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
Ah cool, atleast the problem is known so it's just a matter of fixing it.
Keep up the good work.
Alright. A corrected version of SGGalaxy-e0.90 has been uploaded and the thread has been updated with the new download link. After I packed it, I started a game using the exact same folder and the game played fine. It should be good to go for everyone.
Remember that if you are using SGGalaxy then you do not need SGRaces, GalaxyMod or PlanetSize enabled.
I will now work on uploading a corrected GalaxyMod. Updated download links for that should be available later on this evening.
I tried downloading the SGGalaxy Mod and i got a minidump error when i tried to activate the mod. I put it in the right folder but it still didn't work. I really want to try this mod, but it wont work. I dont hace the new entrenchment version if that is of any help.
SGGalaxy is only compatible with Entrenchment. There is a link for SG-Races-1.151 for vanilla Sins at the bottom of the download link list that will work with regular Sins v1.15. It's a little older as development of this mod has moved primarily to Entrenchment but it should work.
I've now completed the upload of a corrected GalaxyMod-e0.90b. The thread OP has been updated with the new download link.
That should sort out any of the problems people have been having.
Remember, GalaxyMod is basically a stand alone version of basic Sins Plus for Entrenchment. It will not stack properly with SGRaces-e0.91b (or rather, content will be missing depending on which is top priority). While it will work with the PlanetSize mod, it will only resize the stock planets not any of the new planet types. To get it all to work together you MUST use SGGalaxy instead and in that case you can forgoe downloading the three individual mods.
In all cases, the zip files MUST be extracted into their own, separate folders under the Entrenchment Mods folder. They are already in the proper folders inside the zip so depending on your method of extracting you should be able to just drag the root folder into the Mods folder and that will be it.
Finally, I added a note at the bottom of the Entrenchment mod download links list pertaining to game settings. In my testing I did find it necessary to adjust various things to keep from overloading the game engine and crashing, particularly with Volumetric and Bailknight's in use as well. This is a known issue with some of the larger mods out there (7DS in particular).
Well, played a pretty long game with no crashes or problems.
I tried using the Asgard earlier but with the bigger planets it was too hard for me to defend my territory. They have no strikecraft so the invaders would just go to the side of the planets that weren't defended by beam platforms or starbases and hit me from there with their bombardment frigs. Maybe it's just my playstyle because I typically just use lots of captials/cruisers (I work well using the Ancients I guess) but it just seemed really hard defending the bigger planets with no strikecraft.
I do like the various planet types though. Good job, keep up the good work with all the updates etc.
I haven't played a game as the Asgard in SGGalaxy yet so I haven't noticed what your observations yet. Bigger planets will make it harder to defend for any race really though, simply because your defenses don't cover the same proportional area as they do with stock size planets. The new AI behavior with siege frigates also makes things harder.
I can see how the lack of strikecraft might complicate matters for the Asgard. They have significant advantages in mobility over all other races though. The advantage is even greater in SGGalaxy or when using the PlanetSize mod as the global increase in movement speeds only makes their mobility advantage even larger. I have noted that their ships are very apparently faster in SGGalaxy now where the difference wasn't quite so obvious in SGRaces. A few Valkarie and Gungnir should be able to zip over to the enemy siege frigates and take them out fairly quickly and then rejoin the main battle in short order. Aside from letting hangar defense deal with siege frigates, all other races should face the same problem and be less well suited to handle it.
For what it's worth, I've seen Asgard AIs in my private games do both exceeding well and struggle in different games. That's likely due to a lot of various issues they had to face in each game but it's what I would expect unless there is a major issue holding them back or giving them an overwhelming advantage.
As for playstyles, I'm very much like you when I play. I tend to overuse capital ships and other large cruisers and I'm partial to the Ancients myself as well. When I do play the Asgard though, I do tend to make heavy use of Valkarie and Gungnirs though most of the game. The Heimdall (anti-strikecraft capital) is critical once the enemy starts using carriers in large numbers though. Once it reaches level 6 and gains it's ultimate ability it can be highly effective at shutting down the enemy's carrier fleets, particularly when paired with an Odin which also has it's ultimate ability. Another thing you might try, later in the game of course, is using star bases with the Orbital Capital upgrade which should prevent the loss of the planet while the base is still intact. The Valhalla Station can be monstrous if you can afford to upgrade it.
I'm glad to hear that the mod is working well for you.
Hi all, lovin the mod dolinick.
Ive been a bit of a lurker in this thread, ive never posted but ive tried the mod at various points in its development, and loved it each time. Just wanted to say to Thoumsin have you tried getting entrenchment through direct debit because i live in england and bought and downloaded it no problem. Took about half an hour then it was ready to go, once again great mod.
Ashley19
hmmm, the SG Galaxy Mod doesn´t seem to do anything for me, I downloaded the fixed version and stacked it with the following mods:
1) SGGalaxy, 2) FleetSize, 3) Volumetric, 4) Bailknight's.
I cant use any of the SG races just stock, planets are normal sized, am I doing something wrong?
It should work. I'm in the process of playing a game with the exact same version and folder setup as was used to create the zip and everything is working fine.
My guess would be that you didn't install/unpack the mods properly. Each mod goes in it's own separate folder under the main Entrenchment Mod's folder. The zips already have everything in the correct folder structure. In XP/Vista, just expand the zip like a folder in Explorer/My Computer and there should be a folder with the mod name as the first thing. Just drag that folder into the Mod's folder and it's good to go.
The priority you listed is correct but make sure that #1 is at the top of the list of activated mods in the game menu.
It works now, thanks for the help.
Heya Dolynick,
Thought I'd update ya on what I thought bout playing your mod with added planets. AWESOM. Got to play it for bout 15 minutes today. Long enough to see it work and look forward to it when I got home to play. LOL, well it was a short lived excitement. Impulse updated to day and the game to 1.02 and the mod no longer works. But for the record, that was an awesom 15 minutes roflmao. Look forward to getting to play it when you have had time to make it compatible.
Good luck with it Dol, we were about to play 4 human players when the game poped up the message "update your game" , would have been a first for me.
Looked awesom though and I just loved that you added the extra planets!
Valkajin
Crap. I was hoping 1.02 wouldn't break mod compatibility. *sigh*
Oh well, I'm glad you had fun at least before the patch.
I'm not sure when I will be able to get new release versions out for the 1.02 patch. I will be out of town this weekend (starting Saturday) and may or may not have enough time to sort it all out before then. I still haven't patched to 1.02 myself so I'm not sure how much has changed.
As luck would have it though, I figured out a better solution to the frigate command point crash issue. You'll be happy to know that I borrowed a page from Ordian's (Mad Scientist) playbook and gave the Ancients and the Wraith Interceptor and Light Bomber squadrons as well. Now that I have all squad defs filled in, I am able to give the the proper (desired) amount of squads without having to resort to larger/smaller squads instead.
I have Entrenchment... have give to a friend a boxed version of sins... he have like it, i have explain my problem, he have setup a paypal account for me with his credit card...
Now, no one mod work !!! Directly upgrade to the last version... i remember why i hate impulse... i cannot choice what version i install...
That's great to hear that you were able to make arrangements to get Entrenchment Thoumsin. Congrats. I think you'll find you like it and it's worth the $10 or so.
The other good news is that I have ALL my mods working in 1.02, or at least I get no errors that are unexpected/new now that I've updated the necessary files. I just have to update readme files and that sort of thing. It's 1:50am now though and there is no way I can upload them yet tonight. With luck I will get them uploaded tomorrow after work and new download links posted.
It's always fun when they break mods and Dev Mode but don't have any new reference data or tools out for us to use.
how much does planetsize roughly increase the planets by?
havn't got entrenchment yet just wondering
prob gonna get all 4 miniexpansions in a pack at a cheaper price
I was thinking the same... but entrenchment have take almost one year... let say that the two other expension will need the same time frame... it mean a waiting time of around 2 year... not really fun when you see your few friend with who you game online are moving to Entrenchment and you are remaining alone...
It varies by planet type. Volcanic and ice planets are increased about 200% in radius. Terran and desert planets are increased about 400% in radius. Gas giants are increased about 640% in radius. Stars are increased about 300% in radius. I'd prefer to have stars bigger (as they should be) but it causes problems with galaxy layout generation and gravity well overlaps around them.
To be honest, Entrenchment is not really special... remember, i have use a lot of mod and see what modder can made with old version...
What make entrenchment worthy 10$ or more is the new possibility for modders... by example, we have already the dynamic mod for battle... the stacking of mod is already a wonder... i think that entrenchment open the door for superior quality mod... because of this, the value is really superior to the 10$...
Maybe one day, i will begin make a mod myself... a race mod ( can be several with time, using the stacking system )... but i need learn several thing before... have always problem with XSI and the galaxydef file is really something complex to work with...
Dolynick, my compliment to you... in the last few month, you was able to evolve your mod from a alpha level to a really working mod... you work fast and good... my feeling about your potential was not wrong when i have choose to help/support/compliment you some time ago... you have really the thing needed to make a great mod... just one question... how do you find the time needed for make all this work ? To my knowledge, a day have only 24 hours !!!
Now, waiting your 1.02E update... it is long time that i have not more play your mod ( a few weeks is a long time for me )...
Well, I can't really say how I work "so fast" as I don't really know the pace at which other modders work for comparison. If my pace is faster then so be it, but all I can really say is it's just how I work I guess.
I honestly don't know how exactly I find the time either. I spend a chunk of most evenings with the girlfriend anyways. Part of it has to do with me being a night owl. I tend to do my best work between 11pm and 2am. Heh. Another factor might be that I tend to think that I am quite good and efficient at repetitive tasks. I usually find ways to speed that process up and move things along quicker (although, I admit there are times when I dread what I know will be a highly repetitive task and sometimes put it off). I guess another reason I might be quicker than the norm in modding output could be that I have figured out various ways of cutting corners yet still achieve the desired results (or at the least, effective). I was able to prepare and convert some of the new models for example by doing some things in ways that are not technically "proper" (UV/Texture mapping) but whose end results appear to be quite acceptable. I guess it all adds up and makes a difference.
All that being said, I still find myself wishing lately that I had 48 hours in a day so I know what you're saying.
Thanks for the compliments and I hope to get 1.02 compatible mods out for everyone later today when I get home from work. It might be a little later than usual as there are a few things I would like to look into before I do so. I suspect I can significantly cut down the filesize of the mods due to a handful of files being overly large and seemingly not compressing very well. If I can fix that and the reductions are of the order I expect them to be, it should cut down both my upload time and everyone's download times by possibly 33% or so, maybe more.
Hey just thought id pop in and let you know that I found a solution to all my crashing when playing this mod. (almost)
By setting graphics to high instead of highest in all categories I reduced it from unplayable to 5-10 crashes pr 8 hours game I play with my friend.
So no real serious issues now.
Cheers!
Yeah, I added that to the OP a few days back as it seems to have solved some issues for a few others as well. I only encountered it when using SGGalaxy (not SGRaces) in a huge game with Bailknight's and Volumetric enabled but it stands to reason that it could conceivably effect others in less demanding scenarios as well, depending on hardware.
The thread OP has been updated with new download links for new 1.02 compatible releases of the SGRaces, PlanetSize and FleetSize mods.
SGRaces e0.92b update:
e0.92b Changes:===============-Compatiblity update for Entrenchment 1.02.
Ancients:----------Added Interceptor and Light Bomber type squads.-Restored proper (desired) squad command points on various Ancient ships/structures.
Wraith:--------Added Interceptor and Light Bomber type squads.-Restored proper (desired) squad command points on various Wraith ships/structures.
I am currently uploading the new versions of the SGGalaxy and GalaxyMod mods which are compatible with 1.02. Those mods are considerably larger in filesize though and the process takes much longer. I will update the thread again when they are ready and available for download.
Woops. There is apparently a string file change as well in 1.02. I've taken down SGRaces e0.92b for the moment until I re-upload a corrected version.
I hate it when I'm gone for a few days, and these all randomly happen....Grrr.
Will I need to dl the 1.02 version of vanilla, or, Dolynick, are you gonna leave both versions of Galaxy up?
I've caught up on the thread from where I had left off, but my brain isn't getting it....if you have Galaxy, you don't need SGRaces active, correct, because it's all mushed together? (I see that it says standalone...but just checking )
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