free to use for other modders, as long as they use them for non-commercial purposes and a willing to share their work alike.
Last edited by stargateprovider on Sun Sep 04, 2016 12:09 pm, edited 11 times in total.
FuryouMiko
Posts: 2
Joined: Sun Aug 11, 2013 8:58 am

Re: [MOD][WIP] Stargate Mod 0.8 (AE compatible)

Postby FuryouMiko » Tue Apr 29, 2014 8:20 am

Mediafire took your files down. ¬¬
stargateprovider
Posts: 226
Joined: Thu Oct 03, 2013 1:21 pm
Location: Subspace

Re: [MOD][WIP] Stargate Mod 0.8 (AE compatible)

Postby stargateprovider » Wed Apr 30, 2014 9:00 am

no, I checked, maybe you had a connection problem?
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
Dragon
Posts: 5
Joined: Mon Dec 16, 2013 4:02 pm

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby Dragon » Thu Jun 19, 2014 6:34 pm

What's the current status of this great mod.
stargateprovider
Posts: 226
Joined: Thu Oct 03, 2013 1:21 pm
Location: Subspace

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby stargateprovider » Wed Jun 25, 2014 4:24 pm

Dragon wrote:What's the current status of this great mod.

It's working, if that's what you meant. I'm still going to update it sometime in the future. Right now, I'm quite busy with stuff not related to modding.
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
Dragon
Posts: 5
Joined: Mon Dec 16, 2013 4:02 pm

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby Dragon » Thu Jun 26, 2014 4:36 pm

thanks.
What I mean is what we can expect for the next update and when it will come around.


And I have some ideas
--instead backup battery
Nquada Generator(2bars 10sec)
NaqadriaGenerator(4bars 15sec)
ZPM(6bars 20sec)
Project Arkturus(8bar 60sec)

--instead Zoltan schields
Asgard (4 Bars)
Ancient(8 bars)

sorry for my bad english
stargateprovider
Posts: 226
Joined: Thu Oct 03, 2013 1:21 pm
Location: Subspace

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby stargateprovider » Thu Jun 26, 2014 4:49 pm

What's next
- Make more events, you could help here.
- Add better ship images if I find some and maybe new ships too.
- Gibs?


I've written it all in "what's next".
That's located just before the Changelog.
But thanks for the ideas, I'll add what I can.
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby dalolorn » Thu Jun 26, 2014 7:34 pm

Dragon wrote:thanks.
What I mean is what we can expect for the next update and when it will come around.


And I have some ideas
--instead backup battery
Nquada Generator(2bars 10sec)
NaqadriaGenerator(4bars 15sec)
ZPM(6bars 20sec)
Project Arkturus(8bar 60sec)

--instead Zoltan schields
Asgard (4 Bars)
Ancient(8 bars)

sorry for my bad english


I'm afraid none of what you suggested is possible. That said, naquadria generators and Project Arcturus were both complete disasters (the closest things to the former have crippled the Prometheus and destroyed entire planets, while the latter obliterated two thirds (or five sixths, depending on whether you're Weir or McKay :P) of a solar system), and ZPMs are hard to come by.
Dragon
Posts: 5
Joined: Mon Dec 16, 2013 4:02 pm

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby Dragon » Fri Jun 27, 2014 12:31 pm

the prometeus was cripped from an overloading naquada generator as the buffer was destroyed in the hyperspace.Or is this wrong. Or you dont mean on that planet who they have search for the gate to get replacement parts for their ship.

To project Arkturus, I have heared from an theory that the glowing ball in an Ori ship is an working project arkturus.


And I have a little bit moerr ideas

--random Endboss at each game
ZPM Hive
Asuraner Battleship
This ship which ha attack Atlantis in the alternate realety with this grean weapons

--Agmentations
Transporter ovverrite(allow to teleport Bombs with the Teleporter)

--Weapons
instead artemiss,... (Mark 1 to Mark 9) rocket launchers)
in the X-303 and X-304 can be Railguns instead the normal Laser or Rockets + Mark rocket launchers
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: [MOD][WIP] Stargate Mod 0.9 (AE compatible)

Postby dalolorn » Fri Jun 27, 2014 5:17 pm

Dragon wrote:the prometeus was cripped from an overloading naquada generator as the buffer was destroyed in the hyperspace.Or is this wrong. Or you dont mean on that planet who they have search for the gate to get replacement parts for their ship.

To project Arkturus, I have heared from an theory that the glowing ball in an Ori ship is an working project arkturus.


And I have a little bit moerr ideas

--random Endboss at each game
ZPM Hive
Asuraner Battleship
This ship which ha attack Atlantis in the alternate realety with this grean weapons

--Agmentations
Transporter ovverrite(allow to teleport Bombs with the Teleporter)

--Weapons
instead artemiss,... (Mark 1 to Mark 9) rocket launchers)
in the X-303 and X-304 can be Railguns instead the normal Laser or Rockets + Mark rocket launchers


Yes, I was referring to the Prometheus' naquadria reactor. I was also referring to the planets destroyed in attempts to dial Destiny. Come to think of it, I forgot to mention the instance where Anubis' ship suffered damage trying to use naquadria in its weapons.

As for your theory on Ori ships, this is the first time I've heard of it, though I must say that this is highly unlikely.

Randomizing the boss is not possible from within the game. Workarounds are possible, but require an external program being run each time you start the game.

New augments are dummies only; you cannot implement new functionality outside of being used in events. This is not something that can be used in an event, so it can't be implemented.

Uhh, this is probably going to happen anyway?

Who is online

Users browsing this forum: No registered users and 13 guests