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 would like a video... i dont know what shield you arer talking about here though, the atlantis one still?
No sorry, i'm trying to prove there is a way to show the shield mesh ALL the time. Use TEC's Kol Battleship's Adaptive Shield ability, the shield mesh shows even without enemy fire for the duration of the ability.
The only way to have the shield effect visible ALL the time would be to actually have an effect in play. This would not be an actual shield mesh but rather an effect created in particle forge. This is possible to do but requires the use of an ability slot. You would then have to sort out how to have it go away once the shield is depleted (and reapply once shield points are present again) but if I recall EOmega mentioned to me some time ago he had managed to get something like that working for SGI (at the cost of using one ability slot solely for the visual effect).
There is no way, that I know of, to have the standard game controlled shield mesh visible at all times. As others have mentioned, this could also have a fairly significant performance hit as well.
I know... and I did. I just thought it was funny.
Will someone who doesn't have a minidump when this mod is activated please tell me all the effects that are on/off low/medium/high/highest? I keep getting it with everything on high.....
try turning effects down lower. Effects don't turn off to my knowledge, they just get smaller.
I meant in th effects part of the options >.< And ok, ill try that
Alright I just want to let you know that I like this MOD ALOT! But there are just a few things I've noticed while playing this MOD so far that need some tweaking.
Ancient Space Gates: when placed in a stars gravity well by the Munio Class Cruiser, they don't grant the speed bonus. Nor does the stargate in the Avalon Class Starbase grant the speed bonus when equipped with a stargate. Travel between two gates in two different star systems does not work. Instead, the ship defaults to its star to star navigation. Also, this is really annoying, but the space gate costs 20 supply to install from the Munio Class Cruiser. Really annoying.
Avalon Class Starbase: I think this should be negated altogether and/or replaced by the Atlantis Class City Ship. If this is done, then the Atlantis Class City Ship can double as a Starbase/Capital Ship. This can possibly be balanced out by again, making it more expensive. *shrug*
Jumpers: Uh...okay...I like these ships, but I don't think they should qualify as individual ships. Meaning, I don't think they should be produced at the frigate factory at all. These babies are fighter/bomber squadrons based on certain ships capable of building them. I've had a really interesting thought which probably won't be possible at all...but Jumper squadrons should be able to travel through stargates...that would really give the ancients an edge though. Like if you have 12 squadrons of fighters on atlantis, and need to send them somewhere else, you should be able to gate them to a planet with a space gate so that they can assist there. Maybe this ability should be an atlantis ability only though. IDK.
Atlantis Class City Ship: Needs to be renamed Lantean City Ship or Ancient City Ship. That way, when I name it Atlantis, it doesn't seem so redundant. I think in fact all of the ships violate this naming convention. Also, if it's possible, the engines of the city ship are located undearneath the city, thus when flying through hyperspace, that becomes the rear of the vessel, and the control tower is facing towards it's destination. Atlantis should automatically repair ships within range. And this one is a stretch, but trade should be fascilated through atlantis as well. Perhaps these abilities can be available as research items?
Trade drones: should be jumpers, and trade should only be available with a space gate thus being instantaneous.
This is just general overall gameplay issues, but I think that ships in the stargate MOD should be limited to what we've seen in the stargate series. This might be a little troublesome though as they really limit the types of ships seen in the shows. Like the ancients only have city ships, jumpers, and aurora class battleships. Asguard have a few more ships, but generally they're restricted to the o'neil class and the biliskner class. There's also the daniel jackson class which is mostly research oriented. In addition to restricting ship types to those only seen in the stargate series, I think the number of vessels available to each race should be limited...except for possibly the wraith and the goa'uld.. Like in the series, the tau'ri only build approximately 6 daedelus class starships. But they use them to maximum tactical effect. But I suppose this can be adjusted in the initial game setup thus making this point moot.
Also, I think that in the stargate universe, phase lanes should be retired in favor of direct jump capabilities. There's a mod that has been made by someone else that grants this ability through research, but I haven't used it so I'm not sure of it's reliability. Direct phase jumps should be allowed between any galactic object. So if I want to jump from one planet in a star system to another planet in a different star system, I should be able to jump directly there....
Volare007- it is TECHNICALLY possible to have a squadron 'jump'. The way you do it is that you actually script the Jumpers as frigates; but have them spawned by an ability. As a result, they can jump between planets. Just tack on the 'Sublight engines only' ability to them, and they can still Phase Jump, just EXTREMELY SLOWLY.
Also, with the direct jumps; there was a v1.05 mod that did this; because the vanilla races are still in this they wouldn't get it, but the SG races could have an ability on their scouts that allow them to create 'phase nodes' at a planet. However, this would be counter-intuitive to the Ancients (they have the Stargates and all); however with the Ancients they should instead have a special device for launching a temporary gate location, similar to the Vasari Kostura. Also, Space Gates deployed from the Munio class should be scripted as frigates; so should the defensive emplacements set up by the cruiser.
when will the sins vanilla 1.15 version be out?
Sins 1.15 is obselete (technically), as it's already on the 1.17 patch. Also, most mods are made for Entrenchment these days (more possibilities; smaller mod packages as well).
Also, I doubt that dolynick will bother with the vanilla version. Considering that there ARE some differences in the files, it could be difficult to do so.
I am working on a model for the Avalon Class Starbase.... the design is based on the Atlantis City Ship. I've been almost done with it for awhile, but got a little side tracked by RL. Anyway I finish it soon, so you may be seeing it some time.
Although not a bad idea, it's no fun... can you imagine going up against the Goauld, Wraith, or Ori *hint, hint* with one 303 and six 304s... that would suck hard core! Besides it's fun to us our imagination to see what might have been.
I made a mod that makes any ship be able to phase jump to any planet from any planet, since the other one only let you jump from one to another when you could see both, i made an ability that makes the scout place a phase node on a planet perminantly and be able to see the planet perminantly, like that ability on the Ancient's Corvette Capital ship. It gives you a little tactical advantage but you probably would have planet sencors that indicate whatever is in orbit over another planet being at that level of advancement, I gave it to this mod and the stock races and all my races, and although it gives you a tactical advantage, there is a disadvantage that levels it out, AI can jump to any one of your planets at any time, so you have to be carefull about spreading your defense fleet out or putting one in the middle for fast travel to any planet.
Yeah, you can't just have a realism game, you have to make sure it's balanced for you AND the AI, and you have to make it fun, most programs or films have some unbalanced factor, E.g. Starwars, the clones had a big advantage over the droids, if you made a game like that, you would just be the winning team/faction all the time.
not usre if this has been brought up, but in the Defence section of the Asgard research area, the megalopolis tech isnt researchable. It requires 2 points in Megalopoli, and that is not a tech in their tech tree.
Correct me if I'm wrong, but I don't think any kind of phase gate connecting two planets in different star systems is possible, or is it?
no, unfortunately it's not.
Megalopoli is in the Civilian tree, one of the planet population upgrades.
One thing I'd like to see is perhaps another Wraith capital ship. I know that they only have hive ships, but late game, as Ancients or Asgard, when I control 3 stars and I have a fleet of 5 Ragnoraks, its not even fair. The Wraith player will attack, but he can't breach my massed starbases and my ungodly defenses, and I pounce on his fleet with CAs and light capitals, then I strike into his territory and start destroying his economy and taking his worlds. The Asgard have the Ragnoraks, the Ancients have the Atlantis (although I like it less then a Ragnorak, its still really good), but the Wraith only have their one ship. I have not encountered any tactic that can take down a level 10 Ragnorak without using another Ragnorak and a fleet of ships, or a Atlantis or 2 and a fleet of Cruisers. The Wraith's masses of fighters and bombers aren't useful against the shields and armor and hull that the ship mounts, and any Asgard capital is more then a match for them. The only way I've found to even slow the Asgard down is rush their factories with capital ships and try to take them out before the vastly superior Asgard fleet destroys mine and starts pumping out Ragnoraks. Early game, no Asgard ship is a match for a Hive ship, but the Wraith ships are big, slow to build, and cost much more then 2 Thor or Odin Battlecruisers. Against the Ancients, the Wraith have a slightly better chance to destroy them before they get their late game ships, at which point you're screwed. This must be fixed. Either the Wraith need a much faster early game, and more Cruiser designs, or they need a massive capital to counter the Asgard and Ancients.
Just my two cents.
ummm, i was just wondering if anyone has the vanilla version??
I know that now its in entrenchment but for some reason i haven't bought entrenchment yet and frankly i love stargate so
im dieing to play this, i can convert all the textures, meshes and ship info, but i have little knowledge on how to convert
the abillities and research! thats why i need the 1.15 version, and from there i can update it to 1.17 and i'd be glad to upload it for any vanilla sins users
Plz if anyone could upload or give me a good download link that be AWESOME!!!!!
Okay...in the late game, the ancients have a ridiculous advantage in defensive measures. I have space gates placed at all of my capable planets, and I have my fleet amassed at one of the planets. From that one point, I can defend all of my key planets by jumping there instantaneously and if necessary, I can jump out a ridiculous distance away so that I can't be persued. This of course is offset by the number of ships the ancients can have. I have a fleet of 2500 points, and I think I have about 20 ships altogether. That includes 2 atlantis city ships. But yeah...I don't even bother setting up mine fields, or starbases anymore for that matter. The only starbase I have is in the gravity well of my home star so that I know when people jump into the star. Other than that, all my defensive measures are conducted in the manner mentioned above.
And yeah, I made that comment about limiting the types of space ships in the stargate universe before I actually thought it through. I'm a purist at heart, but I like all the ships that have been built in.
The wraith...*sigh* I really don't like playing the wraith. In the stargate universe, the wraith were able to defeat the ancients by sheer mass of numbers. So in the late game, the wraith need to be able to create ships at a ridiculous speed at low costs. I'm thinking hive ships at maybe the normal price for capital ships like the vanilla races. Or maybe even cheaper. But yeah...I much prefer to play the ancients, though it's incredibly slow at the beginning.
Okay, one tweak I think that needs to be made in the ancient race, but I don't really know how to balance it out...the aurora class warship is intensely more powerful than the excelsior corvette...the former being a cruiser, and the latter being a capital ship...there's something a little fuzzy about that. Personally, I think you can get rid of the corvette altogether. The ancients have 6 capital ships where most have only 5.
Oh and btw, I love the modeling for the ultionis dreadnaught. And I love the stats on it too. I actually like it alot more than the invictus juggernaut. Alot more. But I think the dreadnaught looks like it took some inspiration from star wars.
I'm going to start an asgard game so I can get the feel for that race.
After rereading the first paragraph of the post above, I realized that a surefire way to counter my defensive strategy is to attack multiple points at once. Either through the use of wormholes, or splitting the fleet up into 5 different pieces, and going all out at multiple points. But the AI simply will not do this on its own initiative. Maybe at an unfair difficulty it will...IDK...
And about the squardons being able to jump to other locales...I really think this should be included. Especially for the ancients. I think they should be able to send jumper squadrons from various capital ships to the aid of planets who need them... Also, like in the stargate universe, wraith darts should have this same capability...in fact, wraith darts should be able to "cull" enemy planets, stealing bits of the planets population at a time. And the wraith should have a research ability that allows them to use ancient stargates. At least their wraith darts.
BTW...can someone please tell me how the atlantis city-ship "space gate" ability works? What does it do exactly? Does make the city-ship act as a phase node stabilizer? I still have yet to figure this out!
Idk...there's lots of various little tweaks but it's your mod so I'm just going to continue to enjoy playing it. Can't wait till you update it. Btw...where did you get your atlantis 3d model from? I would very much like to have access to that please. I've been trying and trying to find one.
Volare007, I think I noted this, but SQUADRONS CANNOT PHASE JUMP!!!!! This is because they are a parented object, off of ships.
However, a simple workaround is scripting the PuddleJumpers as frigates, giving them fighter movement, and having them spawned in a group of 4+ craft. The Atlantis Space Gate is pretty much the same thing as the Antorak's Stabilize Phase Space ability.
Also, the origin of the Atlantis is noted in the text file credits.
if you build two spacegates (1 per planet) you can have PuddleJumpers 'phase jump'
its a good defensive strategy if you have all of your frontline worlds connected by stargates and have a large force of puddle jumpers ready to run interferrence until a larger fleet arrives...
i didnt read the entire post, but i believe thats what Volare007 is talking about
I know that the PuddleJumpers can Phase Jump. However, the Ancients use that model for the squadrons as well; additionally, I believe in an earlier post, Volare007 mentioned that the PuddleJumper shouldn't be buildable from the frig factory anymore, and instead only carried by ships as squadrons.
An actual fighter/bomber squadron cannot jump (as I'm sure you know), because they are parented off of frigates, capitals, structures, and starbases.
yes, i agree... making fighters etc (ship based ones, not the frig factory built ones) able to phase jump normally, or even with a stargate, while in line with the lore, would make a mess and a half of gameplay, code, and a number of other things in sure we cant even foresee yet.
though, it WOULD be interesting to see if it CAN be done; a custom mod where there are a bunch of unarmed carriers that launch squadrons across the map would be VERY interesting IMO.
There are many great features available to you once you register, including:
Sign in or Create Account