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
Wait
This is Goa'uld in it? Is it for the v1.15 or for Entrenchment. If its for the origional, how do I get it? Do I have to edit something in the game?
This is game has Goa'uld in it? Is it for Entrenchment or the origional version. If its for hte origional, do I have to edit something?
franz bravo the op states that is for entrenchment 1.02 and that the 1.15 version is unavailable. the goa'uld are not in the mod but might be considered for the future.
harpo
the goa'uld are in this mod their just not enabled because they are not yet modded, i enabled them to be selsected as a player and their quite good, exept i cant use them in a multi-solar-system scenario
look for this file in where u installed ur mod "PlayerGoauld"
then look for this line "isSelectable"
change the FALSE to TRUE then save the file.
i cannot play multiplayer anyways, my latency is always too high, and i backed up ur mod in sevral places. ITS THAT GOOD! =D
Thank you kris.
Yeah, the basic units for a Goa'uld race have been in the mod for some time but are not enabled as a playable race. Doing as suggested above would make them selectable.
Unfortunately, they pretty much have no tech tree at all which makes them not feasible for play at the moment. Most of their ships don't have abilities done for them yet either. Those that do, like some of the capital ships, only have a couple instead of the full compliment so they won't level up properly either. Basically, while you could access them, they aren't in a state where they'd be really representative of what a Goa'uld playable race would be like. Not yet anyways.
i look forward to seeing them in the final mod, i play them somtimes and i ejoy hem the most, their weapon projectile animation is simple, yet very realistic
Also, how do you change the color of the Ancient Captial Ships beam weapons? I think the particle file for it is from the base Sins game but when I go into the file it looks nothing like the particle files for the mod, no clue how to read that.
Where I can I find the files on the Goa'uld ships? Also, how can I put upgrades into the Goa'uld tech tree? Oh, and thank you for the help.
you can find all the Goa'uld ships in the place where you installed the mod/GameInfo all the frigates start with Frigate then the race name, e.g FrigateGoauldHatak, the capital ships star with capitalship then the race name, e.g CAPITALSHIP_GOAULDAPOPHIS, i hope you're getting the point now, i do not know how to and dont think you should edit the tech tree my best advice on that would be wait for future mods to come out that include it , as dolynick says, they are not yet feasible. All the files include lines that you can work out youself but i would recommand copying and pasting the GameInfo or any other folder, into another place as a backup just to be safe.
-Kris
You need a program called ParticleForge, it can be found on the download section of this site, before editing particles you should make your own to get a feel to ParticleForge, if you would like my edit, leave an e-mail adress or somthing i can send you in by.
As for the beams, you would have to have an advanced program that can edit the colour filters of picture files, i would recommen Helicon Filter, its free just search it in google, that is the only program i would use to change the colour, if you are getting Helicon Filter and dont understand it, you can ask me and i will supplyyou with the answers you require.
[EDIT] Dolynick, i hope you dont mind me telling people how to edit your mod. I am just making sure because im not certain of who you are (in actually knowing you) to let people tamper with your things without asking.
Yeah I've gotten Particle Forge working and seem to have shortened it some by reducing the Speed Linear - Min from -60 to -6. What I wanted to do is to just reduce the entire thing down to half or so though, not sure how to do that. I sent you a PM yesterday asking for your drone file but don't think I left my email. I'll send another one now.
As I said, there is no way to stop people from modifying things anyways so I don't fret too much about people making changes for their personal use. There is no harm in private versions anyways. That's pretty much what this mod was at the start anyways, a mod I did for myself and eventually decide to share when it seemed to be coming together and working well. I might have something to say if they turned around and released their own version of the mod though, particularly if they're not completely sure of what they are doing when their modding.
As to programs for modding...
Particle effects that have .particle extensions are modified using Particle Forge, as has already been said. Particle effects are composed of various graphical assets though, typically .dds textures or .tga traditional image files.
I'm not familiar with Helicon Filter but I can tell you that I used Photoshop (with the NVidia DDS tools) to do pretty much all the editing of .dds and .tga files that I have used.
Certain effect, such as beam type defined weapons (such as the Ancient beams, Asgard beams are not really beam defined) don't use particles. Those are modified by .tga source and property editing in the weapon definition itself.
one question:
i havent looked at this mod for a very long time (back in 1.12 was the last time i played it) Is the SGGalaxy mod for Entrenchment or Vanilla?
Entrenchment. All active development for the time being is being directed to Entrenchment versions of the mod.
Ok, so i was playing as the Asgard, and i noticed that the Subspace Imaging tech doesnt seem to do anything, what is it supposed to do? Also, when i use colonize with the Asgard Mothership, i noticed that it does not add the 2 free extractors that i am supposed to get, any ideas why this could be?
The Subspace Imagine research for the Asgard allows them to see what is going on at another planet they don't control but is under the influence of their culture. This is essentially the same as the Advent culture research ability of another name. It will do not anything unless you have sufficient culture to reach an enemy/neutral planet in the first place.
The Asgard Mothership's colonize extractor bonus works like the TEC ability in that it gains free extractors as the ability increases in level. At level one, there is no bonus. At level two it grants one free extractor and at level three it grants two free extractors. The bonus extractor is time based and has to be taken advantage of during the duration of the ability effect.
Say I have a model of Apophis Mothership (I don't,) how would you put it in the game?
If this is directed at me, i think i know but it would take some testing. However the question probably wasnt >.<. I was just thinking of using a Hat'ak as one, but I think it only has one point in which to shoot, so lasers coming out of the middle of the ship might look not so good as he has 2 weapons. Am I correct dolynck?
The Hatak definitely has more than one weapon point on it but it may only have points for one weapon. It's been a while since I did the model and looked at the entity file for the Hatak so I don't quite remember. If the Hatak has only one weapon defined in the entity then it's a safe bet that adding others will shoot from the center point instead.
As for adding models, you put the meshes in the appropriate directory and then just tell the entity file to use that particular mesh.
yeah, thats what i meant lol
i just thought i'de better not say that coz i udnno if there is any other lines and things
um, when playing as wraith, i cant seem to research the first tech for the health tree (chemical sustainment) nor can i research the Defilers, any reason for this?
Figured it out, and im not sure what was wrong, i restarted the program and it was fine
Also, one of their tech trees (the ones for bombing damage) still uses the psitech references, and uses advent in the description
If you want my opinion for the mod your working on make it so that the replicators have a Atlantis city ship; and as for the ship have it in much better detail then the one in the current available star gate mod with the ancients.
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