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
thanks for the info btw love the mod!!!!!
Loving the mod and thank you for making it!
I was running it earlier without a problem but I had to do some stuff to saved the game. Came back and now when I load it up it freezes randomly during gameplay and says something about a mini-dump, not sure what it said exactly cause I'm not at home now. Any ideas?
I didn't look through the entire thread to see if it was a common problem cause it's 20 pages long but if it's in there a simple, "answer is in the thread" will do and I'll go look through it.
i got the same problem wit the mindump thing does yours only screw up on custom maps or non random maps e.g huge single random or large multi random
What kind of game is it? Are there AIs in play and if so how many and what races are they? How long has the game been in progress?
The readme.txt's Known Issues section mentions a possible bug in the Wraith that seems to rear it's head in long games with a Wraith AI in play. At this time, the cause of the bug/crash is unknown so it's difficult to fix until it can be narrowed down. The crash may not be consistent either, happening at random intervals after loading so if you save often and just reload and continue you may be able to progress still. I know that's a pain but I've had games where after a while of having to do that, it stopped crashing and played fine (possibly after the Wraith AI had been beat up a bit). It's been exceedingly hard to track down this bug because I've only seen it happen in huge 8+ AI games after several hours and when there are hundreds of things going on at once in game at dozens of planets.
Another progress update for everyone...
Last night I was able to get a working version of the mod for Entrenchment to load and start a game. There at least a few thousand lines of code to change to make it work in Entrenchment, which is why I don't think there will be versions for both vanilla Sins and Entrenchment.
Now, that doesn't mean that an Entrenchment release is going to happen today or even over the next few. I still have to make changes and additions to fill in the content Entrenchment has added. It's definite progress though.
i think the crash is to do with wraith mines
when i was playtesting the wraith the moment i clicked on their mines BAM minidump soit could be the ai is clicking the mines aswell causing a crash but after reloading it changes its mind for a short while perhaps?
I'll have to look into that. I playtested them when I made them and they worked fine. I don't recall making any changes after that but it's possible.
I admit that the Wraith are my least played of the three races, which doesn't help in tracking down this sort of bug.
Well since then I haven't had any crashes and it's been working fine so I'm not sure what it was.
Really looking forward to the entrenchment release, mainly so I can stack mods with this one. Keep up the good work!
That's great to hear. I'm glad you're enjoying the mod.
As for Entrenchment, I successfully coded a new starbase for the Ancients yesterday so I've figured out how those work now. The way they chose to handle them is interesting and quite different from any other ship/structure.
I've actually toyed with the idea of changing Atlantis from a capital ship to a highly mobile starbase instead. That would give it additional aspects (trade, planet governance, population) that it cannot have as a ship and still let it retain pretty much all of the features it already has. The drawback is that starbases are not limitted by fleet or capital ship supply what so ever. If I did turn it into a starbase, price would be the only thing stopping you from having dozens of Atlanti. I think that might cause a few problems. Also, modelling for it would be come much more complicated.
For now I think I will leave Atlantis as it is and have a separate starbase for the Ancients. Perhaps I may do something like the above for the Ori when and if I add them to the mod.
I know you have the larange (sp) point satellite as a structure, but if you think about it, it's very close to the idea starbase, and I think it could translate well with a little imagination.
Hope you will remain with the vanilla version... i will not be able to have entrenchment before they release the boxed version here in Europa, it mean maybe one or two year !!!
Just a few lil annoying things i've found while playing this. the AI for Anicents loves to try to send jumpers through hyperspace, alothou they cant enter hypsepace they still travle to there destination at a very slow speed (20mins just from planet to planet). Also the ships don't like to alling themselves right, while moving them to destination they like to allign right on top of one another. Other then those 2 small things this is awesome.
I am aware of the AI and the Jumpers. There isn't much I can do about it though. If I remove the jump speed penalty, I might as well just remove the jumper frigates altogether. If I disable hyperspace jumps completely, then I remove the ability for the jumpers to travel via gates later on. Or, I remove puddlejumper frigates completely, in which case you don't have a quick, cheap ship to defend planets and against rushes in the early game.
As for the planet alignment thing... I did nothing to modify how they are arranged. There isn't a single thing in my mod that modifies planets what so ever. I did have to modify GalaxyScenario but the only change there was to add in the new races so they get basic starting assets when you start a new game.
Someone converted Sins plus for entrenchment... Just in case u wanted to include this when u do the entrenchment mod.
Are you referring to "Sins of a Solar Empire - Frontiers"? I downloaded it this afternoon and did some preliminary work on a merge. I'm waiting to see if this becomes the "official" version of Sins Plus for Entrenchment. There are certain things from Solar Sins that were included by mistake.
yeah..that's the one.. And I think it will become official, because he posted in dan's thread that he used some of dan's stuff in it and one of the guys said that it was alright.
And btw.. you're doing a really good job on this mod, man. Keep on going!
sorry for not replying sooner (other stuff to do) i do notice that it screwes up with too many wraith ai... was trying to do a realistic ancients vs wraiht pegauss battle 3 ancients vs 7 wratih screwed up about 2 hours through i like my games to be long so tis quite annoying
I noticed that when u spawn a wraith scout ship it doesn't automatically just start if it's on auto until u actually click on a planet to give it a kick start.. I wonder if that has something to do with the crash... maybe the ai is spawning too many scouts?
Good news. I believe I have found and squashed the bug that was causing crashes when the AI used the Wraith.
Believe it or not, it was caused by Auto Placement of plasma turrets, but only AFTER a stun mine had been built. No wonder it was difficult to find. The underlying issue was easy enough to correct though.
dolynick, I have a savegame that immediatlly crashes after you load it, I don't know what caused it but it happened a couple nights ago.
If you want me to send it just let me know
Nice, so how do we get our hands on the fixed version? Did you already link it or are we gonna have to wait until you release another version?
I should be able to do a new release with a couple bug fixes for 1.15 yet, despite the codebase now being Entrenchment. I'm a little busy for at least part of the afternoon today but possibly later on or in the next few days. I'm also trying to decide whether or not I will backport the latest balance changes to the Ancients or not.
JUST WANTED TO SAY THANKS AGAIN LOVE THE MOD AND THE NEW SHIP DESIGNS ,
i will say, some of the anc. ships don't fight off the bat..... that wait until their engaged.. exc, aru, the destroyer...... the destroyer one doesn't want to fight worth a damn.
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