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#1 Lord of the Rings Junkie

Lord of the Rings Junkie

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Posted 22 October 2007 - 01:58 AM

LAST UPDATED: 08-28-08 @ 2:00 PM EST

Stargate Mod Brainstorming

Factions: Tau'ri, Goa'uld, Ori, Tok'ra, Replicators, and Free Jaffa.

Tau'ri

Heroes: Samantha Carter, Teal'c, Daniel Jackson, Jack O'Neill, Cam Mitchell, Vala Mal Doran.

Structures:
Fortress
Research Lab (Researches unit upgrades and builds anti-prior devices.)
Barracks (Trains ground units.)
Hangar (Builds air units.)
Sentry tower (Defensive gun turret tower.)
Naquadah generator (Resource building. Explodes when destroyed.)
Mark II naquadah generator (Resource building. Output is 600% of the Mark I. Explodes when destroyed.)
Gate hub. (Acts as a wall hub for razor wire topped fencing. Upgrades are gate, gun turret and gate hub.)

Fortress expansions:
Rail gun (Powerful anti-aircraft gun with a high rate of fire.)
Gun turret (Defensive machine gun turret.)
Anti-prior tower (Emits an ultrasonic frequency that sets the ability timers of any nearby priors to just used.)

Fortress super-power:
Ancient defense (Fires 6 ancient drone weapons.)

Units:
M.A.L.P. (Cheap and easily trained vehicle used for reconnaissance. Slow moving and weak, but has good armor and heals nearby allies if not under attack.)
Airmen (the basic fighting unit, armed with Heckler & Koch MP5s.)
SG team (A group of four units, slightly stronger than regular airmen, armed with P-90s and grenades.)
Munitions expert (A single weak unit with no defences. Can plant C4 at a location and detonate at will from any distance. Think Isengard mine triggered by a toggle button instead of a torch.)
Rocket launcher (A single heavy artillery unit on foot, strong against buildings and aircraft. Can toggle between rocket launcher and a pistol for defense.)
M.A.T. (Similar to a M.A.L.P., but with a .50 cal machine gun turret mounted on top. No healing effects on allies.)
F-302 (Air unit. Strong against structures and other aircraft. Armed with missiles.)
UAV (Air unit. Small and fast, but weak. Used primarily for reconnaissance. Armed with a single hell fire missile as a timed ability for defense.)

Hero abilities:
Jack O'Neill
Level 1 -
Level 2 -
Level 3 - “Combat Knife” (Throws knife as a single powerful ranged attack, can penetrate Goa'uld personal shields.)
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Samantha Carter
Level 1 -
Level 2 -
Level 3 - “Hacker” (Can open any enemy gate by hacking into its electronics systems.)
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Teal'c
Level 1 - Staff weapon/dual P-90 toggle.
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 - “Jaffa Strength” (Gains attack speed, damage, armor, and persists in a stubborn rage long after he should have been dead.)

Daniel Jackson
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Cam Mitchell
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Vala Mal Doran
Level 1 -
Level 2 - “Mercenary” (Gains resources per kill, passive ability.)
Level 3 -
Level 4 -
Level 5 - “Disguise” (Disguises herself as the Goa'uld Qetesh, who she was once host to.)
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP - “Medical Supplies” (Heals troops and replaces one dead man per battalion.)
5 PP - “Elite” (Heroes gain +50% damage. Passive ability.)
5 PP -
10 PP -
10 PP -
10 PP - “Missile Strike” (The SGC sends two missiles through the gate to the designated target area.)
10 PP - “EMP” (A remote controlled F-302 self destructs over the target location, the resulting EMP wave temporarily disables buildings in the area.)
15 PP - “Ion Cannon” (Summons a single Tollan ion cannon.)
16 PP - “Air Strike” (Summons a squadron of 5 F-302s from the Odessey.)
17 PP - “Barrage” (An Asgard ship bombards the target area from orbit.)
30 PP - “Etyn Slayer” (An Asgard vessel beams all enemy units from a chosen area, effectively eliminating them. )
34 PP - “Ancient Drone Weapon” (Summons a large swarm of ancient drones for 5 minutes, devastating to buildings, aircraft, and Kull warriors.)

Goa'uld

Heroes: Anubis, Apophis, Klorel, Baal, Sokar, Heru-ur

Structures:
Pyramid (Fortress) :lol:
Armory (Researches unit upgrades)
Barracks (Trains units)
Hangar (Builds air units)
Sentry tower (Defensive staff cannon tower.)
Naquadah Mine (Resource building)
Sarcophagus (Trains Goa'uld and revives them after death. Note: All Goa'uld heroes are bought and revived here because they are inherently powerful. Requiring an expensive building provides balance.)
Wall hub (Wall upgrades are staff cannon, gate, and wall hub.)
Obelisk (Provides a leadership bonus to nearby troops and increases CP.)

Fortress expansions:
Staff cannon (Long range defensive staff cannon.)
Symbiote pool (Symbiotes take nearby enemies as hosts, gaining permanent control of the victim and giving them significant damage, armor, and speed boosts, along with regenerative abilities. Does not work on heroes.)
Anti-prior tower (Emits an EM wave hat sets the ability timers of any nearby priors to just used.)

Fortress super-power:
None.

Units:
Probe droid (A droid used for reconnaissance. Has a defensive energy weapon.)
Jaffa (The basic fighting unit, armed with staff weapons. All Jaffa are strong warriors and have regenerative abilities. Different Jaffa receive different leadership bonuses from the Goa'uld whom they are loyal to. Can toggle to use Zatn'kitel. )
Ash'rak (A highly trained Goa'uld assassin. Uses a special hand device to kill units one at a time. Very tough to kill, also has shock grenades.)
Kull warriors (Anubis' terrifying super-soldier, their only vulnerabilities are missiles, the kull disruptor, ancient drone weapons, and replicator acid. Very expensive and limited to a single battalion of 5. Armed with a high ROF wrist blaster. Can walk through force fields.)
Staff cannon (A large mounted staff energy weapon with a crew of 1, strong against buildings and aircraft.)
Death glider (Air unit. Strong against units, structures, and other aircraft. Armed with twin staff cannons.)
Al'kesh bomber (Air unit. Strong against structures, can bombard an area with energy bombs. Large and slow with little defense, but has strong armor.)

Hero abilities:
Anubis
Level 1 - “Leadership” (Provides a leadership bonus to Anubis' jaffa. Passive ability.)
Level 2 - “Terror” (Anubis shows his true self to terrify his enemies.)
Level 3 - “Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 4 -
Level 5 - “Mind Probe” (Places a mind probing device into the target unit, allowing Anubis to see what the target unit sees until it dies. Best used on heroes.)
Level 6 -
Level 7 -
Level 8 - “Half Ascended” (Anubis abandons his corporeal form to take a new host. Useful if low on health, effective hero killer.)
Level 9 -
Level 10 -

Apophis
Level 1 - “Leadership” (Provides a leadership bonus to serpent guards. Passive ability.)
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 - “Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Klorel
Level 1 - “Leadership” (Provides a leadership bonus to serpent guards. Passive ability.)
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 - “Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Baal
Level 1 - “Leadership” (Provides a leadership bonus to Baal's jaffa. Passive ability.)
Level 2 - Hand device/staff weapon toggle.
Level 3 -
Level 4 -
Level 5 -
Level 6 - “Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 7 - “Beam” (Can use stolen Asgard beaming technology to teleport anywhere on the map.)
Level 8 -
Level 9 -
Level 10 - "Clone" (Beams a group of Baal clones to the selected location with stolen Asgard beaming technology. Clones spawn at level 1 and cannot be revived once killed.)

Sokar
Level 1 - “Leadership” (Provides a leadership bonus to Sokar's jaffa. Passive ability.)
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 - “Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Heru-ur
Level 1 - “Leadership” (Provides a leadership bonus to Horus guards. Passive ability.)
Level 2 - Hand device/staff weapon toggle.
Level 3 -
Level 4 -
Level 5 -
Level 6 -“Personal Defense Shield” (Becomes invulnerable to energy and projectile weapons for a period of time.)
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP -
5 PP -
5 PP -
10 PP - “Slave drivers” (Temporarily increases the production output of resource buildings by 200% within the selected area.)
10 PP -
10 PP -
10 PP -
15 PP - “Servants of Ra” (Summons a group of Ra's jackal guards to the battlefield.)
15 PP -
17 PP - “Barrage” (A Ha'tak vessel bombards the target area from orbit.)
30 PP -
35 PP - “Anubis' Super Weapon” (Anubis' mother ship fires its super weapon on the targeted area, obliterating all units and buildings in the blast, even a fortress.)

Ori

Heroes: Adria, Doci, and 2 priors.

Structures:
Fortress
Armory (We already know what this does... :D )
Barracks
Hangar
Tower of the Ori (Defensive tower that shoots fire onto enemies.)
Farm (resource building.)
Wall hub (Wall upgrades are gate and wall hub. Ori are already very powerful.)
Altar (Provides a leadership bonus to nearby troops and increases CP.)


Fortress expansions:
Fire tower (Shoots fire onto enemies.)
Pulse cannon. (Highly directed long range defense weapon. Fires a particle pulse beam.)
Ring platform (Allows access to other ring platforms dropped by fighters.)

Fortress super weapon:
Holy shield (Fortress tower emits a force field around the entire base for 45 seconds. Impenetrable except by ancient drone weapons.)

Units:
Soldier of Origin (The basic fighting unit, armed with an Ori staff weapon.)
Pulse cannon (A large mounted particle beam weapon with a crew of 1, strong against buildings and aircraft.)
Fighter (Fast and maneuverable air unit. Strong against structures and very strong against other aircraft. Can drop a ring platform onto the map after upgrading. Armed with an Ori pulse cannon.)

Hero abilities:
Adria
Level 1 - “Heal” (Heals troops in a selected area.)
Level 4 - “Convert” (Gain permanent control of selected enemy units. Works on heroes for a short time.)
Level 7 - “Pyrokinesis” (Adria sets an area of the battlefield ablaze with her mind.)
Level 8 - “Plasma strike” (Adria shoots a powerful stream of energy from herself, as seen in 'The Quest' Pt.2)
Level 10 - “Power of the Orici” (A powerful telekinetic attack. *WoP with no FX*)

Note: Pendant of Celestis auto-activates, similar to Gandalf's bubble shield.

Doci
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -”Mouthpiece of the Gods” (The Ori possess the Doci and speak to all soldiers of origin directly, giving them fear invulnerability, a 100% attack speed boost, and a 50% armor boost.)

Priors
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 - *name?* (Target unit slowly loses health over time until dead. Changes into a violent un-dead being, can only be killed by completely destroying the body, i.e a rocket, staff cannon, or similar large weapon.)
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP - “Faith” (Increases all units' fear resistance by 50%. Passive power.)
5 PP -
5 PP -
10 PP -
10 PP -
10 PP -
10 PP -
15 PP -
15 PP -
15 PP -
30 PP - “Battlecruiser attack” (An Ori battlecruiser fires its primary pulse weapon several times in the selected area from orbit.)
30 PP -

Tok'ra

Heroes: Jacob/Selmak, Martouf/Lantesh, Freya/Anise, Garshaw of Belote

Structures:
Fortress
Armory
Barracks
Hangar
Sentry tower (Has a large de-shroud range and shoots poison darts at enemies. Can penetrate Goa'uld personal shields.)
Tunnel entrance (Resource building, allows access to the Tok'ra tunnel network.)
Shield generator hub (Acts as a wall hub for force field wall defenses.)

Fortress expansions:
Tunnel entrance (Allows access to the Tok'ra tunnel network.)
Dart tower (Shoots poison darts at nearby enemies, can penetrate Goa'uld personal sheilds.)
Signal scrambling tower (Gives off a pulse that temporarily disables the weapons of nearby enemy aircraft.)

Fortress super weapon:
Sensor array (Reveals the entire map for 30 seconds.)

Units:
Tok'ra scouts (The basic fighting unit. Armed with staff weapons and zatn'kitels. All Tok'ra units' health regenerates. All Tok'ra are stealthed when standing still.)
Saboteur (Single unit, is stealthy even while moving, but not while attacking. Armed with a zatn'kitel, has the ability to temporarily disable a target building as well as slowly drain the building's health. Can plant a bomb similar to Tau'ri munitions expert.)
Tel'tak (Air unit. Heavily armored scout ship that can transport a single battalion via a built in ring transporter. Can be upgraded with a cloaking device.)
Al'kesh bomber (Air unit. Strong against structures, can bombard an area with energy bombs. Large and slow with little defense, but has strong armor.)

Hero abilities:
Jacob/Selmak
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Martouf/Lantesh
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Freya/Anise
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Garshaw of Belote
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP -
5 PP -
5 PP -
10 PP - “Force field” (Instantly builds a circle of Tok'ra force field generators around the target area. Units inside can fire through the one way field. Does not effect Kull warriors.)
10 PP -
10 PP -
10 PP -
15 PP -
15 PP -
15 PP -
30 PP -
30 PP - “Naquadah bomb” (A naquadah enhanced bomb devastates the target area.)

Free Jaffa

Heroes: Bra'tac, Rya'c, Lord Haikon, Rak'nor.

Structures:
Fortress
Armory
Barracks
Hangar
Watch tower (Garrisonable defense tower.)
Farm (resource structure.)

Fortress expansions:
Watch tower (Garrisonable defense tower.)
?
?

Fortress super weapon:
?

Units:
Jaffa (The basic fighting unit, armed with staff weapons. All Jaffa are strong warriors and have regenerative abilities.)
Sodan warriors (Jaffa elite unit. Armed with staff weapons and sodan war pikes. Can use Sodan cloaking device as a timed ability.)
Staff cannon (A large mounted staff energy weapon with a crew of 1, strong against buildings and aircraft.)
Death Glider (Air unit. Strong against units, structures, and other aircraft. Armed with twin staff cannons.)

Hero abilities:

Bra'tac
Level 1 - “Leadership” (Provides a leadership bonus to nearby free jaffa troops.)
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Rya'c
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Lord Haikon
Level 1 - “Leadership” (Provides a leadership bonus to nearby Sodan warriors.)
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Rak'nor
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP -
5 PP -
5 PP -
10 PP - “Sodan allies” (Summons a group of veteran Sodan warriors to the battlefield.)
10 PP -
10 PP -
10 PP -
15 PP -
15 PP -
15 PP -
30 PP -
30 PP -

Replicators

Heroes: Reese, First, Fifth, RepliCarter

Structures:
Fortress
Armory
Hangar
Neutronium mine (Resource structure.)
Attack spire (Defensive tower that fires energy blasts. Heh, like a staff weapon but purple. :D)

Fortress expansions:
Attack spire
Replicator tunnel (A small group of replicator spiders attacks nearby enemies.)
Neutronium spike (Provides extra resources.)

Fortress super weapon:
Super bug (Recruits an enormous super bug, as seen in “Enemies”.)

Units:
Replicator Spider (The basic fighting unit. Has good armor against energy weapons, shoots acid.)
Replicator Bug (Abilities to be determined.)
Spider ship (Air unit. No weapons, can transport up to 3 hordes of replicators.)
Replicator fighter (Original air unit. Need to come up with a design. Armed with same energy weapon as attack spires.)
*Need one more unit*

Hero abilities:

Reese
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

First
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Fifth
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

RepliCarter
Level 1 -
Level 2 -
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -
Level 10 -

Powers
5 PP -
5 PP -
5 PP -
10 PP -
10 PP -
10 PP -
10 PP -
15 PP -
15 PP -
15 PP -
30 PP -
30 PP -

Other notes: When a Free Jaffa, Tok'ra, and Tau'ri unit are together, they receive a leadership bonus.

PS, no word back from MGM licensing yet, though I e-mailed them. Also, please, PLEASE help me to come up with a plausible resource building for the Tau'ri. Modeling new air units is going to be fun! :xd:

Edited by Lord of the Rings Junkie, 28 August 2008 - 06:04 PM.

"Et Earello Endorenna utulien.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
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#2 Allathar

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    これを翻訳する

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Posted 22 October 2007 - 11:20 AM

Uhm... WHAT ABOUT THE REPLICATORS?!
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#3 Lord of the Rings Junkie

Lord of the Rings Junkie

    Musn't hurt the Precious!

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Posted 22 October 2007 - 02:24 PM

I think they would be way too OP as a faction, but they would make a good creep lair. The only faction that could effectively combat them if they were a faction is the Tau'ri, and even projectile weapons are no match for a human form replicator (hero unit.) Everybody else with their energy weapons are totally screwed.:lol: I'll be more than happy to ditch the Lucian Alliance if you can think of a way around this.

Edited by Lord of the Rings Junkie, 22 October 2007 - 03:24 PM.

"Et Earello Endorenna utulien.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
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#4 Lord of the Rings Junkie

Lord of the Rings Junkie

    Musn't hurt the Precious!

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Posted 22 October 2007 - 09:05 PM

*Bump*

Updated list with fortress super weapons, hero powers, and Ori faction.

Ori is going to be one FUN faction to play... :p

Please feel free to make suggestions for currently empty slots or changes. Ultimately I will strive for the same realistic combat balance that S.E.E. has, while trying not to make any one faction so OP that they're unbeatable.

Edited by Lord of the Rings Junkie, 22 October 2007 - 09:12 PM.

"Et Earello Endorenna utulien.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
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#5 Sûlherokhh

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Posted 22 October 2007 - 09:10 PM

Did i mention i love Julian Sands? :p

Woe to the one who malcreates his aristocratic features! :p

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#6 The Best Guest

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Posted 22 October 2007 - 11:42 PM

Very cool I would love to play as the ori
"bow down children of the ori" :p
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#7 Lord of the Rings Junkie

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Posted 23 October 2007 - 03:03 AM

Oh yes, using your heroes will be a BIG part of the Ori faction. :p

Update. Added wall ideas for each faction so far, and added Tok'ra faction. The Tok'ra rely mainly on secrecy, collecting intel, and sabotage to survive rather than direct combat, just like in the series.

Any balance concerns based on what I have so far? All existing hero powers seem to have appropriate levels and fit the character? I still can't think of a resource structure for the Tau'ri.

Sul, do all the suggested powers and abilities seem possible from a coding point of view? Let me know if you ever see something that cannot be done through any amount of modding. (i.e. If the one-way Tok'ra shields are possible or not.)

In addition to brainstorming, I will soon begin some of the mechanical models and start learning to code a bit. I think the largest amount of work in this mod will be the modeling and texturing. Nearly all in-game models will need to be custom made!

[Edit] Ditched Osiris as a Goa'uld hero in favor of Heru-ur. Technically dead, but too good of a system lord to pass up. That plus the fact that his Jaffa have awesome Horus helmets. :p :p

Edited by Lord of the Rings Junkie, 23 October 2007 - 05:30 AM.

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Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
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#8 Allathar

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Posted 23 October 2007 - 10:14 AM

I'd remove Klorel in favour of Ra. Btw, Goa'uld can use Trust employees to deal with the Replicators.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#9 Lord of the Rings Junkie

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Posted 23 October 2007 - 03:54 PM

Ra is very dead. The entire reason the Tau'ri are major players is because Ra was killed, causing a massive power shift among the System Lords. So, no Ra. Sorry.:) Keep the ideas coming, though.

Edited by Lord of the Rings Junkie, 23 October 2007 - 04:01 PM.

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Sinome maruvan ar Hildinyar
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#10 Lauri

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Posted 23 October 2007 - 04:20 PM

wrong place..

Shadow and Flame BETA 0.6 RELEASED - Link


#11 Allathar

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Posted 23 October 2007 - 04:24 PM

Yeah, it's just an idea. It doesn't belong in this section...

Tbh I don't think BfME2 is a good game for a stargate mod. What 'bout
C$C3? It uses modified BfME2 engine, so modding that game won't differ much from modding BfME2.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#12 Sûlherokhh

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Posted 23 October 2007 - 04:27 PM

@LotRJ: Shield should work using 'INVULNERABILITY' (CaH-Power).

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#13 Lord of the Rings Junkie

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Posted 23 October 2007 - 04:36 PM

Sorry for posting in the wrong place.

Sul, I was actually wondering more about the one-way aspect. Can they work from one side, and not the other? (Only for Tok'ra shields.)

@Allathar: Great, but I don't have C&C3. If I did buy it, would I still be able to use power menus? All of my ideas so far have been based on trying to adapt current BFME2 game mechanics to work in other ways.

[Edit] Is there a modding community like T3A for C&C3, where people can host mods and get teams and support? I looked on the command and conquer website, but all they had was an SDK pack and a single forum for general C&C3 chat, not devoted to modding.

Edited by Lord of the Rings Junkie, 23 October 2007 - 05:55 PM.

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#14 Lauri

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Posted 23 October 2007 - 06:50 PM

did you go to the right place?

Like CNC3.net?
It's T3A's sister site :)
The site should be easily familiar to you ;)

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#15 Lord of the Rings Junkie

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Posted 23 October 2007 - 07:12 PM

Thanks for the link. I just went out and bought C&C3. My only concern is that it only seems to have 3 factions. Can I still have all 6 planned factions with stats?

[Edit] Just played my first skirmish. I agree that the game seems ideal for the most part for a gate mod, but there are no heroes! I suppose I could make them expensive units that are limited to 1. That and the faction concern. Any thoughts?

Edited by Lord of the Rings Junkie, 23 October 2007 - 11:22 PM.

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#16 m@tt

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Posted 24 October 2007 - 03:20 PM

6 Factions? Oh dear...
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#17 Mathijs

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Posted 24 October 2007 - 03:35 PM

Chances are you can add more then 3 factions. Don't take my word for it though.

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#18 Lord of the Rings Junkie

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Posted 24 October 2007 - 03:55 PM

Well, looks like this is going to remain a BFME2 mod. I agree that C&C3 would be infinitely better, but the modding SDK pack released by EA only works with 3DS Max 9 and above, no Gmax. SHOOOOOOOOT!! :shiftee:

Now that that's been settled I can get back to developing my idea list.

Edited by Lord of the Rings Junkie, 24 October 2007 - 03:58 PM.

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#19 Lord of the Rings Junkie

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Posted 26 October 2007 - 10:36 PM

*Bump*

Updated with new hero power ideas, some new faction powers, and the Free Jaffa faction.

Can anyone think of a way that I could make the replicators a faction without them being incredibly OP? Especially human form replicators. All 5 other factions must have an adequate means of fighting them.

Everybody like what they see so far?
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#20 Allathar

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Posted 27 October 2007 - 10:41 AM

I'd put Teal'C in the free Jaffa faction instead of Tau'ri.

The Replicators are a bit of a problem, aye. Only the Tau'ri can fight them, the rest are screwed with their energy weapons. But since Baal took over the Trust, why not have Trust mercenaries who can deal with the replicators? Or just have them as a spam-faction. I mean, they don't have to be resistant to energy weapons. Yeah, just make them a spam-faction with human-form replicators as very expensive elite units. Heroes could be Reese, First, Fifth, RepliCarter and perhaps Oberoth & dr. Weir if you want to put Atlantis characters in?
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