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
and also what program do you use to make models? im thinking of buying SoftImage but i thought you might have somthing thats free?
The priority for activation if you are using more than one is listed near the bottom of the thread post under the download links.
If the order is right and you're still not getting anything then it's possible that something wasn't extracted properly. The easiest, most reliable way of extracting them is to just expand the zip file in Windows Explorer and grab the first folder (dolynick_SGRaces-e0.9xb or whatever version it is) and drag that to your Entrenchment mods folder. Everything in the zip is already in the proper folder structure so it will work.
I use XSI Mod tools. It's a free download although the download link from SoftImage may be broken right now (it was for some time while they "made upgrades" or some such thing). I don't know of any alternate download locations but you can search.
Some people use 3DStudioMax for their Sins modelling but that can have it's own issues. It's also not free like Mod Tools. I use it occassionally for certain things that I can't import properly into XSI and then do a conversion that way into XSI.
I have to say I love the effects on the ancient shields. Its awsome to see the effect of weapons hitting the shield and having it light up and brighter flashes where the impacts happen. Also I set up a game with hard AI all wraith locked on different teams. After taking over half the galaxy, and putting a logarian defense satalite and starbase at all front worlds I unlock the teams and make them unfair AIs. It makes for epic battles.
A lvl 10 juggernaut vs a fully upgraded writh SB is an interesting matchup. They take forever to kill I brought in 4 auras to help speed things up. I also notices that the SB can only use so many weapon banks on a single target so a single target can never take all the damage giving the ancients a good advantage againt SBs.
Also another free modding program is wings3d. It has a much more simple interface. Just looking at all the buttons on XSI gives me headaches.
@ Overseer
I completely agree with you, I absolutely love the Ancients' shield effects. When you look at the massive ship sizes, number of weapons on each ship, how they target multiple ships at once, and the incredible hull/shield combination, you really get the feel of an ancient civilization expanding into a new area of space or something.
Just wondering, is there an easy way for me to change, say, the number of drones fired from a specific ship or from a specific ability?
All of that stuff is controlled by the various related .entity files. Basic weapons are defined in the ship entities and the abilities are controlled by their respective entities. Adjusting burst counts will give you the visual effect of more drones fired at once but damage per burst is controlled in other places.
Star bases (or more specifically the controls for multiple targets per bank) do their full rated damage per side to every target. Basically, with a star base you can divide the damager per weapon by four (since they do equal damage to all sides typically) and that is how much damage per second any single target will take from that weapon. It does not split the damage between all the targets. That means that they are far more dangerous/powerful when dealing with targets equal or exceeding their targets per bank count (4 or 5 when upgraded).
I had originally intended to use the same targets per bank method for the Ancient ships as well but ultimately stayed with the standard methods. As nice as it would have been to have them able to engage 8 or more targets at once (surrounded) it made them a bit too powerful. I could have lowered the damage to compensate but then they would be a little weak against a single target.
Well, Dolynick, i got it working, and i have to say, your mod is abslutely awesome! I love it so much, and the variances between the races is perfect! Keep up the good work
Glad to hear you got it working and it's always great to hear that someone enjoys the mod very much. Thanks.
-dolynick.
Need someone's opinion. What would be a good capital(s)/cruiser(s) to put with an Atlantis city ship and a Juggernaut? Planning a little meet-and-greet with 3 enemy AI in their home system while my main fleet is tied up defending another system. Got them both to level 4 with just training them. I'm thinking maybe 1 or 2 Excaliburs and perhaps an Aurora/Adamas? Money isn't really an issue and if I wanted I could probably make another city ship right away/soon. Btw I'm facing Wraith and Vasari.
Against the Vasari and their phase missiles I would definitely bring a couple tantillus cruisers. You'll need them to repair the hull damage you'll be taking from their phase missiles. I would have said an Imperium Revenant for sure with the Atlantis but since it's Vasari you may not be using Expand Shields on the Atlantis. It's still a good ship to have in any situation though.
Excaliburs are a good call for their strikecraft and anti-strikecraft support, especially if the Vasari are carrier heavy. Bring Auroras as well if you think you'll need some extra firepower. Adamas are very tough ships that take a ton of punishment before they go down. They are designed more as a defensive ship though, hence why they are very slow compared to other cruisers. Still, they are not a bad choice either since you have an Atlantis which is even slower.
Thanks for the reply dolynick. I decided to just stabilize my border worlds with my (current) allies before I destroy them and take their worlds to fund the war effort against the vasari+2 Wraith.
How do you edit the amont of ships the AI build coz i was just thinking to myself "why arnt the ancients building much ships?" also is it in the Player<name> file or the actual ship file?
Er... In my experience the Ancient AIs generally do fairly well in fleet size compared to other races. Obviously, it varies by game and if they're doing well or not but it's not uncommon for me to see an Ancient AI hanging out around the top spot in used fleet supply. Their ships are a lot more costly though, so they'll never have the raw numbers that TEC or something like that will but they don't need them either.
i know why they have the fleet size low, its just why arnt they building 100+ frigates like the TEC?
Because their are each as powerful as 3 to 15 TEC ships, depending on the ship in question.
hey doly still loving the mod was woundering how the work with the ga'uald was coming and if you have found a artisit to work with the text files yet?
i asumed there was some kind of script for each differant AI mood that says how much ships to build, not dependig on power or cost.
No, it's basically a matter of fleet suppy and how many credits/resources they have to spend on that sort of thing.
I dont know why this keeps hapenning but when I build the Atlantis city ship; the ship is poorly detailed and the game crashes after a few seconds to about 3 minutes is there a way around this? Also all my software & sins entrenchment are at there latest update so i know thats not the problem.
I have zero problems building and playing with an Atlantis and there haven't been any reports from others about it causing crashes either.
I'm not sure if it's just me or not but whenever I try to play the Hyperion Gates map as soon as the game starts it says I lose and that's that.
I am using SGGalaxy, Fleetsize, Volumetric and Bailknights.
Also, how hard would it be to take out the Planetsize mod from SGGalaxy. Would it be too much to ask to have a version where its just Galaxy Mod and SG Races? I don't want to seem picky because I really do enjoy this mod but it just takes way too long to get around stars and I like to play on multi-star maps.
why dont AI Goa'uld build Hat'aks?
i hope you dont mind dolynick but i edited the auora class warship to fire about 30 drones at once when using the drone swarm, but decreased the damage so its like it was when john sheppard fired at the replicators in the big space batttle, and made all the weapons on the ship to drones >.< i also edited the drone particle animation so their less.... "long?" (more like on the fil) no offence, i didn't not like it the way it was. I also edited the wraith laser particle animation to like it is on the film.
P.S i dunno why i included the quote it just relates to it....
-Kris
If you want to edit the mod to your liking you are free to do so. I couldn't exactly stop you even if I wanted to anyways.
Just be aware that if you play multiplayer, you have most likely changed the checksum of the mod and broken compatibility with others using it. If you only play single player then you'll be just fine.
Of course, I may or may not support or help people who do so and break something. I dontate enough time to the Sins community with my own modding efforts. I don't particularly feel inclined to oversee all whole whack of little user sub-mods as well althouth I do feel giving and generous with my time occassionally.
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