Список изменений в Моде StarGate Invasion

 

Strings

  • Changed “ICO Internet Multiplayer” to just “Internet Multiplayer”.
  • Shortened some Human Faction strings to remove overspill.
  • Stargate connection ability was renamed.
  • Fixed all missing strings in the Manage Pacts menu.
  • Updated many Artifact descriptions to be more authentic and fit the research dependencies.
  • Updated the Asgard description to reflect the lost tribe Vanir, Pegasus Galaxy Asgard, instead of the Ida Galaxy Asgard.
  • Updates to Tau’ri weapon names, descriptions, and icons

Balancing

For All Factions:

  • Upkeep changes:
    • Upkeep will now be immediately active from the start of the game.
    • The Home Planet has received a considerable income and resource buff to compensate for the initial fleet upkeep. (the way this bonus is applied may be revisited if balancing it proves difficult, the amount is the same for all factions atm). This buff to the planet is only for the starting world capital, if the capital is moved to another world then the bonus will have the stock values (about 3 times lower), if the world is lost to an attack then so is the bonus. Defend your Homeworld!
    • The new Resource Acquisition ability (Asuran) works in the same way as Upkeep so Stargates can be used to bolster the Asuran fleet at the expense of tactical slots/defensive structures.
  • Gate Satellite:
    • Reworked in line with the new Ability (below) and will now have a much lower standard shield and hull values as well as low armor.
    • It will no longer fire at ships and can now only bomb planets.
    • When the ability is active, the satellite will consume an additional -0.05 of resources per second (rounded up and displayed as -0.1 by Sins but it should still only consume -0.05 internally, more details in Abilities & Research section below).
    • The general idea is that it will be vulnerable during transit and must be escorted but if some of these manage to start a siege on a planet they will be hard to dislodge. Values will probably need balancing so feedback is welcome.
  • Humans and Asurans now spawn with tactical orbitals, both with Normal and Quick start

Various Fixes

  • The Stargate connection ability was renamed and linked to Stargate research so that it will no longer be available at the start.
  • The Lagrangian Satellite Research was moved from the Combat - Assault section to Defense - Resistance
  • Home Planet tax rate bonus had the wrong value placed. Updated to 11.7
  • Various missing string links have been fixed.
  • Human HQ no longer take any tactical slot counts
  • Ship weapons will no longer fire near their target instead of hitting it. This was an issue of shield values applied to entities which had no shield mesh, Sins could not deal with this discrepancy and targeted the weapons at the wrong location.
  • Reduced the size of the Human AG3 satellite beam particle. Changed the beam to the vanilla effect as the particle texture being used was very basic. Also changed the color of the beam to better fit the AG3 satellite beam from the show. Added a modified particle for the muzzle.
  • Fixed the Change Theme and Change Name in the Player Setup that caused the buttons to not work
  • Pacts no longer cause minidumps

UI / Skin

ScreenShot 14 1

 

  • Removed the SGI startup video
  • Improved the Tau’ri race skin (darkened bottom).
  • Fixed ICO Internet Multiplayer icons for Chat, Friends, Host Setup
  • Refreshed the GUI, research icons, race skins, and various images with higher quality versions
  • New start screen featuring the Pegasus Stargate
  • New and updated Artifact images
  • New and updated Asuran research images
  • New and updated Tau’ri research images
  • Temporary stock overview icons for those not yet completed for items such as repair bays and starbase constructor
  • Updated the Asgard quote on the race selection to reflect the Vanir.
  • Increased the width of the bottom information panel to allow for longer item names and descriptions.
  • The next and previous buttons in the Race Selection screen now include the picture of the race as a selection area to move forward or back.

Screen Shot 2017 08 31 at 10 47Screen Shot 2017 09 01 at 12 41Screen Shot 2017 09 01 at 12 41 1

Screen Shot 2017 09 01 at 12 47Screen Shot 2017 09 01 at 12 47 1Screen Shot 2017 09 01 at 12 42

 

Abilities & Research

Additional ideas we have discussed for Artifacts:

Ancient Titan Artifact

  • An ancient Titan is found! In the final years of the Wraith conflict, the Lanteans attempt to build the ultimate ship. No amount of Wraith fleets is to ever be able to withstand this vessel. Using their technological superiority, they begin construction on a fearsome ship that is to turn the tide of this war and put an end to the Wraith singlehandedly. Due to its complexity, advanced systems and size the ship is never fully complete. However, enough of it remains to enable every race to find some way of improving their systems: Factions manage to build hybrid ships that use parts of this vessel for improvements, Asuran Romulus and Antaeus are unlocked by this discovery enabling them to build these ships. Wraith unearths the Titan Hyperdrive engines, improving their hyperspace travel speeds considerably, both intergalactic and interstellar.

New Abilities:

  • Added a new ability (Resource Acquisition) to the Asuran Stargate, it will generate additional resources and income. Includes description string.
  • Modified the Asuran Gate Satellite Stargate ability considerably:
    • It now requires that an Enemy planet is in range in order to be activated (8000 range).
    • The ability works automatically with autocast and doesn’t need to be manually activated to function properly.
    • It provides a large Shield Mitigation & Shield Regeneration bonus to the Gate Satellite when it’s active as well as making the planet a phase gate end point.
    • When the Gate Satellite is in siege mode, the energy fed through the gate in order to sustain its incredible shield regeneration and shield mitigation causes additional resource drain. The value is -0.05 in addition to the usual ship upkeep. This drain is removed as soon as the satellite ability timer runs out (or it enters hyperspace) and the ship is no longer in range of an Enemy planet.
    • Deactivates on hyperspace jump initiation as well as when the timer runs out and no Enemy planet is in range.
  • All research costs have been adjusted so each tier costs the amount.

We welcome suggestions for possible Artifacts or research based on Artifacts both for currently available and potential new ones. These Artifacts should have considerable quasi game changing benefits for at least one, or possibly two faction. Post your ideas in the comments section of this progress report and we will see if they can be incorporated into the new Exploration research sections.

Texturing & Modeling

Work continues on the Traveller details. In addition, the Human AG3 heavy defense satellite was rebuilt and textured:

Presentation 04

 

Presentation 02

 

 

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Stargate Invasion ❅ Декабрьский Список изменений ❅

 

Presentation2

 

Intro

Beware, the Goa’uld are on their way! We’ve been working on the Goa'uld pretty aggressively and addressing other general tasks. In this changelog you can also find out about some of the technical texturing work that has been going on since the last changelog.

Current Faction Release Order & Roles

The order may change but we'll keep this section updated if it does.

Playable:

  1. Tau'ri (Enabled)
  2. Asuran (Enabled)
  3. Goa'uld (Enabled - February 2018, Version 3.0)
  4. Wraith (Disabled -release date to be determined)
  5. Asgard (Disabled -release date to be determined)

Not Playable:

  • Travellers
    • Multiple possible roles - Events, Neutral Planet Fleets, Outlaw Sectors Fleets
    • Currently under development - 5 ship designs so far including original Traveller ship from the show as a high detail model.
  • SG1 Replicators
    • Pirate Faction
    • Concurrent development with other factions starting sometime next year.
  • Ori
    • Planned for Events mainly but an entire faction could be designed and built eventually.
    • Release date to be determined.

Spotlight Videos

For anyone that wishes to post spotlight videos featuring SGI:

  • Please mention that this is a developer build and that not everything is as we intend it to be.
  • Since this is an incomplete mod, don't treat the spotlight video as a review. Presenting the work is fine but comments about what should have been included are obviously not since we may already have plans that we haven't stated. Once we are ready, we will let you all know that reviewing is in order.
  • Before making the video, download and install the mod again from our GitHub repository so that you are featuring the latest version (or fetch the latest updates if you are using the GitHub Desktop app).

Thanks for sticking to the above! Now for our change-log:

Goa’uld Faction

All Goa’uld ships that were already uploaded before the previous change log were scaled up slightly to improve the general feel of relative size between the factions.

Goa’uld ships and structures fixed or added to SGI:

  • Titans
    • Anubis
      • Normal Map fix - added alpha channel and converted through command tool to fix issues.

Before:

Anubis Before NormalMapFix

After:

Anubis After NormalMapFix

    • So'kar
      • Normal Map fix - added alpha channel and converted through command tool to fix issues.
      • Model was cleaned - lower triangle count by about 200, fixed some geometry issues.
      • Model size was corrected.
      • Hard Edges set - fixed shading.
      • TangentUVs created - fixed lighting.
      • XSI scene with hardpoints so we can easily edit these later if necessary.
      • Shield mesh created.
      • Minimum zoom distance set.

Before:

Before NormalMapFix

After:

After

  • Capitals
    • Shu'tak
      • Normal Map fix - added alpha channel and converted through command tool to fix issues.
      • Model was cleaned - lower triangle count by about 380, fixed geometry issues.
      • Model size was corrected.
      • Hard Edges set - fixed shading.
      • TangentUVs created - fixed lighting.
      • XSI scene with hardpoints so we can easily edit these later if necessary.
      • Shield mesh created.
      • Minimum zoom distance set.
      • Entity weapons adjusted to fit the new weapons setup.

Before:

Before

After:

After

    • Ha’tel
      • Model was cleaned - lower triangle count by over 700, fixed geometry issues.
      • Model size was corrected.
      • Hard Edges set - fixed shading.
      • TangentUVs created - fixed lighting.
      • XSI scene with hardpoints so we can easily edit these later if necessary.
      • Shield mesh created.
      • Minimum zoom distance set.
      • Entity weapons adjusted to fit the new weapons setup.

Before:

Before Rework

After:

After Rework1

    • Ha’tak
      • Model was cleaned - lower triangle count by over 700, fixed geometry issues.
      • Model size was corrected.
      • Hard Edges set - fixed shading.
      • TangentUVs created - fixed lighting.
      • XSI scene with hardpoints so we can easily edit these later if necessary.
      • Shield mesh created.
      • Minimum zoom distance set.
      • Entity weapons adjusted to fit the new weapons setup.

Before:

Before InGame

After:

After InGame

  • Cruisers
    • Isis
      • Rebuilt with new TextureUVs - ready for texturing in Painter
      • Model size was corrected.
      • Hard Edges set for shading.
      • TangentUVs created for lighting.
      • Shield mesh created.
      • Minimum zoom distance set.
      • Entity weapons removed - Envoy Class Cruiser.

Inside Substance Painter:

Isis SP

In Game:

Isis In game

    • Jantak
      • Normal Map fix - added alpha channel and converted through command tool to fix issues.
      • Will be textured and reqorked further at a later point.

Before:

Jantak Before NormalMapFix

After:

Jantak After NormalMapFix

Strings

  • Numerous strings have been added / updated for the Goa'uld along with updating strings for other races.

Balancing

For Asuran & Human Factions:

  • Updates to all ships in overall balance effort

For Asuran Faction:

  • Decreased the resources upkeep cost for Asurans
  • Increased the supply cost for the Anteus

Various Fixes

  • Normal Map fix for Asuran Aurora Hero (original model and textures provided to us by Stargate Space Conflict) - added alpha channel and converted through command tool to fix issues.

Before:

Before

After:

After 1

  • Normal Map fix for Human Capital Factory - added alpha channel and converted through command tool to fix issues.
  • Normal Map fix for Human Hermes Envoy Cruiser - added alpha channel and converted through command tool to fix issues.
  • Fixed the smuggling specialization icon that was missing
  • Fixed the visibility of the relationship stat that was difficult to see
  • Fixed various hud icons that were not visible
  • Fixed the Asuran envoy so that it provides relationship bonus
  • Fixed the Asuran pulse weapons that were described as lasers
  • Fixed bombing values for some ships that were missing them

UI / Skin

  • Player Setup - race selection screen updated to show all 5 races (on Goa’uld release)
  • Race Portraits - New race pictures, higher quality, all sizes (on Goa’uld release)
  • Crystals and Metal - Images for the resources have been updated to better reflect the color of Trinium Metal and Naquada Crystals.
  • New Shield Research Icons

Player Setup

Abilities & Research

New/Modified Abilities

  • Goa’uld - Anubis Titan: Superweapon Beam & Superweapon Discharge
  • Goa’uld - Sokar Titan: Planet Subjugation
  • Goa'uld Research - In development

We welcome suggestions for possible Artifacts or research based on Artifacts both for currently available and potential new ones. These Artifacts should have considerable quasi game changing benefits for at least one, or possibly two faction. Post your ideas in the comments section of this progress report and we will see if they can be incorporated into the new Exploration research sections.

Texturing & Modeling

See Goa’uld section above

Workflow & Pipeline (Technical!)

Since the last changelog, work has continued on the new texturing system. This section remains quite technical but should be interesting none the less:).

Here is a basic breakdown and overview of the new texturing system that was created for SGI. There have been many improvements and extensions since the last change-log. It isn't an actual ship, just a test object. However the texture setup may be used on something like the Asuran Destiny, with some further modifications.

First we separate the model into material masks. These are painted and can take any shape:

Material 1 Mask:

FiltersSetup MaterialDefinition

Material 2 Mask:

FiltersSetup MaterialDefinition 1

These are converted into ColorID masks by the ColorID Filter in order to increase the total masked material count:

FiltersSetup MaterialDefinition 2

Once the ColorID masks are available, the Height Blend Filter can be applied to give different details to the various masked materials like in the image below. To increase the complexity of the texture, an additional plug-in was created that can blend up to 8 textures with various blending options and levels adjustments. The plug-in can also be applied on each of it's 8 texture inputs which allows us to magnify it's functionality. In theory, we could combine tens of textures or even hundreds to form just one of the 8 currently available masked materials. The Height Blend Filter can also use any information coming from height layers that are below the filter in the stack and will apply them as a base height:

FiltersSetup HeightBlending 01

Once the Height is available, a separate filter is used to generate Ambient Occlusion and Normals information from the Height so that generators above have something to work with:

FiltersSetup NormalsAmbientOccl

The next filter in the stack is the Material Base Blend Filter. This is where the base texture is created with the same 8 ColorID material masks. This filter is also able to use the magnification plug-in described above in order to increase the texture complexity with tens to hundreds of textures as inputs blended together to form the final look. Here's a very basic example with only a couple of textures for the more detailed section and a base material for the front (no textures):

FiltersSetup MaterialDefinition 3

Once the Base Materials are set, the Overlay Material Filter is used to create a secondary layer with similar capabilities to the other blend filters. Allowing additional blending options against the base in order to add more subtle detail to the texture. In the example below, the texture created was intended as a painted layer and is therefore simple but could be made a lot more complex if necessary since this filter also supports the blending plug-in:

FiltersSetup MaterialDefinition 4

Once both Base and Overlay materials are set, a damage filter can be used to reveal the base below the overlay. In this case to create the effect of damaged paint but it can be used to also just add discoloration if it's applied with different settings:

FiltersSetup MaterialDefinition 5

The above is the main process. The following filters are intended to improve the base look.

HSL Filter below, uses Curvature and Ambient Occlusion information generated by the height and normals to modify the color, saturation and lightness of areas on the model that are affected by Cv/AO:

FiltersSetup MaterialDefinition 6

The next filter is based around the Mask Builder node as well as some custom nodes and is designed to apply dirt to the texture. It comes with many options both in terms color/blending and grunge pattern type/effect spread:

FiltersSetup MaterialDefinition 7

After this filter, the custom Leaks Filter is applied which carries presets for different looks such as Clay, Sandy, Muddy, Rust and so on. It also has a custom gradient for the color and is able to hue shift any of the presets:

FiltersSetup MaterialDefinition 8

In this case a second Leaks filter is applied with the Rust pre-set where the first was the Gray pre-set. The HSL, Dirt and Leaks filters are able to blend on top of the incoming Basecolor, Roughness and Metallic information of the layers stack and are therefore stackable to enable creation of a more varied look:

FiltersSetup MaterialDefinition 9

At the end and on top of the rest of the filters comes the Emissive Filter. This filter provides gradient pre-sets for the light, hue shift/saturation as well as the ability to paint lights that will have one color pre-set, and use a tile generator to create procedural lights with another color pre-set. It also allows us to mask sections that we don't want to be affected like the image below shows. The masking is done from multiple sources, lights can be painted out by simply painting black in a layer below the filter, they can be removed by using the curvature derived from the texture normals (so that they aren't present where the texture has deep insets or on the model edges) and can also be masked based on the ColorID of the material like in the image below. The front section is a different material ID and the effect has been disabled for that particular ID.

FiltersSetup MaterialDefinition 10

Here is a version which uses the Emissive Filter ability to have both painted and tile generator lights. The blue glow is painted (just basic white paint, the filter takes care of everything else) while the windows were created with the integrated tile generator:

Combined Gradients

There are a lot of filters here and a lot of options so I won't post images for each one here but as an example, below are some of the options available to us for the Emissive filter:

Emissive Filter New Options

 

 


НОВОСТИ

Zero-K
Категория: Каталог Новостей
Дата: 28.04.2018

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Категория: Каталог Статей
Дата: 17.04.2018

Space Wars: Interstellar Empires
Категория: Каталог Новостей
Дата: 03.02.2018

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Категория: Каталог Новостей
Дата: 01.11.2017

Starborne
Категория: Каталог Новостей
Дата: 17.10.2017


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