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
how do i do that matey?
1 user opens impulse
2 impulse checks for updates
3 impulse offers updates to programs/games installed
4 user clicks on programs/games that they want to update
5 impulse updates programs
6 user closes impulse
harpo
well i found out something intresting. The Dynamic battle system from Mansh00ter is compatible with the SG galaxy mod, espically if you use the Fleet size mod.
i keep getting frequent mini dumps is there anyone else having that problem & if there are any that knows how to fix this please tell me??
well, it does mention that when it lists the order in which you should add them
Hey spartan117 try setting your effects in the game options to high and not highest.
Thanks I'm now no longer having that mini dump problem thanks again.
sweet mod
Hi great mod, loving the new Asgard ships.I was wondering whether or not you have any plans to merge the entrenchment version of the races mod with any graphical mods, for weapons, extra planet types, black holes etc. You could even merge it with your own galaxy mod.I think it would improve the mod alot. If this isn't planned any chance of intructing me how to do it ?Thanks
That is already done. The SGGalaxy mod is already merged with the base GalaxyMod and the PlanetSize mod. There are instructions in the OP for how to enable the mods with BailKnight's and Volumetric Explosions as well.
hey doly are you still working on this??
any new or improved textures
Dolynick, this is a great mod, and I'm just one of the many fans of your work. I would hate to see this mod discontinued. I'm just a supporter encouraging you to continue on with your mod. Its fascinating. Please dont discontinue this mod.
dolynick, How are things going? I just started playing again (after having a baby) so I wanted to see if there were any new developments in the works?
Given Entrenchment 1.03's recent release, I've updated the threads with the most recent build verions of SGRaces and SGGalaxy. As this release of SGRaces includes finally the most obvious corrections for the Wraith still needed, I have now removed the beta tags from the release and called them version 1.00.
e1.00 Changes:===============-Redid shield meshes for custom ships for proper visuals and possibly improve performance.
Ancients:----------Corrected issue with 2nd level of Space Gate Trade research/ability.
Wraith:--------Fixed research for Resilience to have the proper 2 levels.-Fixed research for Plasma Blast to have the proper 3 levels.-Fixed 2nd level of Overlord star base's Incineration ability.-Adjusted visual and damage area of effect of Overloard star base Incineration ability.-Fixed pre-requisite for Wraith culture resist research entry.-Reversed Mass Reduction property of Carapace 2 and Chitin 1 armor upgrades to properly apply mass increases (penalties).-Removed bombing damage from Spire Battleship. This will help with AI fleet behavior.
Enjoy.
P.S. No, I'm not dead I've just been working out my Demigod addiction with my gaming time lately and it's summer, along with other time commitments.
Very nice work you made.
I realy like the strikecrafts, just 1-2 vessel each squadron not like other Mods 10-20.
The Asgard are very vulerable to the Ancient ability Nano-Disasambler. A Capaital with these lvl 3 ability can take out all the Asgard structures ,Starbase and ships very easy and fast. I think that ability should be moved to a Asgard ship instead.
Does the construct structures from the Starbase Cruises works for you ?
Yeah, you'll just have to wait a while. The construction isn't shown in any way, but be patient and the structures will appear.
the Dart strikecraft refuse to attack other strikecraft. Allways when i let them attack an enemy fighter, they attack that host instead.
What does do these Dart Fenzy do ? I though it would be a Force attack or something, but i dont notice any difference if its on or off. And there is no enhancement at the next lvl too.
You should half the max. Strikecrafts each Capital. The Hive Cap got 20 Strikecrafts at lvl 8 (?) and i can't even see the Top of the tooltip anymore.
Some of the Wraith Organic reseach is a bit chaotic.
i would combine all the Armor together, so you just have 1 line. And i would decrease them 1 lvl, since they dont got any shield they need the Armor add !
Then you can move the Cruiser reseach line for more visibility.
Why you need to reseach the Starbase cruiser and the starbase too ? Other races dont need to do that. Missing arrows from starbase to Warehouse fac. and Plasma Focus.
Plasma Focus i would enhance a bit 25%/50%/75 or 100% since the Plasma def. turrets got that bad range, Ancient Caps mosttime shoot them down from distance.
Can you add the Resource Drain to the Harvest planet ability, or decrease the 2 resource trees by 1 lvl ?
Remove the original 3 races, they dont got any chance anymore
Damn i hate these Ancient Dirou cruiser, 3-6 allways come to bomb the planet and they are that robust that they mosttime manage it to kill it. Ok 2 Hive Cap's with the Harvest planet ability wipe nearly any planet too.
I don't think the Ancient had beams.
1: In the program, it said that the Ancients fight using drones, never mind lasers.
2: Beams don't look very good in this game since the programing of it is a bit.... 'iffy'?
Im not sure if it's for balancing issues, but i don't really think it makes a differance.
And which link do i download for the races? i was wondering because i don't know if it was for Entrenchment 1.03
Are you going to add all the races, like the Tau'ri, the Ori, Tollana, Anschen Etc.?
Canute000 no offence but your asking for way to much and just being plan picky since you know so much and want things a certain way he doly already said you can change and alter the mod to you own feel if you dont send it out to the public like really him and no other modder are being paid for this. there doing it in there time for enjoyment/and or fun so cut them some slack or jsut make a mod yourself
I would beleive that the cooldown for the ability is 60 seconds. And the structure appears after 65 seconds, make sure to leave the frigate stationary when building (I think)
Yep, its working.
Can you maybe add to the tooltip that these structures need Fleet support and how much they need ?
Bug: Start to build 2 or 3 different structures at once. I mean start to build hangar defence and then the repair station, both abilitys running the cooldown. After the cruiser build them, he will build another ones without any activation.
Actually the Ancients did have "beam" weapons . On the show the Ancients had beam weapons arrays both on planets and orbiting them . Its just naive or plain stupid to think THE ANCIENTS WOULD NOT HAVE PUT THEM ON THERE SHIPS.
Well, i only saw series one to four of atlantis and i didn't see any beams, plus if there was not much source to them then why add them, plus the programing stuff.
And i think you mean the satellite, but that is included in the mod, and if there was any beams on SHIPS, then why was there none when the Auora destroyed a wraith ship then got destroyed and none on the battle over Asura?
because of damage to the aurora. The main problem has always been lack of ZPM's or fully charged ZPM's ! The ANCIENT class Aurora had "weapons arrays" look at the design of the ship . It obviously had beam weapons! Also if i remeber correctly the ancient ship u r talking about had extensive damage!!!! Thats why the Ancients abandoned ship. Also I know the point defense satelite is in game . I have been playing this mod since it open to the public. BTW THEY ARE THE ANCIENTS !!! THEY HAD BEAM WEAPONS GET OVER IT!!!!
Look throughout the whole of stargate Atlantis and SG-1, there are no beams AT ALL, the asgard "Beam Weapons" are not technically beams, Sins of a Solar Empire cannot create "Asgard Beams" which are used oftern in the show. As soon as a beam is fired it hits the target and continues untill it has stopped firing, 'Asgard Beams' fire then take time to hit the target then stop firing then the end of the 'Beam' hits the target. In order to create the beam of the satalite, some one would have to alter the program to make particle animations not end when they hit the target.
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