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 still have the 1.151 build version of the mod as well. I just haven't uploaded it since I'm not sure if it even works with Sins v1.16. I've been remiss in testing it but once I do so and if it works then I will likely repost a download for it. If it doesn't work, then I may or may not update it for 1.16 and repost. That version is fairly out of date now with all of the changes in the Entrenchment versions anyways.
We are the 31th and filefront is always working fine !!!
Really? I haven't bothered to check it. I've moved all the links over to ADrive now.
Edit: Yes, FileFront still seems to be serving existing files. The upload service continues to be unavailable though, which makes it a no-go as it stands for continued use for future updates.
just to report a bug or get answers to this puzzle. on the wraith tech tree there are 2 levels of horizontal upgrades for armor and then below those two lines there is a uh....reactor upgrade line and i cant figure out how to get the reactor or the second armor upgrade lines to work
This has been an issue from time to time. Just save your game, exit out of the game, and then restart it and get back to it. That should fix any issues with the research tree. I've had to do it several times in my playing of the Wraith.
Played this mod as Ancients yesterday for 7 hours or so and i loved it and i have a crappy pc (dimention 3000 512 ram lol) no problems playing as far as i saw ued the SGgalaxy one gotta say though i would love a deadlus class shipp thrown in (i know doesn't fit with ancients) about the right size for a frigate and my fav looking ship. Great job keep up the good work
ah ok thanks
I just read that filefront will not be shutting down, and will infact be resuming normal operation. The official information is at the following ---> http://welcome.filefront.com/
I know its my first post, but thought this was relivent information the mod team might need or want.
Anyways, I really love the mod!! I am definatly looking forward to future releases.
Could the asgard star base also have an offensive ability, like the avalon??
The ability I was thinking about is the one the Ragnarok and the monjlir have.
I had considered that but I was trying to avoid using the same basic ability again.
Secondly, while the Valhalla station can be extremely powerful and difficult to take out, I was trying to position it to be more of an empire tool (economic, culture, etc) rather than a straight up combat juggernaut. The level 3rd weapon upgrade does a ton of damage per second as it is, particularly if your empire has done it's beam weapon upgrades.
That's not to say that it couldn't be given one or that I outright refuse to make one for it, I just didn't feel it was necessary given the Valhalla's many other attributes and what I was going for. I'd also prefer not to simply give it another "me too" ability and nothing compelling has come to mind just yet.
By the way the Asgard rock!!!!
I tried them sometime ago and now they are my favorite race, the ragnarok is just brutal, the other day i was getting a hell of a beating by an unfair ancient AI, I managed to save enough to get the ragnarock and grouped it with my remaining fleet(2 odins, 1 heimdall, 1 colonizer capital ship) and slaughtered all the fleets the ancient threw at me, I love Decimate fleet, I think its just a shame SGI wont use the asgard or will they??
The SGI project doesn't plan to have the Asgard in their initial release. They most certainly do have at least some tentative plans to include then in the second part of the mod. I couldn't say exactly what form the Asgard would take in SGI though, as EOmega seems to be "setting" the mod according to the current show timeline. By that measure, the Asgard are more or less wiped out according to cannon. You'd be better off asking him exactly what he has planned for them in SGI part 2.
And yeah, the Ragnarok is ridiculously powerful. It's meant to be a doomsday device and it certainly can mean that to your enemies. I may have gone a bit too far with it but something like that is a tricky thing to balance. Ideally, I'd like there to be another "cost" to building one aside from just the outright credit/metal/crystal price but the game has somewhat limitted options for handly that in a good way.
Yes the Ragnarok is insane. A single Decimate fleet attack can wipe out a fleet of Wraith Heavy cruisers. An easy way of balancing it would be to cut the abilitie's range a little, if only to give the enemy fleet a chance to run or spread out . Not that it would matter because the Ragnorock is fast enough to chase a fleet down. Also the Asguard can eat SC for breakfast when their caps level up.
You definitely have a fragile balance between the races. The aguard can make alot of money very quickly with there research. The Ancients do well against asguard shield thanks to their drones and all their ships have an insane number weapon banks to deal with fleets that out number them, pluse drome swarm is awsome. The wraith Hive is impressive and they are interseting to play with and do the best in the early game expanding quickly.
I may have to revisit that ability. I wanted it to be able to inflict massive damage onto a fleet as beffitting it's name and ideally thin the ranks out a bit with each firing. That isn't so easy to accomplish and still keep things in check. What I may have to do is increase the initial blast damage and reduce the "propogated" damage on the secondary and tertiary impacts.
That aspect of the Asgard is probably the single most difficult thing to balance. Not having any strikecraft leaves them at a MASSIVE dissadvantage to other races. I didn't really want to make all their ships really large and costly (like the Ancients) so that meant giving them ways of effectively mitigating the threat from strikecraft. The thing about strikecraft is that you can kill them by the thousands and you've never really destroyed anything in the opposing fleet that costs a single penny to replace or build in the first place.
Right now I may have erred on the "too effective" side of things when it comes to capital ship abilities vs strikecraft. Aside from rendering carriers useless against them though, that still leaves everything else in the enemy fleet as an effective threat which is probably better than having the entire Asgard fleet overly vulnerable to strikecraft. Things don't seem to get too out of whack until you get both an Odin and a Heimdall to lvl 6 with their ultimate abilities and even then, the above is the result and not necessarily instant "win" over the enemy fleet.
Of course, the AI's apparent love for carrier spam doesn't help as it doesn't adapt well to having it's strikecraft hoards neutralized. I think a living player with any of the races would contend with that aspect of the Asgard much more readily.
It's strange you say that about the Asgard. I have never found them to be a particularly lucrative race. That is, at least not until I start rolling out Valhalla Stations which can throw their economy into overdrive. Which researches in specific have you found to have an overly dramatic effect on their economy?
You've summed up the Ancients and Wraith fairly well.
The main Ancient combat ships are loaded with weapons that's for sure. They have to be though in order to be viable. I should note that in many cases the laser weapons they use are most effective against strikecraft and other light frigates rather than heavier ships. That is why they don't have a dedicated "flak" frigate.
The Wraith are supposed to be somewhat like a weed. They spread easily and are very adaptable to most environments which translates into them being able to build bigger colonies on the more inhospitable planet types. If you leave them unchecked they can become a real nightmare, especially if they tech up or reach their "end game" scenario. The AI doesn't seem to use it though, at least not in any game I've played yet. My most recent playtest is using the Wraith so the next update will address some issues and mistakes I've found with them. I have noted how the Overlord star base is surprisingly more formiddable than I expected it to be as well. That's not a bad thing, I just didn't expect it to be quite as good as it seems to really be.
Hmm... I've noticed this issue... with a fleet or mass amount of ships. Ship spacing sorta stinks... actually reeks. It's kinda a pain to see my ships playing bumper cars all over the place as they try to align to jump or even within the gravity well of a planet and when they are fighting enemy ships. Also I noticed that when you zoom out on the ships the textures seem to be okay, but when you zoom in for close up the textures become all wacked out, darkening or lighing up to almost become or seem to become near transparent. Over all though I LOVE the mod, wets my appitite for the other Stargate mod that's in the works. I have yet to try out the Asgard or the Wraith. I wanted to try some Ancient ownage before all the others
The reseach gives the aguard high population cap combined with culture makes them have very hightax income. you conbine this with SB upgrades and trade ports and you have a very pwerful economy. Aditionally the aguard have research for more logistic points, so even dead asteroids can have a trade port allowing for longer chains. Late game even with high fleet upkeep they have an impressive income rate. I can easily see how a player could afford 2 maybe even 3 ragnorocks in very late game making them unstoppable even against a very formiddable ancient fleet.
Ship spacing, formation and pathfinding is pretty much simply an engine thing. There isn't much that can be done about it and the bumper-cars effect is something that happens even in the stock game. The huge Ancient ships can complicate matters no doubt. And playing with the potentially massive fleet sizes that FleetMod can allow compounds matters as well but is entirely under your control.
I have noticed that ship textures seem to be highly sensitive to the ship orientation. They can look just fine up close when facing a certain direction but seem to very quickly become dark after they turn just a little bit. I suspect it might have something to do with the way they are UV Mapped or Tangent Mapped and could use some refining. Of course, I never claimed to be a 3D modeller of great skill so we may have to tolerate it for now (until I figure out why it happens) or simply live with it.
I'm happy to hear that you are enjoying the mod even so, despite some of the technical flaws.
With Valhalla Stations that is quite true. I designed it to be able to drive their economy though rather than be an outright "death star" type base. Prior to Entrenchment and the star base, I didn't find their economy to be all that strong outright without massive investment into trade ports and refineries. Their culture isn't that great and it's spread upgrades are not that impressive. They have no max allegiance bonus from research either which also keeps them down from the other two races. You are right that the sum of their research can give them a powerful economy. I was just wondering if you found any single research in particular to be overpowering in that respect.
There was nothing in particular. Like all the other races the sum total of there reserch really defines them. Also their mobilty really shines with the planet size mod. It makes them a more lucrutive choice compares to the other races. Though i have played with the ancients and destroyed an entire asguard fleet and starbase with a couple of destryers and a level six cap. Though I feel this was likely do to my efective use of abilities compared to the AI.
Also, i have a modding question for you. Can you make a capital ship that you could buy upgrades for like a starbase. I guess the more important question is can u make a SB enter phase jump. At that point you could just make a ship mesh for the SB and still have it made by a cruiser. Just a thought for a supercap.
My understading is that the best you can do is allow travel within a gravity well for a star base. You cannot have a star base capable of phase jumps.
It is possible to have an upgradeable capital ship in some sense though. You can have weapons that are accessible only via research and the ship model/mesh change based on research as well. You can't do it like a star base where they have innate upgrades though and you are still limitted to the three weapon slot design. It would also not be possible to do trade or factory type stuff using a capship entity. You could have limitted ship "building" via abilities (like the constructor cruisers each race has) but they would obviously take up ability slots for each type of construction and you are limitted to 5 total.
This was a consideration for Atlantis (as a star base instead of a capital ship) when Entrenchment came along but neither way of handling it would properly represent Atlantis as per the show. Thus, Atlantis remained as a capital ship as before.
I think that ability is fine maybe a litte too powerful, you could make the ragnarok cost more, but if the asgard didnt have this ship they would get r@p#d by the ancient jugernaught and atlantis, and also, the fleets the ancients AI puts together are no joke if the AI had the brains to concentrate all that firepower it normally moves around on the ragnarok it would go down fast.
If you want to revise an ability revise the anoying "phase out" ability of the loki, the Asgard AI loves to send a lot and if you are ancient and have small powerful fleets you get the sh#t beaten out of you, unless you have a juggernaught.
love the mod keep up the good work
dolynick, i started moddig a couple of months ago and now i want to make a major mod, like my own models and things, i can do everything exept them and i just have alot of questions so have you got x fire or steam or somthing we can IM on?
Great mod, any plans to improve and/or add textures to some of the models?
Right now I've been taking a bit of a break from Sins and modding as I'm feeling a little burnt out. Is the mod "finished"? No. There are a lot of things left that I would like to do. I just can't say when or if all those things will get done.
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