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
I for one would like to see this mod at its full glory models are the last thing need to worry about. If you dont like it dont play it or help out on it to make it better. Dont bitch and complain .There is nothing stoping anyone from making new models for the game. Lets not let this get in to a flame war thats how mods get cancled.
he do the merge have the same rechears problem from the asgard or not i need to know before i fix it if it is
The Asgard research cost reduction error was corrected in the merged release.
I have noticed that I made a few cost mistakes on the Sins Plus specific researches but nothing that significantly affects play. If anything, most of the cases where I used the wrong cost level makes them a bit cheaper than they should be. I'll correct it the next time I update the merged release.
it was not corrected i have tryd it and hae test it with the one i had download and one i corrected myself
Hey, Im back! dolynick I have the feedback and I believe I found the problem with that crashing bug thing. Well after some good time spent watching the recorded games and checking the gamefiles I believe that bug is in the Wraith Military recherche tree. The problem (I believe) appears to be the embolden or the ability boost moral for the wraith spire or any other ship that uses its ability.
Well its was brought to my attention that the radomness of this bug could only be caused by the recherche tree mainly because for every game the recherche will be different as for the gameplay. So that when I went on a campaign to recherche every single recherche in the tree for all tree races and I came back with the wraith as I played one game without the wraith and was able to complete it for the first time.
Now as I found this one its doest mean that there might be more but because of the size of this game pin pointing such a bug is very difficult and time consuming. But anyhow although I believe that is the root cause im not capable of making the appropriate changes there for I haven't really fixed it yet. But dolynick plz check this out. Ill will be taking some more time checking if there is anymore of these bugs and ill let u now.
Akkan117
Akkan,
Thanks for reporting back. I will take a look at it as it is a frustrating thing due to it's sheer randomness.
I've taken a look at the Spire's Bolster Fleet ability and tested it in game. In Dev mode I gave myself all research and spawned a Spire battleship. I then spawned a couple Scourges and placed them next to the Spire. The abilities worked and applied bonuses as it should with no crashing. I then went through the ability and buff entity files looking for anything that would cause a problem. I found nothing. I then compared my entity code to that of Battle Meditation (Ironclad's code) and aside from one finish condition (which should not cause any problems) they were basically the same. I have added the finish condition but I cannot see any reason why Bolster Fleet would cause any crashes in it's code.
I believe you may be right that it has something to do with the Wraith though. I had one very large game where I eventually reached a point where it would crash consistently. I was playing as the Asgard but there was a Wraith AI active. When I switched to the Wraith player on a reload to see what they were up to at the time of the crash I noticed nothing being researched or built that would explain a crash (or that caused a crash in testing). I did notice, however, that the game did not crash after the short period that it had on every other reload. I am at a loss to explain what it was that the AI was doing, or about to do, that would trigger the crash.
I should also note that in my current game, another very large multi-AI game, I was experiencing random crashes after several hours of play. I was able to reload and continue for periods of various length before it would crash again but I was able to continue playing the game (albeit somewhat incovenienced by constant saving of my progress). Today I turned my Ancient fleet somewhat on the two Wraith AI players in the game. After battering their fleets a fair amount and knocking them down a peg in my local solar group I noticed that the game had not crashed at all for the hour+ I had played that session.
I'm beginning to wonder if it is something that the AI specifically does (but humans do not) when using the Wraith that causes the problem. If you have time, play a game as the Wraith (but with no Wraith AIs) and see if the crash occurs. I will also try but my time is a bit limitted at the moment. Hopefully we can compare notes in the coming days.
I think you should add humans to the game i know you have been very busy with the mod but it would be pretty cool to have the humans just a suggestion
dolynick,
I see. Okay i will do so. I would like to mention that I just currently finished another game with the ancients and asgard only, in a 4 player game with like 44 planets and, 4 stars. No crash. It would seem that it really is the wraith that is the problem, the AI interactions with the wraith more specifically. Maybe their recherche tree might be the problem. I'm not sure but, I will keep looking.
Akkan117.
how soon will races be adapting or working with entrenchment? i enjoyed dolynick's program before entrenchment and just wondering when? another note: DOLYNICK..YOU R MORE THAN THE THE MAN YOU ARE STARDOCK!! go man go
How soon will be Entrenchment out ? One week, one month, one year ?
Entrenchment is only in Beta phase, each beta lead to a huge amount of change but it is yet very buggy... a sane modder will only make a mod based on a stable release...
More, i am sure that once the final of Entrenchment will be out, modder will need wait some more time for receive their precious modtools...
Better that Dolynicjk continue to polish his mod for make it perfect and wait a official release ( stable one ) from entrenchment before begin migrate to it... and personally, i don't think that migrate is a good choice... no everybody who have sins have buy Entrenchment... final version of Entrenchment will be able to run Vanilla game ( actual version is 1.13 )... i don't think that these mod need mines... as for starbase, they can be created without entrenchment... in some way, the atlantian city is a Starbase !!!
Hey,
First off, great mod- been having a lot of fun playing this recently, especially combined with the Sins Plus Mod.
Two slight (well one not quite so slight) errors we ran into though; (this is the plus release)
Firstly, the Wraith Armour upgrades seem not to work- you can click them on the research tree but they never actually research. I don't know if the AI have the same issue or not.
And secondly, we managed to get a minidump earlier when my friend used the Asguard Ragnorak Collossus Ship's "Eat planet" ability to depopulate a Wraith Homeworld (normal Terran homeworld). I still have the minidump somewhere if you want it. Oh and there was bounty on that player's head at the time (when he killed the planet he also drained the bounty).
Apart from that, great game, and can't wait til we get custom models and sounds- hoshiko cruiser just doesn't quite look as impressive as atlantis .
Keep up the great work!
i play a single player against wrath as atlanieans and they did seam very powerfull has this mod bin balanced also this was the new combinnation version
you know thoumsin, i just putting out a general note of thought. no snide attitude such as perfection quotes and such. from doing old games over back in the eighties and nineties, i do my best with what i have. but when it came to dolynick, he slammed out a huge upgrade and direction for sins very quickly. you have to go so far as to profess the ideals of perfection and time.
time and perfection aren't best to use here. by comparing what he's done and even what manshooter has done, both have cut time out of the equation and haven't even thought of precluding to perfection at all. each one saw the possiblilities and continued to forge open in a different direction. it was only when the modders that had hoped to modify let alone insult dolynick or manshooter's ideals by more modding to different degrees that led to the delays.
i saw what dolynick did in a very reasonable short period and have monitored manshooter as well. dolynick is fast from the mod community whereas manshooter is doing all from a scratch perspective. manshooter is long but worth the wait. dolynick uses current templates and works from there. overall, dolynick would have best not made any immediate plans to launch a mod until he was happy but he saw the game upgrade as a quick upgrade with a different look.
now we have the other modders jumping in and placing this particular mod in a high pedestal format. this one is talked more than the last stand mod or even stargate universe. since all i asked was for a(n) update, i was cut down by others who didn't create this "quick" off-shoot to sins. from all standards, any modder who provides to the current mod is just that--a provider. unless fair credit is given, this work of art stays with dolynick. thus i stand on the pricniples of creationism---only dolynick knows how far to enhance sins and thus waiting for "him" to respond in kind. an artist can only respond to his or her fan base whereas the peers can only admire.
Arcturusrann,
I don't have a solid answer to your Entrenchment question. I have not participated in the Entrenchment beta so I have no experience with the changes or additions it makes to SoaSE. Having said that, unless Entrenchment's release version is highly incompatible with the current SoaSE release I don't think it would take very long to get this mod working with Entrenchment in an "as is" form. It's all a matter of what has changed in terms of entity structure and/or syntax. Adding new things that Entrenchment allows for (such as Starbases for example) may take longer but can be done after a basic compatible version has been released.
This is of course all speculation until Entrenchment is actually released and I have access to it and the new reference data.
PS. I'm not ignoring the others who have asked questions or commented on this page, I'm just a little short on posting time right now. I'll try to respond to the other posts at a later time.
2 ) since all i asked was for a(n) update, i was cut down by others who didn't create this "quick" off-shoot to sins.
3 )from all standards, any modder who provides to the current mod is just that--a provider. unless fair credit is given, this work of art stays with dolynick. thus i stand on the pricniples of creationism---only dolynick knows how far to enhance sins and thus waiting for "him" to respond in kind. an artist can only respond to his or her fan base whereas the peers can only admire.
Not sure that i have fully understand your full post but...
1) people speak about these mod because he is released in the public... the other stargate mod seem cute but i like game... not only beautifull picture... when other mod will be released to the public, i will use them and if they are good, i will make good comment
2) don't need to be the creator of these mod for know that it is crazy to update a mod for a expension pack who is highly instable... and not yet released...
3) I have made nothing for these mod... i am a simple player and so, i have give my own meaning... i am not the creator of the mod but i think that i have the right to say what i think... you have around 1 million official Sins game... how much of these people have Entrenchment...
About polishing the actual mod, it is needed... by example, today, i have make a game ( being Asgard )... when i send a few colony ship from one place to the other, if they go via the central sun, they stop and try to colonize it... result is that it was needed to dissable the auto-colonize... i think that it is better to correct problem like this that add new one coming from a buggy beta...
It is my own personal meaning... you don't like it... ok, i don't care...
That's quite odd to hear. The Asgard colonize ability on the Seed ship is more or less identical to the other standard races abilities. That is not an issue with any other coloizing ability so it should not occur with the Seed ship either. I have never encountered that problem in my own play but I'll try to double check it when I get a chance.
And more odd to see... if you wish, i have a screenshot of it... the more funny is that the ship try to colonize... ability icon turn black like when it colonize but almost directly after, it become again a normal color...
The Asgard colonize ability on the Seed ship is more or less identical to the other standard races abilities. That is not an issue with any other coloizing ability so it should not occur with the Seed ship either.
I know, they use the PSI colony file... have check the ship file, the sun file, the ability, the research ( for gas giant )etc... but all seem to be normal...
I have never encountered that problem in my own play but I'll try to double check it when I get a chance.
First time that i have it... but it is the first time that i use the new version with sins +...
By the way, the ship graveyard lead to the old know problem... AI "store" huge fleet there but don't capture any ship...
That's the thing. Colonizability is controlled by the planet object entity and not by the ability. This might be a problem with the Sins Plus mod itself.
And yes, I left the Ship Graveyards in. The Sins Plus merged mod was provided with Sins Plus "as is". I am hesitant to go and start fixing up other mods when I have plenty of things left to worry about with the SG Races themselves. I suspect there isn't a fix for the Ship Graveyard issue anyways as it would seem to be an AI issue and the AI is not moddable.
it dosen't work...neither of them...when i load any of them the game crashes and it says minidump saved...any help?
What is your sins version ? Can be see at the lower right corner at the first menu screen after the intro... these mod is for the serie 1.1x ( mean 1.10, 1.11, 1.12, 1.13 work )...
By load, do you mean when you enable the mod or when you are starting a game ?
Yes, but star are a special entity who cannot be colonized... it is why rogue star ( with status gas giant ) was created in solar sins... when i will have time, i will make a new game and see if it reproduce it... maybe it was a simple random glitch from the game engine itself...
And yes, I left the Ship Graveyards in... I suspect there isn't a fix for the Ship Graveyard issue anyways as it would seem to be an AI issue and the AI is not moddable.
True, it is a AI issue... the huge fleet have only quit the graveyard when i have begin attack their last planet... of course, they was too late... in case of online game, with only human, it simply add some fun and no problem at all...
Yeah, but Sins still has that annoying problem with de-synching, so a lot of people still play SP, with its crappy as hell un-moddable AI. AI = artificial intelligence, unless it is referring Sins's AI, then it means absent intelligence.
Dolynick, the quickest and easiest solution is just to delete the Ship Graveyard entity so people who play SP (most people) don't have to face an extremely retarded AI.
Can you not trick the ai into thinking the shipyard was something like a storm or an asteroid field? ie something that it wouldn't think twice about?
I don't know anyting about modding this game though, but it's a suggestion. Because while graveyards are interesting, the ai fleet amassed there can also be seriously irritating. Especially if you're against a hard ancient fleet.
I'm fairly sure that the reason the AI builds up fleets at Graveyards is because of the derelict ships in the gravity well. It can't attack them but it feels that it must put ships there to attack/defend anyways. At least that is my speculation as the ships in the Graveyard do display on the hostile side of the ship counts for the Graveyard's gravity well. I don't think there is any fix for this short of removing the derelict ships which would defeat the purpose of having the Graveyard at all. It's an AI thing and the AI cannot be modified.
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