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 think, to make things easier, you should just put any extras the ability does, but does not show, in the description string......
How would you modd the Atlantis sheild so that it shows up like it dose in the show
Slightly less transparent
i have a question i have the dolynick_SGRaces-e1.00.zip for Entrenchment 1.03, some reason it shows up for the mod's i enable it but wont work , i go to make game and its the same sins races?, in the mod menu it shows mod , mod's enabled i enabled it but for the enable mod check sum it says 0 . ca some 1 plz help me ? i don't know what im doing wrong
haha, i had the same issue, when you extract to the mod folder, make sure there is only one top level folder.
so, it should look like this:
Mods Entrenchment 1.03>SG Races>GameInfo etc etc
i extracted the mod so it looked like
Mods 1.03>SG Races Mod> SG Races>GameInfo etc etc
and thats the problem, so make sure you have extracted it right
Good Luck!
thxs rezonator that was the problem. awesome mod btw great job guys
I think you can't, you'de either have to make an ability that is like the Kol Battleship's Adaptive Shield, which shows the shield mesh, or edit the Pipeline_Effect folder, but then that would make all ship's shields show all the same (not shape). Plus Plus the ability would take up a valuable slot... So theres not much you can do.
I've updated the OP with new download links for updated versions of SGRaces, GalaxyMod, PlanetSize and SGGalaxy. These are mostly just 1.03 compatibility updates but there are a couple bug fixes as well. The only noteworthy change is that, when using PlanetSize or SGGalaxy, Gas Giants can now support 2 star bases within their massive gravity wells as opposed to just the one at other planets. SGGalaxy also gives Gas Giants more tactical slots now and a slightly higher max logistical slot count as well.
Sorry for the delay but enjoy.
I noticed there are Goauld Hatak files in the mod is Goauld added soon?
I have noticed the Wraith research bug also but it only excists in SG-Galaxy mod. I copided the other files from the sgraces mod to sg galaxy then it worked but then there were no gas giant habiting research on research lab.
Some posts before someone said that it works 25% and 75% it wont and it is quite accurate.
The Hull upgrades won't work and both armor upgrades.
Otherwise the mod is good and woking very well.
kris159, you actually can change the shieldmesh colors. It's in the races' player[race name].entity file. There is a default set, and you can change it. You'd just have to tinker with it a little to figure it out.
Found my problem, I was silly Eagerly gonna test this mod to the limits
¨Hmm, does anyone else have an issue where the game just CTDs without an error (Crash to desktop)? Or is it just me?
try running it with the debugger, it'll give you any errors that it encounters.
Hmm, hope you won't get me wrong mate or consider me much of a noob. But where do I find this debugger/how do I use it?
No i have the same problem..
Well I just use save game a lot
i had a ctd after i turned the model texture's to max... turn it to high... or less...
vista 32bit, gtx 260.
It's posted in the directions near the end of the thread post that the game may crash if you have your game settings turned up to the highest levels. Even one step down is enough to clear up the issue. I'm not sure what causes it but it's an issue that also affects some of the other large mods available.
Yeah, I remember reading about it, but forgot to memorize it >.< thanks for clearing that up, both of you. How's the next build on the mod coming along, dolynick? Gotta say that it's quite fun to play it as it is already
The person said can you make the shield always show, the line in the racename.entity file just ajusts the tint of the shield when a weapon hits it
That person was mistaken. The line he refers to is 'renderShieldMesh TRUE'. This just renders the shieldmesh when weapons fire impacts it. Setting it to FALSE will make the game not render the shieldmesh.
Ok, the Kol Battleship's Adaptive shields ability Has that line on TRUE, go put a Kol somwhere without battle, give it adaptive shield and see if it shows.
that would be the effects for the Kol's Adaptive Shield ability. The ability spawns a green circle below the ship that then rotates upward to the top and vanishes.
There are several lines that have the value of 'TRUE' in the AbilityAdaptiveShield (the ability you referenced), none of which refer to the shieldmesh.
As for the buff, there is a this line, which you may be referring to- entityBoolModifier "HasShieldMeshEffect". I do not know what this bool modifier does, but likely it just makes it so that when the ability is used, the shieldmesh effects are used for it when it is engaged.
It may be that the shieldmesh is rendered constantly for the duration of the ability, I'm not sure. But there isn't a way to have a shieldmesh be constantly rendered. Also, what person told you this, and if you've seen it in a mod what mod did you see it in?
Additional note on constant shieldmesh rendering- it is a REALLY BAD IDEA. You'll probably think, 'why?', but the reason is because on my current laptop, which is a 4GB RAM Vista 32-bit w/ 1.8GHz dual-core, and runs Sins very well, the game will lag/get choppy when I zoom in on intense battles. My guess is because of the massive number of particle effects flying around, and the effort of rendering them, the hit and muzzle effects, etc. etc. So by having shieldmeshes always render, it is very possible that you add lag to the system.
And yes I know 32-bit can only use a max of 3GB of RAM.
Has anyone noticed that Balknight's hasn't been updated for 1.03 so when you try to stack it, the game crashes...
dewing12, grab harpo's mod updater. It will update an Entrenchment mod from 1.01/1.02 to 1.03. You may also want to do this with the current release of SGRaces/SGGalaxy, as the ship/structure&planet files had this line added- 'renderShieldMesh TRUE'. This was not in 1.01/1.02, so you will likely need to update it with the mod updater.
Oh my god, has no one noticed the shield goes up? Would you like me to post a video? (EDIT: I wasn't being serious, I wouldn't have done it and am not going to do) I could post a video. Also (But i agree with the lag thing) You could have it as an ability, An "ApplyBuffToSelf" one, that renders the shield mesh (makes it visible for the duration of the ability, in this case forever) and also (could) affect the shield in a boosting way or somthing..... The point is, it's possible but laggy for some which is a strong reason not to have it.
huh, well, don't bother posting a vid; I'll just pay close attention to AFF.
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