This mod adds custom races to the game based on races from the various Stargate television series. At present it includes the Ancients, Wraith, Asgard, Goa'uld and the Ori.
Ancients:
A race that uses larger, more powerful ships to compose the basis of their fleet. You will have a fraction of the number of ships in your fleet but many of them are more comparable in power to a capital ship for other races than to a frigate. Ancient capital ships are immensely powerful and include the fabled Atlantis city ship. They are also able to build Space Gates that allow near instant travel between planets, allowing them to easily shift their fleet resources as needed.
Wraith:
A race whose ships do not have shields but who compensate with increased hull points, armor and regeneration rates. They have a wide selection of cruisers of varying power but only one type of capital ship, Hives, which are the heart of their fleet.
Asgard:
A race whose ships focus on shields and mobility. Asgard vessels and structures have low hull point scores but all have shield points. While they may not have dramatically more shield points than other races, their shields are superior in mitigation factors and mitigation build-up, with multiple research entries for improvements. The Asgard fleet employs no strikecraft but makes up for the lack thereof with superior anti-fighter weaponry on various ships and structures and a notable advantage in mobility. Sublight and hyperspace engines are highly advanced and provide superior mobility in both local gravity wells as well as interplanetary & interstellar travel and the Asgard empire tree provides numerours upgrades which provide further mobility advantages.
Goa'uld
A parasitic race who pose as gods to their subjects. A powerful economy and formiddable diplomatic and cultural tools combine to make them a force to be reckoned with. They may only have a handful of frigates and cruisers but most serve several functions. Powerful capital ships anchor their fleet and complete their tools for conquest.
Ori
An offshoot of the Ancient race founded on fanatical belief in ascended beings who call themselves the Ori. Governed by the Priors, living beings empowered by the Ori to impose their will, the followers of Origin are empowered by the the vast knowledge of the universe that their ascended overlords possess. The Ori fleet is composed of a full compliment of ships varying in size but all very powerful. Even the smallest frigates are protected by powerful shields and the massive capital ships are capable of engaging entire enemy fleets by themselves as they spread Origin across the universe or destroy all those who refuse to submit to the will of the Ori.
Latest Release Versions:
Diplomacy v1.34
dolynick_SGRaces-d1.06.zip
Galaxy Mod (Standalone, customized Sins Plus version for Diplomacy):
dolynick_GalaxyMod-d1.06.zip
Planet Size mod:
dolynick_PlanetSize-d1.03.zip
SG Galaxy Mod (Merge of SGRaces, GalaxyMod and PlanetSize mods):
dolynick_SGGalaxy-d1.06.zip
Fleet Size mod:
dolynick_FleetSize-d1.03.zip
All are Manifest friendly. Verified to work with Volumetric Explosions and Bailknights for Entrenchment. Priority order, top to bottom: 1) SG-Races, 2) PlanetSize, 3) FleetSize, 4) Volumetric, 5) Bailknight's.
If you are using SGGalaxy then you may stack it with the FleetSize mod as follows: 1) SGGalaxy, 2) FleetSize, 3) Volumetric, 4) Bailknight's.
**Note: It may be necessary to reduce game effect settings to "high" from "highest", especially when using Volumetric Explosions and Bailknight's graphic effects in conjunction with SGRaces or SGGalaxy. It may also be necessary to edit your user.setting file and increase the MaxParticleCount setting (default value is 6000).
-dolynick
Set capital ships to have tier 3-6 research required to unlock it and that solves a lot of issues about uber-capitals roaming early vapoorizing everything in sight.
dolynick,
Hey i hate to ask but i'm rather new at this and i cannot download your mod for some reason. What i tried doing was downloading it to my desktop then extracting the files and saving them in the location i got from my mod options in Sins. Any advice you or anyone else could give me? I'm a big fan of the Stargate franchise and i'd love to play your mod.
NAM-A-RAMA
Um... You didn't actually tell me what happened. You say you can't download it but then you say you have it on your desktop so I assume you are having trouble actually installing the mod, not downloading. What happened when you extracted the files into your mod folder? Or rather, are you getting a crash when you try to load the mod?
My guess is that you haven't extracted the files properly. They need to go into the proper directory structure. If you are using Winzip, then select all the files in the zip and use the "extract" option pointed at your mod directory. If you are using another method where it shows you the folder structure inside the zip then just drag the root folder from the zip to your mod directory.
Either way you should end up with this type of structure:
Sins Mod Directory > dolynick_SG-Races-1.0 folder > GameInfo, Mesh, Particle, String, Textures, Window folders.
dolynick
Right sorry about that. So I've been able to download the mod and extract the files to my mod folder so that when i go to the mod area of Sins it shows up as dolynick_SG-Races-1.0. When i try to run the mod however i get an error message which reads
" Runtime Error, Program...Games\Sins of a Solar Empire\ Sins of a Solar Empire.exe, app has requested runtime to terminate it in an unusual way"
Is this a problem with how i extracted the mod or is it possible that there is a compatibity problem with the version of Sins i'm running? Sorry to ask so much of your time.
This mod will work with Sins version 1.1 or later. If you have not patched the game up to that version then you will get a crash at loading of the mod.
Barring that, a crash at mod loading is usually the result of files not being where they are expect or missing.
Ah, that's it thanks for the help dolynick.
Just an update for anyone following the mod.
I'm not sure when the next release version will happen yet, but given the progress I've been making I expect it will include the Asgard.
In keeping with trying to do things a little different for each race, the Asgard are a race that rely heavily on shields. Their ships have low hull point scores but everything has shields. Their shields are also noticeably superior, as they mitigate damage significantly better than other races. Also, the Asgard have no strikecraft of any kind what-so-ever. To compensate for the lack of fighters to manage enemy strikecraft, most of the ships have some form of antifighter weaponry. Finally, in keeping with Stargate mythology, Asgard ships are very fast, both in normal space (sublight) and in hyperspace and have numerous upgrades pertaining to mobility.
Wow you work fast.
Any chance that you could add like sins plus or the new urban expansion mod to this just add the variety of planets. Im sure they would let you.
As for the current mod everything works great, but the AI is still a little finicky the wraith build a colony ship and it just stays at there planet for a long time but eventually they get going.
So this thing has changed research, races, stats and names... buth there are no new ships?
No new ship MODELS, but I would hardly call an Aurora-class cruiser and a Kol the same ship.
they're close enough
great add-on needs more modeling to the ships. hopefully when entrenchment arrives, the mod will be enhanced a lot more. it's just amazing how fast dolynick can move with the others to complete a mod. also when the stand is done more the merrier for mod enhancements.
Hello, i had problem with newly mod..when i download and use winzip and extract into Mods and play SIN and load the Mods and i got Mini Mods...it look seem error...so what i have to? i reinstall and try again but it still not work
i aware of that all people who use this mods are work fine with their that strange why i only have who had problem with mods...
HELP!
and i got crash..when i load the mods and i got error messgae "mini mods"..
From a little bit up this page:
when im trying to start this mod this msg comes up
any ide what i shall do?
dolynick, yes i did..follow of your way.. but it not work..it keep crash...
so i dont know if it better if you guy give us a instruction of order to make work.
That is not a typical crash error for a mod when it is simply installed improperly. Have you tried any other mods (and do they also crash like that when you do)? Also, are you using the latest release? I vaguely remember a different crash error more like that when using the 1.05 compatible version of the mod on Sins 1.1 when it first was released. Try downloading the newest version from the thread title and reinstalling the mod.
I'm not sure how to make the instructions much clearer. All you have to do is open the zip file and, without even selecting anything inside it, hit the "Extract" button and then point it to your Sins mod directory. That's it. My version of Winzip is old so it might be slightly different but I expect it should be about the same in newer versions as well.
If you are not using Winzip and instead are using WinRar or the built in XP/Vista .zip viewing functionality then it's even easier. You just open the .zip and then drag the starting "dolynick_SG-Races-1.0" into your Sins mod directory.
okay i will try again when i get home.. god ..i need mods to play soo badly..
lol, i had the wrong patch. it works now. by the way, great mod
Thanks. Glad to hear you got it sorted out.
I have the same problem as ImperialMarines, the runtime error. I have reinstalled and repatched the game to 1.05 then installed the mod, but still it gives me the error when I enable the mod in game...I've run out of ideas, please help...
The mod is for Sins version 1.1 or 1.11. It will not work with 1.05.
can some help me this is my frist mod fro sins so dont no what do after i dl it
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