Cyclic Productions
Developer & Publisher with 4 members, must apply to joinA small group dedicated to bringing modding to TV, in brisbane, queensland, australia
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3 comments by Spinobreaker on Nov 20th, 2009 digg this super bookmark
Greeting to another Spino Blog lol
today im talking tech systems for SFAW and where were headed with them
SG
Gaould Shields 1/2/3 (increase by tier groups) 150/300/500
Goauld Weapons 1/2/3 (increase by tear groups) 150/300/500
F302 Program -> X303 Program -> BC304 Program (f302s -> Promethous -> BC304s) 500/500/500
Tauri Weapon Refits 1/2/3 (increase the power of all 304s, Promethous and Daedalus by a set % each upgrade) 200/350/600
Tauri Shield Refits 1/2/3 (increase shield power of all 304s Promethous and Daedalus by a set % each upgrade) 150/300/700
Asgard Alliance -> Asgard core -> Asgard wepons/shields/armor (Beliskners ->Oniells -> Mk2 Oniell + Stronger weapons/shield/armor for all asgard ships) 500/500/ ( 1000/800/600 )
-> BC304 Refit (needs asgard core unlocks BC304 MK2 (considered an asgard based ship, it gets all asgard upgrades instead of tauri ones) 1500
ZPM -> Explore Pegasus -> Salvage yards -> Ancient Database (Wraith Darts -> Wraith cruisers/jumpers -> Aurora / Wraith Hives -> makes aurora almost unstopable) 300/1000/1500/3000
Cloaking Generators (unlcoks apophis hataks) 1000
Ascended Knowledge (unlocks anubis Hataks) 1200
Supergate -> Oris Blessing (unlocks Ori Ms -> powers up Ori MS) 1000/1200
BSG
Colonial Armor 1/2/3 (increase by tier groups) 150/300/500
Colonial Weapons 1/2/3 (increase by tear groups) 150/300/500
Cylon Alliance (unlocks old cylon raiders and Hades Class, plus all other cylon upgrades) 1500
Small Cylon Colony -> Expand to Medium Colony -> Large Orbital Colony (New Cylon Raiders -> Scar -> new basestars) 500/500/500
Cylon Weapon Refits 1/2/3 (increase the power of all new cylon ships/heroes by a set % each upgrade) 200/350/600
Cylon Armor Refits 1/2/3 (increase shield power of all new cylon ships/heroes by a set % each upgrade) 150/300/700
Orbital Shipyards Platform 1 -> Platform 2 -> Platform 3 -> Scorpia Expansion (Defender/Talos ->Valkyries -> Columbia -> Mercury) 1000/1000/1000/1000
Cloaking Generators (unlcoks Max class, but u also need Cylon Alliance) 1000
Ground Based Shipyards -> Expanded Ground Shipyard (Bezerk -> StrikeStar ) 1000/1000
"John" Takes over (makes base stars almost invinsible) 3000
SW
Post War Shields research 1/2/3 (increase by tier groups) 150/300/500
Imperial Weapons 1/2/3 (increase by tear groups) 150/300/500
Bastion Alliance (Unlocks Mon Cals, reb fighters, bombers)
Imperial militarization Program -> Adv ion connons Program -> Adv Gravity generators Program (Broadside Cruiser -> Alliance assault frigate -> Interdictor) 500/500/500
Maw Advance weapons Refits 1/2/3 (increase the power of all imperial ships, Yoda's "Resolution" and Home One by a set % each upgrade) 200/350/600
Mon Camalari shields Refits 1/2/3 (increase shield power of all Reb ships/heroes by a set % each upgrade) 150/300/700
Turbolaser enchancement -> Destroyer enchancement -> Republic wepons/shields/armor ( ->MC30 -> Krayt Destroyer + Stronger weapons/shield/armor for all Imperial ships) 500/500/ ( 1000/800/600 )
-> Death Star Research (Turbolaser enchancement, Destroyer enchancement unlocks Star Destroyer 1500
Super laser core -> Explore the unkown areas -> Sith Holocron -> Jedi Temple Database (Stronger ships -> Victory Destroyer -> Super Star Destroyer/ Mon Calamari Cruiser -> makes Super Star Destroyer almost unstopable) 300/1000/1500/3000
Medical researh? (unlcoks Nebulon B ?) 1000
Force Knowledge? (abilities recharge fast ?) 1200
Republic's pride? -> Kuat's help? (powers up reb/imp ships?) 1000/1200
ST
COMING SOON
So thats what weve got so far, as for the dl updates, keep an eye out i might post one here later today lol
as always, input welcome, and this is my secret area, so only a small handful of people check this so please comment lol
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Hey bro ill try and see what i can do
sweet lol
heey spino you needid testers you said on sci fi i can test some stuff for you if you want
Hey
yeh it has, i have my own mod now, for FOC. its called SciFi at war and is 3 other mods stuck together to amke a Stargate (stargate EAW), Star trek (federation at war) and Battlestar (first colonial war) and the fourth faction is star wars lol
Moddb.com
to answer u q's lol
add more hardpoints... yes and no... yes its possible, but i dont suggest it because they are linked to bones, and bones are in the model...
so if u want to add more bones then u need to edit the model, then u can add more hardpoints...
as for the smoking hangers, u need to fix the attachment section of the code, and finally the damage is either under hardpoints or projectiles and the damage types are in gameconstants lol
ok so double check the attachments on the hanger / lasers, projectile_Damage is under Hardpoints or projectiles XML amd the damage types are found under Gameconstant.XML (or something like that)? awesome.
That mod should be worth a download when it gets its butt out the door, if you need a ship maker i could help = P I make way to many ships for EaW now thanks to you lol, Overpowers BC-304s for the win! lol
EDIT: I just looked at the attachment bone for the BC-304 Hanger that acts a Superlaser instead. The attachment bone is HANGER_01 and 02 for both of them but it still seems to smoke as if destroyed. I can call it lore friendly from overheating im just wondering if theres something wrong, should i put Model to Attach as well in it?
ok so i have a bunch of damage sfx stuffed up maybe that caused it.
Also where do i put damage type? under projectiles im guessing since Hardpoints nr the ship entry XMLs have those
ok i fixed the smoking hangars so don't worry about that
ok now i need to understand those damn damage types lol *sigh* ah well i'll just google it lol
g ot everythingeaw.com thats where i go if im stumped (and that doesn't normally happen) it has solutions for everything lol
ah great thanks Spino, good luck with that mod = P I look forward to it!