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
Hey dolynick great work with the mod as usual.
I tried using the races mod with the galazy mod in entrenchement and it gives me a minidump. If I make the galaxy mod first I dont get the minidump but the races dont show. Hope you can tell me whats up.
You can't use SGRaces and GalaxyMod together as they won't stack properly due to a few key files being modified in both mods. That's why there is an SGGalaxy mod available that offers both mods merged into one.
Ah, ok thanks I just rather pass on the planet size mod... but i suppose ill give it a try.
Hey Dolynick
I have been playing through a game with the asguard. They seem balanced despite not having fighters. The one problem with this is they cant protect gravity wells very good against bombarment. I think to compenstate you should increase the asguard turrets and SB base firing range by about 20%, and maybe some additional research for further increase. Other wise it is just too easy to avoid asguard defenses. Also in general all the races could use more research to improve defenses for entrenchement. Also the asguard sheild emitter should be made available easier, without all that research into sheilds and antimatter.
This was discussed last page actually.
In the build version the Asgard defense turrets already now have research that dramatically increases their range (+25% and +50% at the moment). The star base's range has remained unchanged though. It helps, as the range is now big enough that you can effectively ring a planet with full coverage by turrets now, albeit expensive if you're using the planet size mod. Unfortunately, with the way the new siege AI works that is about the only thing you can do aside from just chasing them down with frigates. The major mobility advantages the Asgard have helps in that regard as well.
On the same note, star base siege protection (Orbital Capital for the Asgard) becomes FAR more useful when using the larger planets that are more difficult to fully cover with defense. I don't think that that is a bad thing at all, as it also forces emenies to have to face your star base if they want to take the planet instead of just going around it.
dolynick,
whenever i use galaxy mod, fleet size, and volumetric, I get "no string found" on all the new planets.
Yes, there was a mistake in the string file of GalaxyMod that was brought up in a thread elsewhere on the forums. I have a fixed version but haven't got a link for it set up yet. FileFront shutting down on the 30th has me looking for an alternative place to post stuff and I'm trying to find one that will best suit the requirements.
I have a small question. What changes in game version (1.15 to 1.16) makes mod nonusable? In 1.16 game don't see folder with your mod. How could someone help you?
Hmm... another question (because i didn't read all pages - my ignorance): Are you planning adding some new races or unite your mod with stargate invasion?
Dolynick, Danman have wrote that he was ready to host other mod on his own server... maybe you can contact him...
If needed, i have 250 mb of own server space... it is not big but it is very fast ( 48 connection line )... i use around 30 mb of it, for picture post on several forum and other thing... can maybe clean everything and give you access to it for some time... work great with the fireFTP plugin for Firefox...
I saw that and that could be an option still on the table. I'd use MediaFire but unless I pay a fee a couple of the mods exceed the 100MB limit. I'm currently looking at badongo.com which seems to fit the bill but is a little ad heavy and countdown timers on downloads. :/
I actually haven't tried SGRaces-1.151 on Sins 1.16 yet so I'm not sure. Development for vanilla Sins has more or less stopped currently and I'm not sure if anything further will happen with it or not. If the mod doesn't work on 1.16 I may at least update it for compatibility even if I don't do any further development of it for vanilla.
More Stargate races are certainly a possibility. In fact, the basic units of the Goa'uld are actually in the current release versions but just not accessible as they are not playable yet. The Stargate Invasion mod is it's own mod and aims to be a total conversion rather than an add-on mod like this one. I speak regularly with EOmega, the lead on that project, and we help each other out from time to time. We've both given each other permission to use the other's content but SGI isn't released yet and nothing will happen on that front until it is. On that note, I should mention that the Wraith in this mod were created with the idea of them being used for SGI but that may or may not be the case now. I suppose it would be best to say that they are sort of unofficial "sister mods" but each is being developped independantly right now.
Not sure that it will work since you need enough seeder... but have you think to use torrent system... a package where you have all the different mods... people will be able to choose the one they wish to download... if you choose these way, i wil be able to help you seeding for around 60 gb bandwitch in the month... always super seeder mode, so people will need to share for receive more... if we have around 10 fixed seeder, we can reach a speed around the 500 kb/s ... Usually, torrent is used for illegal thing... time to put thing right... good torrent is for legal thing only !!!
In any case, if you need something, contact me... i will try to help... i am from the 7DS team but i have always like your work and enjoy it... You are a very good modder and i am always ready to support people that i like !!!
Actually, I had thought about doing torrent alternatives. Unfortunately, my DSL service doesn't give me much of an upload speed so acting as a seed would be extremely slow on my end. If I had the upload bandwidth I'd just set up my own web server and host it myself since I already have the infrastructure already in place more or less.
You don't need a lot of upload band if you work in the superseeder mode... Super seeder mean that you only give block who is not yet upload by someone... so, it obligate leecher to share... upload is really not a problem ( something like 30 kb/s is enough ) but we simply need more that one super seeder due to some limitation for connection... around 10 people is a perfect way...
Be aware that torrent is not a alternative for little file... with 7DS being almost 1 gb, it become a valuable alternative... in your case, it will be good if all your zip are in a single torrent... i don't know your number but if on filefront, you was around the 250 download week ( or more ), torrent become a possible source for download... More people you have, better are torrent file... few people, forget it !!!
EDIT : put in your torrent the following text will help a lot :"free mod for sins of solar empire"... the word free attrack a lot of people...
Hey.
It would be awesome if you could put Earth ships in. You could have F-302's and F-302 bombers, BC-303's, DSC-304's, and a few shps you make yourself. There are a bunch of Stargate mods out there like:
http://www.moddb.com/mods/stargate-invasion
franzy, doly and the rest of us already know about the mod u have linked us too.
So I'm playing this mod (SGGalaxy) and I notice something very strange... every time any of my units are in combat (with any race) the shield mitigation on my units goes up and up and up the longer I'm in combat.. up to a certain point usually between 65% and 85% and I'm wondering...... was this intended? Seems quite a bit overpowered for some races, perhaps it's just a change in entrenchment v1.02?
I did edit some of the abilities and planets after downloading the mod, but nothing I did should have this effect.
Just now I tried the galaxy mod (the standalone sins plus conversion) and all of my sins plus planets are "String not found." ...oops?
I was able to solve this problem by dragging the string file from the SGGalaxy mod and replacing this one.. I haven't played more than like 2 mins into the game with it yet so I'm hoping it won't cause any problems.
Yes, there is a problem in the string file for GalaxyMod. I have a corrected version but haven't setup a download link for it yet. It should happen in the next few days. You fix of using the SGGalaxy string file instead will work just fine but it may break your multiplayer compatibility if it changes the checksum for the mod.
Shield mitigation has always worked like that. It goes up as the ship takes heavier fire in combat, until it reaches it's set maximum. Standard races top out at 60%-70% on various ships with the Advent being a little higher with research. The Asgard in the mod have much better shields though (hence the low hull points) which can hit up to 85% on capital ships with research and it goes up faster than the stock races. That is fully intended and part of their balancing.
Weird I never noticed the shield mitigation thing before.
This is a frikking awesome mod.
Very nice work!!
Thanks Teal. Always nice to get that kind of feedback from another modder.
Thank you JoesGeo too. I'm glad you enjoy it.
On other business...
With FileFront's impending shut down I have updated the thread with some new download links. Better than that though, it's an updated release version.
e0.93b Changes:===============
Ancients:----------Fixed antimatter regeneration (or lack thereof) on Avalon class star bases.
Wraith:--------Corrected shield point gain from upgrades on Overlord star base.-Added Resilience upgrade for Plasma Defense turrets.-Added Plasma Blast upgrade for Plasma Defense turrets.
Asgard:--------Added Defense Purview upgrade for Beam Defense turrets.-Capital ships now all have a base 15% resistance to phase missiles bypassing their shields.-Valhalla Station now benefites from Impenetrability research.-Reduced population and allegiance gain on Valhalla Station Megalopolis upgrades.-Revised Asgard Defense research tree.-Made timing adjustments to Ragnarok Colossus' Decimate Fleet attack.-Reduced base armor on Ragnarok Colossus but slightly increased shield point gain per level.-Revised Tyr Dreadnaught's Attenuation ability to add a small amount of damage directly to hull per firing.-Corrected Ion Burst ability on Freyja mothership to only have 1 level.
There will be an updated release for SGGalaxy with the 0.93b changes included as well as a fixed version of GalaxyMod too. Unfortunately, I do not have time to upload them tonight. Most likely tomorrow.
The thread OP has been updated with new links for the latest versions of SGGalaxy and GalaxyMod. Enjoy.
dolynick if you want me to i could upload and link to a copy of your sgraces 1.151.zip that I downloaded on the 6th of march 2009
harpo
There are many great features available to you once you register, including:
Sign in or Create Account