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
Correct. If you are using SGGalaxy you do not need SGRaces, GalaxyMod or PlanetSize. The only way to make SGRaces work properly with GalaxyMod (Sins Plus) and the PlanetSize mod was to create a merged version - SGGalaxy.
I am unsure as to whether or not SGRaces 1.151 for vanilla sins will continue to work on Sins 1.16 or not. If it doesn't, I am not sure what my course of action might be.
Ok. SGRaces e0.92b download has been restored. Currently working on getting SGGalaxy e0.91b ready for download.
Yayness!!! *can barely contain excitment!*
Can anyone please help me??? I wanted this modi downloaded the wrong one at first, the entrenchment one. Then i went and tried to update sins, and i had to get impulse so i got it. It worked for about 10 minutes then i exited out. After that i tried to delete the entrenchment mod from my computer because im not getting that for a while, and then things started to go wrong. The file was still there in my computer, and when i clicked on it said that it couldnt be displayed. When i downloaded the SG Races vannila mod i couldnt use it because of the other mods. THen to try to fix it I did a system restore. Ever since then I tried to resinstall stardock, but it says that the files are there and usuable, but to my knoledge their not. I have also unistalled sins and reinstalled it to try to get it to work. All that i really want to do is use this mod so if anybody can help me please try to.
SGGalaxy e0.91b for Entrenchment v1.02 is now available via the download link in the thread OP.
Yah but how do i fix all the other problems and how do i get impulse i want it back
Dark,
That's a little outside the scope of support I might be expected to give in this thread. That sounds like a general game/Windows issue, not a mod problem. While I don't have any issues with helping you I don't have any ideas that come to mind just off the top of my head right now.
Installing any of these mods, in the proper directories would not cause any of the problems you are experiencing.
Sorry I can't be of more help. Maybe try the tech support forum? Or e-mail support@ironcladgames.com?
Thanks for at least giving it some thought, but i fixed it. I just got impulse back and now im installing the game so it should work right. Your right it wasnt the mod windows was just having some more of its issues.
Alright, the thread OP now has a download link for a 1.02 compatible version of GalaxyMod. All Entrenchment versions are now updated and available for Entrenchment 1.02.
Now I was noticing that the GalaxyMod download was almost half as small as the SGRaces mod that was for Entrenchment 1.01. Is this just an update or is this the full blown version? What is with the discrepancy?
Edit: I just unpacked the mod and found out that it was actually 600+ mb. How did you pack so much stuff into 100 mb? Amazing.
Hey when i was playing with the vanilla sins version some all of the ancient capital ships were from other races in the game already if I buy the entrenchment version will they look like ancient ships?
Yes, they are complete versions of the mod. The SGGalaxy and GalaxyMod versions are a bit smaller this time around but everything is still there.
The files that make up the bulk of the total filesize of the mod(s) compress quite well. These versions of the mod are a bit smaller as I changed the save format of a series of textures from Sins Plus and reduced their filesizes to about 33% of the originals (there should be no noticeable loss of quality). It didn't reduce the total size of the zip as much as I had hoped but it helped.
It might be possible to get the packs even smaller as I have been told by others that RAR and 7z can do better compression ratios (which I have no doubt of really). Zip files are much more accessible for everyone though and I'm achieving quite impressive compression ratios with zip format already so I haven't bothered to explore that option.
While there are several custom models made for this mod already, they are far from a complete set for each race. So yes, many of the ships for each of the custom races still make use of the stock models. Modelling can be a very long process per ship and each fleet has dozens of different models. I've got the majority of the major known Stargate "cannon" ships done up with custom models but there it's still going to be a long haul to replace everything. At the moment, I'm quite busy with code updates and I'm not sure when I will be able to re-focus on modelling.
For the Ancients, the Invictus Revenant, Atlantis and Imperium Revenant all have custom models created specifically for this mod. The Ultionis Dreadnaught also uses a non-stock model but it was borrowed from HammerSun/7DS. Only the Ancients carrier and Corvette use stock models at this point in time.
To answer your question, the Entrenchment versions don't have any new models not already in the vanilla Sins version of the mod. As the Entrenchment versions are newer, some of the models have been changed and had some issues corrected but nothing new has been added yet. That will most likely change in time but I don't have an ETA on it, as per the previous paragraph.
...oh yeah any chance...when you eventually get there that there will be a goauld mod for vanilla or is that not gonna happen atll all for original game?
I don't know. It's already hard enough maintaining the Entrenchment mods and back porting to vanilla is not the smallest of tasks if you have a decent amount of content that you have to port. As I said earlier in the thread, development of this mod is more than likely going to be focused on Entrenchment for the foreseeable future.
How do you update a mod when you put it out? Do you just delete the old one and install the new one?
Yup.
Before anyone reports the issue, I've noticed that the Ancients star base does not regenerate antimatter in the current release version. This has already been corrected in the build version of the mod for the next release.
Also, I will be out of town until late tomorrow (Sunday). Please keep that in mind if you have questions or try to contact me during that time.
dolynick,
I just noticed in a game that the wraith starbase has no shields, the first touchgness upgrade it also has no shields, but the second toughness upgrade for the Wraith starbase gives it 5000 shields with 0 shield restore and it again has no shields when you upgrade it to level three. I looked in the Wraith Starbase Toughness ability file and it says 5000 shields for the second level...quick oversight? just thought I'd point it out.
Great mod, keep up the great work,
theascended121
Hmm, that is odd. the Wraith are supposed to have no shields, just quick hull replenish.
If that's true then yes, it is a mistake. Mostly likely I simply missed that line when I was removing all the others. I'll fix it in the build version for the next release.
Thanks for pointing it out.
Dolynick can you help me. Everytime I tried to play with your mod a run time error appear and close sins when I play.
(I have the last version of entrenchment and windows vista 32bits)
Man oh man reading all these post and replys makes me worry about entrenchments effect on mods. Its ironic entrenchment was suposed to make mods easier to use but it didnt (well soo far). Anyhow... um quick question for you dolynick do you wright all the strings for each race or do you copy some pre existing strings and just change the names around. The reason for this question is because ive been making a race (based on Nexus the jupiter incident) and i tried copying some of your old string files and just chaging some names and content around yet, during gameplay they dont work or dont appear.
Great work once again dolynick, although because i dont have entrenchment i cant download your newest mods but, i am sure they are worth the excitement and time of playing them during my free time.
Akkan117
OK thanks akkan
Hey dolynick, I was noticing when I played as ancients. I used the ship that could build tactical structures and starbases (forgot its name) at a star to build a gate. Well, the ship took my money, all 2,000 credits and metal and crystal. It even gave me a nice little cool down, but it never built the structure . Did some pirates board my ship and steal my money or what? Haha, any help would be awesome.
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