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 suppose it's possible but I have no plans for that at this time. Vanilla Sins makes it much harder to do as it lacks the Manifest system for stacking mods.
For vanilla Sins I basically have to make large, standalone mods out of each of them and then merge versions for any combinations of them that might be needed. It's a lot more work and hassle.
On top of it, I already have 4 mods that I currently have to keep track of just for Entrenchment. Figure in release and build versions of each and I've rapidly developed quite a few folders in my mod directory that I have to keep synchronized and sorted out.
Basically, at this point, I'm focusing on Entrenchment modding only. At least for now.
hey dolynick, i have a new asgard ship the one from lost tribe if your intersted heres a pic.
Akkan117
Oh also i dont no if your a fan of halo, but i modeled "the spirit of fire" not perfect but im still working on some details.
(Its a hard ship to model) here a pic.Akkan117
That SOF model.... hmm if it was worked on more I could see it become a SG race ship maybe Ancient or evn Asgard.... I dunno.
Spirit is Teh Sekks. i love that ship in Wars, it's great.
Mod's looking great dolynick! keep it up.
i'll be getting my big rig in a couple of weeks, so i'll probably upgrade to Entrenchment just for this mod, it's reason enough
Yeahhhh... again a good mod that i can forget about it for the next few years... until i can find the boxed expension pack in European shop... or until Stardock accept payment via bank account...
How to install? I have downloaded and unzipped these 3 files into the entrenchment 1.01 mods folder. They show up as several individual listings in the mobs section. I have this mod also for Sins 1.15, it shows up in mods folder as: dolynic SG races 1.151. a single listing. When I enable the individual listings there is a 0 on the checksum. When opening the zip file (not putting into Sins) just opening to see the files I get folders: Gameinfo, Mesh, String, Particel, etc. It shows up in Entrenchment (in game) mods section as these same folders. What am I doing wrong? Help please.
Hmm, well I believe that all you need to do is make a new folder named Stargate races (or what ever you want) and place that folder in the Entrenchment 1.01 mod folder where those files you just mentioned are....Game info, mesh, particle etc. Next Place those files into the folder you have created. thats all it should take. It sounds like you just dont have the folder "itself". I have done this for a couple mods that simply lacked the folder, so that in game you only see the file name you made and not the contents....mesh, particle, gameinfo, etc. within the enable mods section. Hope this helps.
Valkajin
Each of the mods should have it's own folder under the "Mods-Entrenchment v1.01" folder. Each .zip already has the proper folder in it, just extract it using it's existing structure into the Mods folder.
It should look like this:
/Mods-Entrenchment v1.01/
dolynick_SG-Races-e0.90b/
dolynick_FleetSize-e1.00/
dolynick_PlanetSize-e0.90b/
Then you just have to enable the ones you want in the Mod options in Sins. The order is important however. The OP lists the order you should enable them.
I'm sorry to hear that Thoumsin. Unfortunately, Entrenchment entity format is different enough that you pretty much have to keep two build versions now. The size of this mod, plus add-ons is making more and more difficult to manage multiple versions in any sort of timely manner and runs the risk of making my head explode. If I have to choose one version, Entrenchment and it's Manifest system present some very nice features that, for the moment, have me swayed to modding for it.
It's my unstanding that there isn't going to be a retail box for Entrenchment. There may be a retail release once all three micro-expansions are out but that may be a while. It's also my understanding that Impulse will accept PayPal if you don't have a credit card. I've also heard anecdotal commentary about people contacting Stardock and arranging for alternate forms of payment (cheques, etc) in some cases but I have no idea if that is accurate or not.
Dolynick,
Soon of later, almost every mod will follow the entrenchment way... and player will follow...
About pay-pal, i have try open one account... they have send back my found but have keep 3 euro... due to a "error" in my name... in place of "Thoumsin Bruno", my account bank name was "Bruno Thoumsin"... WTF ... charge me 3 euro because pay-pal guy are stupid... no way... About Stardock support, i have give up almost one year ago, when my e-mail have remain without reply...
In any case, it is not your problem... just continue your good job and make other people happy...
Tried the Ancients out, some ideas/thoughts
The tactical structures you can build anywhere don't indicate how much fleet capacity they cost, there should be some way to know besides building them.
The drone swarm abilities look good when used, but to my knowledge the Vasari ability they were based on is NOT affected by research that increases the chance to ignore shields aka its a straight damage ability. I think instead of giving the drone swarm ability to ancient ships, the number of targets for each normal drone weapon bank should get a boost(different for each ship of course). For capital ships, the drone swarm ability could be replaced with a more appropriate ability, such as increased squadren size for carriers(The drone swarm seems like it was just stuck onto every Ancient ship possible). Removing the drone swarm from the starbases would let them have the planetary resource boost from gate trade research(or was that not given for a reason). Plus the starbase drone swarm is almost useless at first because of their very slow initial anti-mater regeneration(maybe have armor upgrades affect anti-mater regeneration).
Speaking of starbases, the gate ability does NOT work at stars, however the cityship's does does. The solution may be to make the starbase ability a variation of the cityship one that has auto-cast on by default, no anti-mater cost, and a duration longer than its recharge time.
For research, 4 labs to travel between stars does not seem to fit the Ancients. I would move the rsearch to 2 or 3 labs while keeping its price the same. It may be a good idea to make it a pre-requsite for wormhole travel research( or make a second requirement for space gate research) as the Ancients probably developed their hyperdrive long before they got around to making their stargates.
In regards to the cityship, I think it may be a good idea to switch its gate and drone swarm abilities. The gate could start out at level 1 with a very high anti-mater cost and a long recharge time, each rank would reduce the recharge time and anti-mater cost until at rank 3 it would be the same as it currently is. If the drone swarm is moved to the final ability slot, it would need to be a lot more powerful than it is right now. The best way to do this would be to base it off the Marza's missile barrage ability. I think this would still have the problem of not being affected by shield penetration research, but I am not sure if any ability can be affected by the research.
Keep up the good work
I've updated the thread with new Entrenchment release versions for the base SGRaces and PlanetSize mods. I have also posted a download link for what I call GalaxyMod which is a customized version of Sins Plus based off of the Frontiers mod and designed to play nicely with the Manifest system where such stacking is possible. Finally, I also posted a download link to what I have decided to call SGGalaxy. SGGalaxy is basically a merge mod containing the latest version of SGRaces, GalaxyMod and the PlanetSize mod all wrapped into one. Currently, it is a straight merge of all three mods with no additional content added.
SGRaces e0.91b Changes:
===================
Ancients:----------Enabled fighter movement on Puddlejumper frigate.-Increased travel speed of Ancient Drones and adjusted movement physics.-String work on strikecraft squadrons to help differentiate them in game.
Wraith:--------String work on strikecraft squadrons to help differentiate them in game.
Asgard:--------New custom beam effect for Asgard planet bombing.
PlanetSize e1.00 Changes:
-Made adjustments to help resolve gravity well overlap issues.-Reduced star size to 400% larger than stock size to help resolve galaxy layout issues in large/huge maps.-Included Fleet Size scalar modifications for stacking compatibility with FleetSize mod. -Small fleet size is now 50% of normal size. -Large fleets size is now 200% of normal size.-Modified ship speed scalars to compensate for increased travel distances. -Normal speed increased 66% over stock setting. -Fast speed increased 66% over stock setting.
Enjoy,
looking good! keep up the good work!
are there any known crash issues with the mod as of this instant?
No, there are no known crash issues with any of these releases. Of course, they are marked as "beta" releases as they are early versions for Entrenchment and they may have a few bugs or issues (not necessarily crash causing) that may yet need to be addressed. Essentially, they are works in progress but I figured you guys would rather have a chance to play now rather than wait.
With SGGalaxy, FleetSize, Volumetric Explosions and Bailknight's all enabled in my test game I was forced to lower my effect settings from Highest to simply High or it would crash out my video drivers. That's an issue with the engine and not the mod though.
Aside from that, my game was at least 8 hours long with 9 other hard AIs in play. It minidumped on me once at around the 6-7 hour mark but I simply did a reload from my last save and continued on with no further issues. My game had a 6000 fleet supply in effect and multiple large empires on the go at once so I chalked it up to simply a freak occurrance in that instance.
There is one oversight with SGGalaxy-e0.90b in that I forgot to update the entity for volcanic planets and the gravity wells for them are smaller than they should be. It's not a major thing but it irks me that I missed it. However, I don't see a dire need to re-release simply for that small issue alone at this time.
Every time I try to enable the dolynick_GalaxyMod-0.90b I get a minidump. Anyone else having issues?
Hmmm... I now pack the mods into zips sourced from my installed mods directory so they should be identical to what I've used to test. I'll test it again when I get a chance as it is possible I changed something after I tested it and forgot to retest it. Once I had GalaxyMod working I focused more on the SGGalaxy merge mod.
hmmmmm........i am using the galaxymod-0.90b and it always crashes(no minidump) on me 3-6 minutes into the game
i am using a perfectly clean install of sins entrenchment(latest), and no other mods but this one
Cool, I'll give this a try later today.
Edit: Okay so I dled the dolynick_SGGalaxy-e0.90b.zip link and when I went to unzip it there were 2 folders in there. One was entitled dolynick_SGGalaxy-e0.90b and the other was dolynick_GalaxyMod-e0.90b.
I tried enabling the dolynick_GalaxyMod-e0.90b because it had the latest modified date on it but while trying to enable it crashed and mini dumped on me. Went back in and enabled the dolynick_SGGalaxy-e0.90b and it enabled fine. Gonna try it out in a bit.
Edit 2: Okay dolynick_SGGalaxy-e0.90b enabled fine as I mentioned but when I tried to start a game I couldn't pick Ancients/Wraith/Asgard at all. Only the 3 stock races where available.
I'm going to check the zip files when I get a chance later today. There should not be two folders in teh SGGalaxy zip so I may have screwed up somehow when I packed it. Getting four different mods all packed separately, I may have inadvertently dragged the wrong folder into one or something. That's what I get for having 4 mods to release at the same time I guess.
Okay an update of sorts I guess.
SGGalaxy doesn't do anything for me. It will enable but I cannot select Ancients/Asgard/Wraith etc.
I'm not familiar with Sinsplus so I'm not sure how to mod priority is supposed to look but it seems like GalaxyMod just wont work. It minidumps me everytime I try to enable it whether it's the only mod I am trying to enable or if my mod priority is SGRaces - GalaxyMod - PlanetSize - Fleetsize - Volumetric - Bailknight. Maybe I am doing it wrong with the priority?
No, the priority looks fine for the SGRaces combo there. Remember that SGRaces should be at the TOP of the list (highest priority) for it to work right.
i've got the same problem.....
Okay I tried SG-Races - SGGalaxy - Fleet - Volumetric - Bailknight and it enabled fine. Picked the Ancients and sent my probes out to see if there were any of the new planet types but there was nothing I could see and the planet sizes were normal.
Ok, I realized something after I responded to J808.
SGRaces and GalaxyMod will not stack together. I missed that in his original post. They will load but the content from both will not be available.
GalaxyMod is basically a stand alone version of Sins Plus for Entrenchment. It's posted as a bonus for people who simply want a Sins Plus mod and it provides me with a workable copy of it for my own merge and maintenance requirements.
If you want to play with the new Stargate Races and Sins Plus content, they you must run the SGGalaxy mod instead. When you do that, you no longer need PlanetSize either as it is also included in the combo.
So, for J808, the order would be: 1) SGGalaxy, 2) FleetSize, 3) Volumetric, 4) Bailknight's.
Sorry about that. I obviously wasn't that sharp when I read his post the first time.
**NOTICE**
Unfortunately, I have found out why people are having trouble with SGGalaxy and GalaxyMod. I goofed when I packed them into the zips. I just finished correcting the issues and will have to re-upload the files then repost download links. This will take some time as it takes several hours to upload each to filefront on my connection.
When I have updated the thread with proper versions of each, I will post to let everyone know. Sorry for the mix-up.
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