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
There is a "build time" for all those structure spawn abilities. Just wait, it will spit one out eventually. It tends to be around the 45-60 second range. It's set to be the same delay as building the tactical structure version.
I am not sure of the specific reason, I just know that you cannot build a structure at a star. I had the thought I could totally shut down a star system if I could build turrets and fun stuff like that....but that is just not case.
*Sadness*
At least, I have never seen my structures pop up at the star....Now I have to retest this!
Dolynick where i can find the user.setting files for increase the max particule count and how i can open it
i finally find it sory for the inconvenience
I just downloaded the 1.15 version and it's amazing! You, know, you have everything you need to make your own Stargate Mod right here. Just take out the TEC, Vasari, and Advent, and put in the Tau'ri and boom! A Stargate Mod!
By the way, I can upgraded my Wraith ship shields. I click t, but it doesn't do anything.
This is great through!
The vanilla version might still have some flaws, the development is progressing via entrenchment-only at the moment. So it's not exactly necessary/helpful to report 1.15 flaws, since they're probably fixed in the entrenchment version already and if dolynick finds the time to update vanilla it will probably be by recoding the entrenchment version and not by changing the vanilla one
The Wraith don't have shields on any of their ships so there is no way to upgrade them. They do have plenty of hull and armor upgrades though. Some users have reported having trouble with the first few research entries for hull and armor not working. I have never been able to replicate the problem myself as they always seem to work just fine when I try them. Try reloading the game and seeing if they work then, as that is what others have reported as a fix. I honestly have no explanation for why it happens to some people but never to myself.
That doesn't sound right. I know for a fact that I built a stargate at a star the other day using the Ancients and their Munio cruiser. It popped out just fine in the star's gravity well. Now, stargates (or any phase stabilizer - seems to be a game engine thing) won't work on a star it seems but the structure did build.
I know the way the fortification ships work is fairly clunky and awkward, which has caused some confusion for a few users but unfortunately there doesn't seem to be an easier way of handling that specific type of ability.
dolynick, is there anyway to incresae the amount of mines that are layed?
I was playing a game with the ancients yesterday, and with the incresaed planet size, the mines don't have an effective range!
I tested the newest Version of your mod for Entrenchment.
I don't know if you noticed, but if i have the option "show erros" switched on i get dozends of errors. Most of them regarding misplaced "points" in models(i have no clue what that is) and one error regarding a tech in the techtree.
The second issue is a little more severe. After a few minutes in skirmish the game slows down at a staggering rate. It gets unplayable very quick as is drops under 1frame/minute.I don't know what causes that because the Pc wont react to ALT-Tab anymore(to look in the errorlog). I have only a wild guess. I think it started when a padlle jumper entered a phase-lane.
I if i find some time i might have a look myself, but untill then i just wanted you to know.
Greez, olm
Yes, it's a simple matter to increase the number of mines spawned per use of the ability. I have no plans of changing it however because the issue is not specific to just the new custom races. The increased gravity well size will affect all races, stock and custom equally. As I do no plan on modifying any of the stock stuff, it would be unbalanced to do so for the custom races. The increased play space has larger defense repercussions than just mines though, as all defenses such as turrets will also cover a smaller proportional area of the well now.
Show Errors will report a couple errors as the mod loads but none of them have any serious repercussions to the game. There are a couple model errors concerning vertexes, but nothing that affects play at all. There will be some weapon point errors as ships are spawned, particularly on the custom ships that still use stock models as they don't have proper weapon points for all the custom weapons, but this also has no repercussions to game play. Finally, any errors from the tech tree refer to visual arrow graphics (for pre-requisites) that the game doesn't have presets for, once again no repercussion to game play.
Now, as to framerates... If you zoom right in on something high poly like Atlantis, more specifically while it's taking fire on the shield mesh, I have noticed the frame rate drops severely. That also occurs to varying degree on the stock ships though and has something to do with the way the game engine renders shield effects I suspect. Zoom out just a little and things look well enough to be acceptable in my opinion. I have played some really massive games and yes, there is slowdown but that's to be expected with 20,000 fleet supply worth of ships flitting around and fighting all over the place.
If you are referring to puddlejumpers being extremely slow along phase lanes I suggest you read their description and the "Sublight Engines Only" ability description more closely. That is entirely by design.
On the whole, I myself have not noticed any severe slowdown issues that I would characterize as rendering the game "unplayable" as you state. Perhaps it's hardware differences but at best I can only speculate if that is the case for you and I'm sorry to hear that you're having troubles like that.
The cityship's level six ability works fine on stars. Did you see the post were I mentioned that a few pages back?(page 25, reply number 612 It was right before your post where you introduced GalaxyMod and SG Galaxy, so I am assuming you were too busy to notice)
Speaking of starbases, the gate ability does NOT work at stars, however the cityship's 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.
I also had some other comments/ideas about the Ancients in that post
I never came even close to build a cityship, as the game freezes the Pc after only 2-5 minutes. I doubt that this is an hardware issue as the mod works just fine with the basic Version of Sins(without Entrenchment).
Yeah the increase in the planet size (although very nice) does make pretty much all defensive strutures obsolite. The only real hope you have is the starbases ability to hold a planet even if they bombed the hell out of it. Then race back there with your fleet and make them pay for it!
What are specs on your computer? Are you running the game with the grapics turned all the way up?
Try as the OP suggests and turn down your game's effect settings. The mod shouldn't be crashing 2-5 min into a game and it most certainly shouldn't be completely locking up the PC when it does either.
I'm currently at least 6-8 hours into a large game right now and it has not crashed once. There is some slow down but there always is when a game gets that large and busy.
I honestly don't get the impression that they are obsolete now, at least not with the Ancients in my current game. Yes, starbases are important but I have been able to build a very healthy number of turrets at a planet and cover a lot of it's gravity well with some measure of defensive fire. I could see this being a bigger issue in multiplayer against live opponents but they were always able to circumvent static defenses long before Entrenchment and this mod anyways. Against the AI, aside from siege frigates (which you can just sent strikecraft after if need be), I haven't found many real problems as it will come after your tactical structures with it's fleet anyways and it doesn't matter so much where they are placed.
You are right about the star base ability to protect planet ownership though. That ability becomes even better now with the larger planets. I think that's likely a good thing as I've seen several comments around the forums about that ability not being all that useful in the stock game. It also allows star bases to have far more impact on the game as it forces your enemy (AI or human) to have to deal with your star base instead of simply avoiding it if he wants to take your planet.
You're right that the ancients defense isn't completely useless... but the wraith turrets are taken down by the simple pirate raid. I know the Asgurd have quick ships, (and it may seem have a disadvantage since they don't have strike craft, I haven't actually played them yet in Entrenchment), it kinda sucks that you have to take away from your over all fleet, but the fleetsize mod does help.
And I love that fact that they have to come after my starbases... that's when I really lay into them!
Yeah, I'm currently playing a Large Single map as the Ancients with 8 unlocked team hard AIs and a 3000 fleet supply. I had trouble expanding early on so while my fleet supply is good comparatively to the others I've had to be very cautious in this game. The Ancients' star base has proven to be a life saver in this game. It's Recharge ability, coupled with some repair platforms and a Mirus cruiser or two is an incredibly powerful defensive position if you can draw the battle to your starbase.
You're right that the Wraith plasma turrets could probably use an upgrade or two. I didn't have any ideas that really appealed to me to add for them in the initial Entrenchment release though. I'm thinking that I may give them (and/or the Asgard) an upgrade that greatly increases the range of their turret weapons. The Wraith are meant to have fairly short range weapons as part of their balancing, at least until you tech up though. Unlike the Asgard, they can rely on hangar defense for planetary defense so we'll see.
Further to my above reply...
I tried to design the star bases, in particular their abilities and/or upgrades, to provide the means to compensate for each races relative weaknesses. In that regard, the Ancients star base has it's Recharge ability which can replenish antimatter and shields. The Wraith star base is capable of upgrades that give it some serious weapon range, not to mention the Reaping and Incineration abilities that should make it dangerous to tackle head on. The Asgard base compensates for their relatively weak culture and can greatly improve their overall economy. Actually, the Asgard base, with city upgrades and Orbital Capital could, in theory allow them to become almost planet independent for their empire's income. I may have to adjust a few things on the Valhalla Station in regard to the onboard population yet as I suspect it can get too high and generate too much income, but I haven't had a chance to play a game with them yet to verify.
Upon some reflection, I believe I know what I will do for the Wraith turrets. I will likely give them a decent Area of Effect attack in the form of a "plasma bomb" of some sort. Not a huge area of effect but maybe 1000-1500 or so and do a fairly good 1000 shared damage or something like that. I may also give turrets a hull point regeneration passive ability (say an additional 5 or so). That should make them far more formidable, particular when faced with groups.
The Asgard already have special abilities on their turrets so they're not likely to get much more. I will likely give them an upgrade that greatly increases their range (thinking two levels, 25% and 50% increase). That should allow the turrets to more effectively cover the planet since they have no strikecraft to deal with sneaky siege frigates.
I am using dolynick SG-Races-1.151.
I have enjoyed it very much. I don't have Entrenchment perhaps I can pick it up in 6 months or so.
(So, right now... I am looking forward to the vanilla improvements.)
I really like the mod overall, I would like to see all of the defense platforms getting anti-bomber and anti-fighter weaponry. A single fighter or bomber squadron can peck away at defense platform until it is destroyed, and it has no way to defend itself. (At least that is what I have been observing).
Another thing that seems to happen with great frequency is that the several ships and sometimes the defense platforms, will not auto attack all the time. I don't really know why that is happening. And I know it was something someone mentioned a while back as well.
Thanks for your continued work on the mod! Its very good.
That's pretty much the way defense platforms have been for the entire history of the game. Stock vanilla Sins stuff too. The only race with anti-strikecraft weaponry on their defense turrets (in vanilla or Entrenchment), including TEC, Advent and Vasari, are the Asgard. They were given that as they have no strikecraft and needed a commonly available defense against them. Even in Entrenchment, defense platforms don't have anti-strikecraft weapons - although some of the hangar defense structures for stock races do with upgrades. Basically, what you are describing is not an "issue" with the mod but rather with Sins in general.
I'm not sure as to the cause of that. It might be a ranging issue, or more specifically which weapon is used to find attack range but on a ship they should simply move closer or something if they can't shoot with at lease one weapon. I know I corrected some weapon for range indexing with the Entrenchment release but may not have done so for the vanilla version. If they're just somewhat slow to pick a target and act, that could just be a game bog down issue as I have seen that in very large games where things start to slow down due to the amount of stuff going on.
Unfortunately, further development of this/these mods is Entrenchment based for the time being. At this point in time I cannot promise any further updates to the vanilla version of the mod. There are too many changes and differences in file formats for it to be easily transferable between the two and I already have my hands full dealing with the Entrenchment stuff alone without screwing things up by accident. Also, the latest balance and race revisions to the Ancients probably wouldn't work well in vanilla Sins as it may make the Ancients more reliant on defensive structures to compensate for the lack of a large number of ships to defend with. With Entrenchment, defensive structures are a bit better, especially with upgrades. That means that development of the race itself is essentially split off now if balance doens't work in Vanilla Sins and actively maintaining two separate versions of the race will cause chaos.
dolynick,
I found a bug while playing the Wraith. When you research Distribution Centers, you can't reasearch Warehouses Facilities becasue the requirement call for Off-World Export not Distribution Centers. Everything else seems to work fine for the Wraith. Thanks for making such a great mod.
-Kimyo
Thanks Kimyo,
I'll look into it and correct it if need be for the next release.
Hey Dolynick - I've been lurking here on this forum, and playing this mod for quite a while now. Enjoy this mod *alot*!! Great Work!! Just really like the new ship models a wole lot - very nice work!
I was playing last night as Asgard as a little change (usually play Ancients - They ROKK!!), and found a little bug. On the research tree, under defense, I think the Munio (or Freyr as the Asgard case may be), is covering up a Starbase ability that is required for "Megalopolis" Starbase ability development. I was not able to click to select the ability becase it said that I did not have 2 points in required "Megalopolis" research, and I think the cruiser is covering that up. Also it seems funny that the cruiser research is a 4th lab level research with nothing in 2nd and 3rd level in defense research at all - odd.
Great Mod Overall - Did I mention we just *love* the new ship models? Thanks so much for your hard and diligent work on this!!
The Megalopoli research entry is actually on the Civilian tab. It's the 2nd Terran planet development research and it deals with the creation of super-cities.
Nice to hear you're enjoying the mod. Thanks!
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