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 did manage to find one little bug a bit annoying, unsure if it had made an appearance earlier in the boards.
For Wraith, Chitinous Internals and its tree, and improved reactor design with its tree as well, are unclickable for me.
They will highlight and show as being researchable, however when i click them, they will not begin researching.
Kylonstrife,
Yes we are aware of this little bug and i know its anoying since i came across it many times. The best way to solve this problem (for the moment) is to save the game and reload it. Some times just closing the reashrche tree and opening it again helps too ( Sometimes). Hope this help im sure this bug will be fixed sooner or later. Its not dolynicks fault though its the wraith they are a major problem in the pegasus galaxy and sins of a solar empire .
Anyway ...hope this helps.
Akkan117
I really don't know what's going on that would cause those two research entries to be inaccessible like that. I have never, in all the testing and games I've played, had those two research fields do that. Unfortunately, there isn't much I can do if I can't even replicate the problem here.
haha alright, ill give it a try next time i feel like messing around with wraith
I think I found the fix for the problem with the Entrenchment version of the mod today.
*crosses fingers and goes to playtest*
mmmm... i had the same problem wit the tech trees the other day but rebooted the game and it worked
...u kno wat'd be cool?
if the company made these races not a mod but part of the game and the models were like all the ships... drools
dolynick,
I just finished all the HUD Icons for the new ships with models in-game. I just emailed it to you with instructions on how to set it up. I tested it and it worked with 1.151 of the mod and should work with the new entrenchment version of the mod. Hope you like em. Let me know if you have problems with them.
Theascended121
Hey dolynick I am loving the mod espacally the new ship modles fro the altantians. So do you know when they me out fro entrenchment??
And also i cloud use some help with this if u dont mind helping me.
I want to make my onw race will 2 of them to be exsact one being the Earth empire againt the old vasari empire the one that the new ones are running away from.
so here is what i want to do is take the new modles fro the atalnatiens and asgard and place them in the Earth Empire and take the wraith ships and vasari ships and put them them in the old vasari empire. and sence i am fraly new the moddling i have almost no i deal how to do that ( do to the reson i mostly play onlin in sins but i want to rest my online cerrar fro a bit and try some moddling and making ships
OH and 2 more thing i want to change the wepons of some of the ships how do i do that and last how do i make a frigate fro example the aroua calss ship into a capital ship
if u can help with these quetion that would be great and again this mod rocks !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
THANK YOU FRO YOUR TIME "KING DEATH GOD"
oh and wacse i get better at this caid of modling i would i like to see if i can help u with your mod
I should have a new ship model soon... right now i'm building it for the ancients, but i'm going to build a wraith version of the ship to and see how it works. I'll let you know how it's going soon.
Ok... So I spoke too soon about having found and fixed the crash bug for the Ancients in Entrenchment...
The good knews is that I do seem to have finally figured out the problem tonight. I'm not happy about the cause but at least it's now passing the AI tests. There is still a problem with the Ancients regarding their starbase and the AI but we're at least making progress now. It was over a week of hair pulling trying to figure out the major issue.
That is good to hear Dolynick, I have played the mod for vanilla sins and am a fan of Stargate. It was a blast, although I found that my first love was the wraith hive...YES... now that ship changes the ballgame! So I can not wait til you can get this out for Entrenchment. Fact is, there are alot of good mods out but what I believe is missing atm is more races to choose from, I mean after all we all play hours upon hours of the original and frankly it can become a tad boring. In my oppinion the game simply lacks 2 essential elements that for some reason thus far have been left to the mod community. First, 4 planet types and all the same size???? What what what?... really?.. in an infinite universe...had to be an over sight me thinks. and Second, only 3 races?........I say again , in an infinite universe..... hmmmm can not possibly be an over sight.....
Well I think I can understand the limited race issue in terms of story line and in most cases with games I have seen more races/factions can and usually are added in expansions but honestly, the planet issue is something that I would love to see the devs add. I have 2 diff mods that are awesom and I play both for this reason. Celestial bodies mod and Mad scientist. If only I knew how to have both extra planets as well as different sized planets and moons. I absolutly love the look of the moons orbiting the gas giants and the planets that look like our solar system.
It adds so much to the game that I have even reverted back to playing a few AI's on normal just to take my time and enjoy the visuals without the frenzied klikfest. So it will be another fantastic addition to the mods available for Entrenchment. Good luck with it and I am definatly looking forward to it!
Valkajin
Valkajin,
Thanks for the kind words and support.
The problem I was having with the Entrenchment version of the mod appears to be an actual game bug. I'm still seeking external confirmation and then I will submit a bug report to the devs.
Now that I have things sorted out, I can concentrate on cleaning up, fixing up and adding the last few things for the Entrenchment version. There actually isn't that much left to do. Mostly just a little customizing of things for each race and some string and icon work. I will then probably do a beta release for Entrenchment, as this version sees some pretty major balance changes for the Ancients. It may not be a beta if I somehow find time to do a bunch of playtesting beforehand as well to confirm the balance pre-release.
Hopefully in the next week or so but I can't promise anything for certain.
So do you have custom starbases or are you just using the defaults?
I have custom starbase entities/abilities created and working but they are still using the stock models at this time. I have something in mind already for the models for each of the races new starbases (particularly the Asgard) but right now I am focusing on the code side of the Entrenchment version before I even think about doing any more modelling. Once that is done, I have yet to decide whether I will then try to get the code work done for the Goa'uld (and possibly the Ori since I have some ideas for them that are eating at me and I'd really like to implement) or if I will refocus on modelling.
Awesome keep up the good work love the mod
Hey sounds like things are progressing again good stuff although, i dont have entrenchement so i cant really play with the starbases. Anyhow, Umm i just wanted to show u this new and interesting mod that manshooter came up with. Here's a link to the post https://forums.sinsofasolarempire.com/?aid=341567 Not sure if uve seen it yet but its really cool .
Keep up the Great work!
Akkan117.
Yes I've seen ManSh00ter's thread on his Dynamic Battle System. I had already thought that I might use the new fighter physics settings on the Asgard fleet but I have had bigger fish to fry so far and haven't had a chance to try it.
I'm fairly sure that you probably won't see it in the initial Entrenchment release version. I suspect that if I were to turn it on for the Asgard, there may be serious balance repercussions and I'm not prepared to possibly have to rebalance their entire fleet at this time.
The good news is that I was talking to EOmega of the SGI team and he has turned it on for the Tau'ri fleet and reports that it seems to be working well without having to make many changes. That bodes well but the Asgard are different animals than the humans and they already have signficant movement stat increases that might become more of an influence on balance.
Alright everyone... I figured I'd give you all an update on the status of things.
The status is... The Entrenchment conversion is done. More or less. I could release a beta version whenever I wanted to but I haven't just yet as I'm still mulling over anything else I want to squeeze into the initial release version. I know some of you have been asking and waiting already but take this as good news rather than a further delay.
I can also tell you that the Entrenchment version plays very well with the Entrenchment versions of Bailknights and Volumetric Explosions in the new Manifest system. No mucking around needed, you just have to enable them in the right order. When I release, I will also be releasing a fleet size mod that stacks nicely with the other three and gives you much bigger fleet sizes if you like (and is under 128KB in size). A special combination mod version will be needed for Sins Plus or something like that though, it's unavoidable I'm afraid.
Other news is that I was speaking with Danman today. Now that he's released 7DS 2.0 and is looking at updating for 1.15 and/or Entrenchment he is once again expressing an interest in incorporating SGRaces in with all the others in 7DS. That means that in the future you may be able to pit the Asgard up against the Empire some day.
Well... that's all I have for now.
This is great news
That is awesome news!
Doesn't Urban Expansion include Sins Plus?
Urban Expansion is more like a modified version of Solar Sins as I understand it. They're similar but Solar Sins includes colonizable stars (which I never really liked) and uber pirates that can capture your ships as well as every LRM having a capture ability (both of which always annoyed me). It was also an early WIP the last time merge versions where requested.
The problem with this mod and stacking it with other mods like that is that any mod that has a customized GalaxyScerarioDef (most, especially those that add new planets) is that this mod also has one. That means that a special merged version will have to be created in order for it to work properly. It's simply unavoidable now, especially if the new races in this mod are to have proper starting assets for new games.
I'm guessing it would be the same with the mad scientist mod?
Actually, Mad Scientist may not have a conflicting GalaxyScenarioDef as it doesn't add anything that I'm aware of to planets or add new ships. I have not tried Ordian's mod though so I can't say for sure.
A merge with Mad Scientist would be a significant amount of work though, since it would require completely reworking the tech trees for all three of the current races in SG Races. Simply merging them as is would have somewhat screwy balance I'd expect.
Of course, there are also String file issues that come into play which I forgot to mention in my previous post. That alone pretty much means that merge mods are still necessary for most things that actually add something new to the game instead of just modifying existing stock assets.
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