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 can't really say how long for an intitial Entrenchment release at the moment. I just literally put in my first hour of work of reformatting files for Entrenchment and I've got capital ships done (I think) but probably still have to do some tweaking still.
It all really depends on how much time I have to devote to it and how long I can go before my eyes start to cross each session.
dolynick,
I love what you've done with that Invictus Juggernaut.... It's one of my favorite ships, if you couldn't tell!
The drones look awesome firing from these ships!!!
Yeah, customizing the weapon points on the new Ancient ship models really improved the overall effects of drone fire. Although I don't know if you've noticed or not, it's not quite correct as there are twice as many drone ports as their should be according to the ship entities. I really wanted to have the mesh points accurate but compromised as I suspect it looks visually better this way. For now it is remaining as is.
The Invictus model did turn out pretty well once I customized it and did it up in the Ancients texture set. I was pretty pleased with the outcome as well. I know it's your favorite but while I was touching it up I had a vision of a redone model using some of the same ideas you used in the model but with an overal aethetic more like the other Ancient ship models based on Davide's models. Of course, with so much on my plate I may never get around to trying to build that so it's likely that the current version of the Invictus is going to stay in place as it is for a while.
There is one bug for sure in the new release though. As I was updating frigate entities I noticed that the FrigateAsgardScout.entity has a MaxLinearSpeed of 15000.000000 (!). There is an extra 0 on that number, it should be 1500.000000 instead. This is corrected in the Entrenchment version of the file but it's a bit too late for the 1.15 release as that's already been downloaded by people. Thankfully it's not the most game breaking thing as it just means that Asgard Scouts are basically uncatchable in a gravity well. They're exploration will be faster because of it but usually the majority of explore time is phase travel which is unaffected by the error.
just reinstalled a 1.15 just for this mod and i got to say the ships and every thing looks great well done
only recomendation is that the tyr class dred is amazing because of the text's sorda wish they all had that kind of depth added to them but if im wrong and this is still being worked on i give you the right to hit me over the head
still love the mod
Just started a game as the Asgard, looking at the techtree I noticed that the first rank of 'Biology Mastery' had a green -5% as the result
Checking the entity file for the research gives:
modifierType "BombingPopulationKilledPercAsDamageTarget" baseValue 0.000000 perLevelValue -0.050000
From RESEARCHSUBJECT_PLANETBOMBING_REDUCEDPOPULATIONKILLED in the latest Forge Tools:
modifierType "BombingPopulationKilledPercAsDamageTarget" baseValue 0.000000 perLevelValue 0.200000
Looking forward to a release for Entrenchment, keep up the good work.
The Tyr's model was one I didn't have time to customize much from the submitted Dewing's submission. I did correct a few issues with the texture but didn't do anything with the model itself. Unfortunately, I often have to toss out the old textures and remapped the entire model once I get it into XSI to resize or make any changes, which was the case with the Mjolnir for example. I would like to at least resize the Tyr model as it is a touch small but the texture itself that came with it was pretty good so I'm torn as to what I'll do with it if/when I get around to it.
Unfortunately, I'm not much of an artist so anything I have to do textures for, or re-texture is likely to come out with solid textures. That wasn't the case with the Ancients but that's not the norm. The Mjolnir suffers a bit right now because of the solid textures and the model itself not having a lot of built in details. I would like to revisit it and add some details to help it out but didn't have a chance to do so yet.
Hrmm... I'll have to look into that. Thanks.
thanx D for the fast feedback as always
2 questions:
is this for entrenchment
does this have uzis sins plus in it?
...
The answers to both your questions have both been stated within the last page or two of this thread.
1) No. It's not for Entrenchment. Yet.
2) No. Only the base mod is available at this time. Sins Plus has to be updated for 1.15 before a merged version will be available again. I will not assume responsibility for updating other people's mods, at this time at least.
With all due respect, please save us both some time and read back just a little bit before asking questions that have likely been asked before by others.
Hey dolynick,
The mod is awesome i played it the second its was downloaded. I hav added a few touches of my own in the tech tree and the game play was just smooth and wonderful. I notice one thing tho, when looking threw the game info i found that u had meshes and a player entity for the goaould yet when i picked the races for the game, there was no goaould race!?!
Was this intentional or is just there for a next update? Anyway great work once again loving the mod.
Akkan117
Oh wait never mind they r like a pirate race correct?
Hi Akkan117,
No, the Goa'uld are not a pirate replacement (although I had considered that option in the past). They are intended to be a playable race, or at least a mini-race depending on how much stuff I can come up for them. What is included in this release was stuff that I had done prior to getting tied up with all the modelling for the various ships. Basic entities are in place but abilities have not been created yet and the tech tree is not in place. That makes them unplayable as they stand.
Instead of trying to pull all of that stuff out I just set the race as non-selectable. If you're curious you can take a look for an early preview but please remember that they are very early and not necessarily a completely accurate representation of what the "finished" Goa'uld might look like.
By the way... I apologize for not getting any of your submitted models into this release. I simply had too many other things on the go and hadn't quite figured out what to use your models for just yet. I also found some issues with 3 of the 5 models you had submitted in that they had some polygon glitches in XSI that didn't look so easy to correct well. I'd been meaning to message you about it (and what to do about it maybe) but, once again, had lots of other things keeping me busy.
sorry
Bloodbrat,
It's alright. I do get tired of repeating the same answers over and over again though, which I wouldn't need to if people just did a little reading before they asked. That's all.
Something I noticed in my last game (Playing as Wraith against Ancient AI), there seems to be an issue with Puddle Jumpers having a 10000% reduction in phase lane travel speed, basically leaving them in-transit almost indefinitely,
(sorry if this has been mentioned before, don't have the time right now to read back 20 pages)
Other than that, mod is starting to look nice Obviously, custom models/textures could use some work, and I look forward to some far off point in the future where all models are converted/updated to be the best they could possibly be.
But, ignoring visuals for now, changes to the tech tree are pretty sweet, (for Wraith at least), looking forward to whatever you manage in the future
I have played with the gouald its lots of fun but i easaly lost agaisnt a hard ancient in mid game haha.
Its okay, i didnt expect you to put my model in game just yet. Altough im aware of the poly porblem u might have with one of my models i spoke with dewing about it but, he reppoted nothing bad about them.
I have finish correcting a few of those problems but im goona make sure that my models r perfect. Ill keep you posted.
Puddlejumpers clearly state in their description and on the ability "Sublight Engines Only" that they lack hyperspace engines and thus are extremely slow travelling from planet to planet. This is completely intended and by design. If you want to be able to move Puddlejumpers from planet to planet then you will need to build Space Gates to do so quickly and efficiently.
It's not that the issues make them unuseable, it's just that the particular polygons that do have problems are fairly complex and not the easiest to replace because of the nature of the surrounding geometry that may also be a little messed up. Instead of attempting to do so myself I thought that it might perhaps be easier to try and re-export them myself from your original SketchUp files. Of course, that all depends on whether you want to re-send things to me or not.
It's not a high priority right now as converting to Entrenchment is a lot more work than I had hoped. I accomplished a lot so far but I continue to run into a seemingly never-ending string of things that have been changed in Entrenchment and need to be updated. Coding changes for Entrenchment compatibility may not be finished for a week or two depending on how long that goes on and how much time I can devote to it. I then have to revise tech trees and create a few new entities (like starbases) and their associated abilities which may also take a little time as well if ideas are not quickly forthcoming.
Ah, that makes sense I suppose, hadn't looked at the description as I wasn't the one building the things. But why have that enabled at all? Is there ever a time a player would find a use for sending a Puddle Jumper fleet that would take 100x longer to get where it's going?
At the very least (assuming you don't want to simply remove the 'feature;), should remove the AI's use of the ships without a space gate, because from what I've seen they just end up with scattered ships 'trapped' all over the place.
CANNOT GET THE MOD TO WORK ON ENTRENCHMENT HELP ALL OTHER MODS WORK
First of all if you've every watched stargate at all you would know that they only have sublight engines... which is why they are the way they are.
Dolynick also covered how the puddle jumpers could be used as a strategy a couple of pages ago.
If you have a problem please read the previous posts before posting... your problem might have been mentioned.
First off. Great mod. All the models look really good.. can't wait to see what u get accomplished on the next update.. I have loved the stargate world the first time I watched the movie and then got really sucked in at season 1 ep. 1 SG1, waaaay back in the day. Ok now on to my problem, and forgive if this has been addressed I looked around and couldn't find where it had. This is my first play as the Wraith and I can't upgrade their hull or reg. or armor.. It shows that I can but when I click on it nothing happens. Are these only upgradeable in later stages of the game? Keep up the excellent work!
That happens sometimes... It happened to me once. Try closing the upgrade window, then opening it again. If that doesn't work, save it, quit the game, reload it without closing sins completly, and it should work.
Ok thank you..
This mod was not / is not designed for Entrenchment, nor does it really need to be because you can still use it anyways.
Since it is now possible to run Vanilla Sins and Entrenchment separately, just put the Mod in the Sins 1.15 Mod directory and run Sins without Entrenchment.
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