Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Author Topic: [0.97a] United Nations Space Force v1.0.0(Stargate mod)  (Read 3642 times)

TrueAvarus

  • Ensign
  • *
  • Posts: 5
    • View Profile
[0.97a] United Nations Space Force v1.0.0(Stargate mod)
« on: September 14, 2024, 02:37:21 PM »



So, here we are, almost year in development my dream came to be, true Stargate inspired faction.
I focused on humans because that was my intertest, I have picture of Daedalus and Apollo exiting hyperspace as desktop picture as long I can remember. I LOVE THOSE SHIPS.

So why the name United Nations Space Force when it's about Stargate?
Spoiler
Well, it's very easy to explain. I started this mod with the idea of blending elements from Stargate, Battlestar Galactica (BSG), and Babylon 5, creating a faction that essentially mashes these iconic universes into one coherent whole.
However, as the project progressed, I decided to focus solely on Stargate to stay true to its lore and aesthetics. This meant dropping the fleets from BSG and Babylon 5 to create a dedicated Stargate faction. By the time I made this decision, though, all of the internal files had the "unsf_" prefix—standing for United Nations Space Force—which originally made sense for the mashup. Rather than change everything, I kept the name as a nod to the mod's origins and the broader idea of Earth united in space defense, which fits well with the themes of Stargate.
[close]

REQUIRES NEW SAVE

What UNSF adds ?
  • new faction
  • new trinary starsytem
  • many ships
  • many weapons
  • many hullmods
  • stargate industry
  • ZPMs
  • some lore


How does one get all these new things ?
Spoiler
1. Ships, wings and weapons are sold in fation market in Niltrof system, usually all stations and plantes sell them but Atlantis has the faction requisition branch submarket that sells high volumes of weapons, wings and biggest ships
2. Hullmods same as mentioned above but some ships have them built-it(rings on Dauntless)
[close]


Stargate industry, what it does ?
Spoiler
As industry it adds planetary condition to market(stargate cohesion), basically what that means is that all planets with Stargate Complex get accessibility bonus of 50%, and -1 decrease in demand.

BUT if you can also install ZPM to stargate complex :)
[close]

ZPM WTF ?
Spoiler
Thats correct I made it a special item that can be installed into planet/station industries to increase production OR can be instalalled into ships.

You can obtain them by exploration, maybe techmining. But I did not test this very well so I hope for your feedback so I can tweak spawn weights. ZPMs should be about as common as Alpha Cores

The ship installation is kinda weird because there is no vanilla way to install colony items on ships so I made script that checks invetroy of player for ZPMs and if nubmer>0 you can install ZPM hullmod, that gives you boost hullmods and removes Asgard incompatible hullmods. But if number of ZPMs < number of ships with ZPM hullmod, all ships will be stripped of ZPM hullmod because thats only way I know how to do it for now.
[close]

Here’s a quick rundown of your Starsector faction's lore(massive spoilers to ingame descriptions)
Spoiler

Collapse: Faction was cut off from the gate system after the collapse. They had access to a lot of 2000s series, especially Stargate SG-1 and Stargate Atlantis, which lasted over 25 seasons each in the Starsector universe.

Technological Development: Without blueprints or external contact, they used these shows as inspiration to develop their own tech, including Stargates, ZPMs, ships, weapons, and fighters. Thanks to the long run of both shows, many technologies and their science were explained in depth, giving many research branches a significant head start.

Wormhole Experiment Gone Wrong: While experimenting with a wormhole drive on their version of Atlantis powered by multiple ZPMs, something went wrong. The city and its inhabitants were launched lightyears away into the Persian sector.

Crash on Oberon: The city crash-landed in the ocean of the water planet Oberon in a trinary star system. Thousands of people evacuated to ships docked in the city. Though its shields and inertial dampeners were activated, they couldn't prevent the impact from fracturing the city’s structure. The city cracked and sank into the planet’s depths. Scavenging efforts have been ongoing, as UNSF salvages precious technology piece by piece from the submerged ruins, gradually incorporating these recovered elements into their growing society.

Resource Boom: Years later, UNSF discovered vast resource deposits in the core of a planet orbiting the central star of the system. Stranded and cut off from their civilization in a desperate bid to sustain their survival and rebuild, they detonated the planet using a ZPM, turning its remains into a massive resource mine. These resources became vital to their efforts, providing the materials necessary to expand their industrial and technological infrastructure.

Current State: 25 years after high velocity colonization of Oberon, the UNSF is thriving. Colonists live on planets and massive stations. They continue to build their economy and military might while scavenging tech from the sunken Atlantis. After the collapse, the UNSF was like a child left alone, growing up with only the technology they could develop from a box of old DVDs. Their journey was marked by deep-seated solitude and a self-reliance that kept them independent of the factions in the Persian Sector. However, as the UNSF continues to grow and advance, they are beginning to realize that, for the first time in a century, they are not alone in the universe.

[close]

Where did I supply sprites and art ?
Spoiler
Well I had to make most of them but most of ships are adaptations made from art posted by Mallacore on Deviant Art, I asked for his permission to use them and he said yes. He has some good art so please check him out.
[close]








« Last Edit: September 14, 2024, 03:29:22 PM by TrueAvarus »
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #1 on: September 14, 2024, 02:52:42 PM »

Congratulations on the release of 1.0.0!

I like the art, the idea and the lore.
Thank you for making this great mod.  ;)
« Last Edit: September 14, 2024, 03:00:13 PM by N3N »
Logged

LesKolt

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #2 on: September 21, 2024, 03:37:38 PM »

Played an hour so far and the frigates and weapons look and feel great (love the Asgard beams). I'm looking forward to checking out the rest of the fleet.
Any plans for Wraith or Goa'uld factions?
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #3 on: September 22, 2024, 04:26:07 AM »

The ship installation is kinda weird because there is no vanilla way to install colony items on ships so I made script that checks invetroy of player for ZPMs and if nubmer>0 you can install ZPM hullmod, that gives you boost hullmods and removes Asgard incompatible hullmods. But if number of ZPMs < number of ships with ZPM hullmod, all ships will be stripped of ZPM hullmod because thats only way I know how to do it for now.

Hello,
maybe this mod could help you with that:
https://fractalsoftworks.com/forum/index.php?topic=25424
 
Logged

TrueAvarus

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #4 on: September 27, 2024, 03:05:07 PM »

Played an hour so far and the frigates and weapons look and feel great (love the Asgard beams). I'm looking forward to checking out the rest of the fleet.
Any plans for Wraith or Goa'uld factions?

I am happy you like the mod so far, I probably wont be making Wraith and Goauld into their own faction because I am focusing on humans mostly BUT I will be adding their tech(Wraith plasma cannon is literally in the mod, its the large slot weapon) and rings are installed on Dauntless. In the future I wil be making amalgamation of tech into ships, fighters and weapons.

My goal is to add as much Stargate stuff as possible and fill gaps with non canon stuff other people made or I came up with. But I want to keep theme of mod being:"We have no tech but found this box of CDs with Stargate franchise so we make our tech according to stargate science"
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #5 on: September 27, 2024, 03:40:17 PM »

Played an hour so far and the frigates and weapons look and feel great (love the Asgard beams). I'm looking forward to checking out the rest of the fleet.
Any plans for Wraith or Goa'uld factions?

I am happy you like the mod so far, I probably wont be making Wraith and Goauld into their own faction because I am focusing on humans mostly BUT I will be adding their tech(Wraith plasma cannon is literally in the mod, its the large slot weapon) and rings are installed on Dauntless. In the future I wil be making amalgamation of tech into ships, fighters and weapons.

My goal is to add as much Stargate stuff as possible and fill gaps with non canon stuff other people made or I came up with. But I want to keep theme of mod being:"We have no tech but found this box of CDs with Stargate franchise so we make our tech according to stargate science"

Super nice! ;)
Logged

CarsonCarter

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #6 on: October 04, 2024, 02:39:43 AM »



So, here we are, almost year in development my dream came to be, true Stargate inspired faction.
I focused on humans because that was my intertest, I have picture of Daedalus and Apollo exiting hyperspace as desktop picture as long I can remember. I LOVE THOSE SHIPS.

So why the name United Nations Space Force when it's about Stargate?
Spoiler
Well, it's very easy to explain. I started this mod with the idea of blending elements from Stargate, Battlestar Galactica (BSG), and Babylon 5, creating a faction that essentially mashes these iconic universes into one coherent whole.
However, as the project progressed, I decided to focus solely on Stargate to stay true to its lore and aesthetics. This meant dropping the fleets from BSG and Babylon 5 to create a dedicated Stargate faction. By the time I made this decision, though, all of the internal files had the "unsf_" prefix—standing for United Nations Space Force—which originally made sense for the mashup. Rather than change everything, I kept the name as a nod to the mod's origins and the broader idea of Earth united in space defense, which fits well with the themes of Stargate.
[close]

REQUIRES NEW SAVE

What UNSF adds ?
  • new faction
  • new trinary starsytem
  • many ships
  • many weapons
  • many hullmods
  • stargate industry
  • ZPMs
  • some lore


How does one get all these new things ?
Spoiler
1. Ships, wings and weapons are sold in fation market in Niltrof system, usually all stations and plantes sell them but Atlantis has the faction requisition branch submarket that sells high volumes of weapons, wings and biggest ships
2. Hullmods same as mentioned above but some ships have them built-it(rings on Dauntless)
[close]


Stargate industry, what it does ?
Spoiler
As industry it adds planetary condition to market(stargate cohesion), basically what that means is that all planets with Stargate Complex get accessibility bonus of 50%, and -1 decrease in demand.

BUT if you can also install ZPM to stargate complex :)
[close]

ZPM WTF ?
Spoiler
Thats correct I made it a special item that can be installed into planet/station industries to increase production OR can be instalalled into ships.

You can obtain them by exploration, maybe techmining. But I did not test this very well so I hope for your feedback so I can tweak spawn weights. ZPMs should be about as common as Alpha Cores

The ship installation is kinda weird because there is no vanilla way to install colony items on ships so I made script that checks invetroy of player for ZPMs and if nubmer>0 you can install ZPM hullmod, that gives you boost hullmods and removes Asgard incompatible hullmods. But if number of ZPMs < number of ships with ZPM hullmod, all ships will be stripped of ZPM hullmod because thats only way I know how to do it for now.
[close]

Here’s a quick rundown of your Starsector faction's lore(massive spoilers to ingame descriptions)
Spoiler

Collapse: Faction was cut off from the gate system after the collapse. They had access to a lot of 2000s series, especially Stargate SG-1 and Stargate Atlantis, which lasted over 25 seasons each in the Starsector universe.

Technological Development: Without blueprints or external contact, they used these shows as inspiration to develop their own tech, including Stargates, ZPMs, ships, weapons, and fighters. Thanks to the long run of both shows, many technologies and their science were explained in depth, giving many research branches a significant head start.

Wormhole Experiment Gone Wrong: While experimenting with a wormhole drive on their version of Atlantis powered by multiple ZPMs, something went wrong. The city and its inhabitants were launched lightyears away into the Persian sector.

Crash on Oberon: The city crash-landed in the ocean of the water planet Oberon in a trinary star system. Thousands of people evacuated to ships docked in the city. Though its shields and inertial dampeners were activated, they couldn't prevent the impact from fracturing the city’s structure. The city cracked and sank into the planet’s depths. Scavenging efforts have been ongoing, as UNSF salvages precious technology piece by piece from the submerged ruins, gradually incorporating these recovered elements into their growing society.

Resource Boom: Years later, UNSF discovered vast resource deposits in the core of a planet orbiting the central star of the system. Stranded and cut off from their civilization in a desperate bid to sustain their survival and rebuild, they detonated the planet using a ZPM, turning its remains into a massive resource mine. These resources became vital to their efforts, providing the materials necessary to expand their industrial and technological infrastructure.

Current State: 25 years after high velocity colonization of Oberon, the UNSF is thriving. Colonists live on planets and massive stations. They continue to build their economy and military might while scavenging tech from the sunken Atlantis. After the collapse, the UNSF was like a child left alone, growing up with only the technology they could develop from a box of old DVDs. Their journey was marked by deep-seated solitude and a self-reliance that kept them independent of the factions in the Persian Sector. However, as the UNSF continues to grow and advance, they are beginning to realize that, for the first time in a century, they are not alone in the universe.

[close]

Where did I supply sprites and art ?
Spoiler
I like it. Discovering uktopwriters.com/best-essay-writing-services/ This site offers comprehensive comparisons of various writing services, which made it easy for me to find the right fit for my needs. I ended up using one of their recommended services, and the essay I received was well-researched and expertly written. The guidance on the site helped me make an informed decision, and I couldn’t be happier with my experience!
[close]
I like it.
« Last Edit: October 23, 2024, 03:04:56 AM by CarsonCarter »
Logged

sterlingkerman117

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #7 on: October 04, 2024, 03:27:06 AM »

Man, those are some beautiful sprites <3
Logged

ElGuzzo

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #8 on: October 04, 2024, 12:40:33 PM »

Hello,
Great mod, really hits the nostalgia center.
Just a little problem, the asgard computer core is not working as intend, as the range percentage is not correctly applied.
It shows as null/null/null/null.

Are you planning to expand the mod?
If so, i think that creating a questlines for search and acquiring all the different technologies would be fun and in the spirit of the tv series. Make the technology much more rare and illusive to find. I think ZPM especially are dropping too frequently. 
Maybe create a expensive industry called something like "Asgard Retrofit Program", in which only there the asgard mods could be applied at a great cost.  As it is now, creating super ships with asgard mods is trivial.

Had a lot of fun, my sincere thanks for this mod.


Logged

TrueAvarus

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #9 on: October 06, 2024, 04:53:35 AM »

Hello,
Great mod, really hits the nostalgia center.
Just a little problem, the asgard computer core is not working as intend, as the range percentage is not correctly applied.
It shows as null/null/null/null.

Are you planning to expand the mod?
If so, i think that creating a questlines for search and acquiring all the different technologies would be fun and in the spirit of the tv series. Make the technology much more rare and illusive to find. I think ZPM especially are dropping too frequently. 
Maybe create a expensive industry called something like "Asgard Retrofit Program", in which only there the asgard mods could be applied at a great cost.  As it is now, creating super ships with asgard mods is trivial.

Had a lot of fun, my sincere thanks for this mod.

I am happy you like the mod, thanks for feedback on ZPM drop rate because I had some suspitions its off I will try to fix it in next update.
Asgard CPU should work as intended its just description from vanilla hullmod I based it on that I forgot to rewrite, lets call it visual bug  8)
Logged

TrueAvarus

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #10 on: October 06, 2024, 06:45:09 AM »

The ship installation is kinda weird because there is no vanilla way to install colony items on ships so I made script that checks invetroy of player for ZPMs and if nubmer>0 you can install ZPM hullmod, that gives you boost hullmods and removes Asgard incompatible hullmods. But if number of ZPMs < number of ships with ZPM hullmod, all ships will be stripped of ZPM hullmod because thats only way I know how to do it for now.

Hello,
maybe this mod could help you with that:
https://fractalsoftworks.com/forum/index.php?topic=25424


I tried to implement it but I had issues because I didnt want to disect autors code to implement it or to add another dependecy for mod that might drop out of date in future updates. So I dediced to do it my ghetto way, I might implement it in future but for now it works as intended.
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #11 on: October 07, 2024, 11:03:37 AM »

Hello,
maybe this mod could help you with that:
https://fractalsoftworks.com/forum/index.php?topic=25424
I tried to implement it but I had issues because I didnt want to disect autors code to implement it or to add another dependecy for mod that might drop out of date in future updates. So I dediced to do it my ghetto way, I might implement it in future but for now it works as intended.

Thank you for trying it. ;)


Maybe @Mayu can help you, once he's back online.
 
Logged

joe130794

  • Commander
  • ***
  • Posts: 228
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #12 on: October 25, 2024, 04:59:13 AM »

Love these sprites, Recognised the Mallacore designs right away, I have one as my desktop background. Can't wait to see what you did differently to my attempt, My asgard beam was basically a stretched pulse laser because I couldn't suss much of this out. Bravo :)
Logged

SCMDR_Aramantha

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #13 on: October 25, 2024, 07:11:12 PM »

Wish that our world also had 25 seasons of stargate, anyway are you going to put this into the mod forum instead of the modding forum?
Logged

TrueAvarus

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] United Nations Space Force v1.0.0(Stargate mod)
« Reply #14 on: December 06, 2024, 08:52:48 AM »

Wish that our world also had 25 seasons of stargate, anyway are you going to put this into the mod forum instead of the modding forum?

I would love to but I dont know how.
Logged