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
That begs the question though... Why would the Ancients use what is sort of their equivalent to the Space Shuttle when they have all kinds of other ships that are far more advanced? Wouldn't they have come up with something better to use as a scouting capital ship during the time for advancement between Destiny and things like Aurora and Atlantis? It just doesn't make sense to me for the "modern" Ancient fleet to still be using Destiny class ships still. Now... it would make sense to make a custom model for the Espiscor Corvette that resembled a current tech Destiny in design... But that's a little different.
Just my initial thoughts on it...
dolynick i love your mod to stargate fans like me this almost has everything in it. even though your modeling skills lack, but everything else checks out fine but as for the destiny.... its a nice ship but because you are using a modern alteran fleet it wouldnt fit. i think you should wait for the SGU first season to be over before you begin working on a destiny addition, just so you can get some facts down, also check out http://en.wikipedia.org/wiki/Destiny_(Stargate)#Destiny-class_ship. well great work and good luck
Thanks Infinitarx. Heh. Go easy on the modelling skills. You have to remember that I am not a modeller and certainly not a texture artist. My strengths lie more in the coding and backend aspects of modding. Modelling was just something I started to dabble with due to constant requests for this mod. The models used in the mod aren't all that bad but I can't draw to save my life and the texturing is where they are hurting the most I think.
Anyways, thanks for the link and I'm glad you enjoy the mod.
the models are better then mine lets put it that way, but the coding of your mod is amazing
I really like the particle effects. Namely the shields for the Ancients and Asguard when they take damage and the lvl 6 ability for the Ragnarok
May I ask why are the resources cost so much?
You need to be a little more specific. Which resources and their cost are you referring to?
I've been trying this mod out, and so far I like it. I was playing the ancients though, and I noticed that the Aurora seems to been invisible. I can see the shield impact, but I can never see the ship. I think the Atlantis City ship was the same, but my game crashed with no minidump soon after building one. I can't remember, as it was 2 AM in the morning. Anyway, any tips on being able to see the Aurora? I checked in the mod folder, and I have three .dds texture fils for the Aurora. I've also tried re-installing the mod, but that didn't help. Anyway, great mod and I hope to hear if you have any ideas on why the aurora is invisible.
Edit: Reloaded the save, and all of a sudden the Aurora is visible. I then built I Atlantis City ship, and it was invisible. I'm restarting the sins after saving with the atlantis built. Hopefully when I load up the save, I'll be able to see it. This is a strange thing.
Edit 2: Reloaded the save again, and now the Atlantis is visible. Strange. Ran for for the next half an hour or so before the game crashed again without a minidump.
I dont know about the ships being invisible. But I think the Game crashes could be caused by memory issues. If your run out of ram I think the game crashes with out a minidump. I'm not sure because it never happens for me. You may want to try lowering your graphic settings a bit.
Nope, probably not a memory issue. I have 6 GB of ram and the game is only using around 1.7 GB. I've not seen the game reach the 2 GB mark which can cause issues on 32 bit systems, though I am running 64 bit. Who knows. My graphics card also has 1 GB of ram, so I'm probably not running out of video ram. I guess I'll try lowering the graphics settings though, since I probably won't notice the difference. Not the greatest models and textures in the world, but still better than I could do. The mod overall is excellent.
I've had similar crashing issues with the Star Trek: Sacrifice of Angels mod, but the latest Distant Stars was completly stable for a 7 hour game with 10 players.
As for the disapearing ship issue, every time I load my save, I see more things working right. Be it another one of my ships is now visible, or the enemy Wraith ship showed the proper explosion instead of a white rectangle. Could the white explosion issue that I found be related to the MaxParticleCount setting? These are some of the strangest issues I've seen. I'm thinking about reinstalling the game itself soon and see if that helps things at all.
Adjusting the MaxParticleCount may help resolve some of those issues with things not showing up. More importantly though, the game/mod will crash if you have your settings set to Highest on ships and structures (planet details on highest seems to be ok). High settings are fine, it's only when set to highest quality that crashes can occur. I'm not sure what causes it but I have seen it affect other larger mods as well, such as 7DS.
I'm playing as the Ancients and simple frigates cost 1000 credits and other ships costing alot of resources, like 3k for a Battlecruiser, 2k for a Destroyer, etc.
its cause ancient ship are 3x more powerful then other ship in the game
For example, can three normal frigates take on the random pirate defenders of a planet? I've overcome some rather large amounts with just three of the Ancient's firgates.
Dolynick: Thanks for mentioning that. Now that you say that, I remember seeing that in the instuctions of another big mod in the past, but I figured it was unique to that mod. Thanks. I lowered the textures and now it works fine. You might want to add a note about lowering the graphics in the readme though, just so people like me know. Now that it is stable, I love playing it.
There is a note in the OP of this thread about it already. No one seems to ever read it though. Heh.
As for normal frigates taking on the ancient cruisers... In balance testing I made a point of putting up one Aurora vs 7 TEC Kodiak heavies (or Destras... whatever is 10 fleet supply). Head on the heavies won, if the Aurora gets position correctly and can bring all weapons to bear then it will win. That's 70 fleet vs 70 fleet and it can go either way depending on tactics. I did not test with all normal frigate fleet supply combinations but the short answer is yes, with equal fleet supply the normal frigates can take down the big ancient cruisers. You just have to remember that it's often a lot more than 2 or 3 normal frigates needed to match the ancient cruisers.
Lol, I remember seeing that in the opening now that you point it out, but I figured it would be laggy without lowering or something. Sorry for being blind.
Hey Dolynick, not sure where to post this since its about your planetsize and fleetsize mod, but do they work with other modifications in general or will they conflict? I really like the fleetsize and planetsize. thanks.
hey dolynick, just wanted to let you know solved the issue with the ancients starbase stargate not functioning within the well of stars correctly please pm or email me and we can discuss this further. jtaylorpcs@live.com thanks josh
Problems stacking with other mods occurs when both mods modify the same game files. In those cases you have to create a combination mod in order to get everything to work. That's why there is an SGGalaxy mod for instance, because both GalaxyMod (Sins Plus) and SGRaces make changes to the GalaxyScenarioDef file for one in order to set up new planets and race starting points.
In the case of the FleetSize and PlanetSize mods though, neither makes very many changes to commonly modified files. It would depend on which mod you were trying to stack it with of course but it's more likely that they will not conflict than the SGRaces mod. Both modify the gameplay constants file, which is less commonly changed in most add on mods (make sure PlanetSize is placed "above" FleetSize if you stack them together) and PlanetSize makes changes to the planet entities themselves. If the mod you want to stack with does not change the gameplay constants and has no bearing on the planet types then chances are it will stack just fine.
Just
Actually I beg to differ . The destiny class would be a perfect replacement for the "FrigateAncientsFortification" The ship that deploys spacegates, hangers & etc. It only makes sense b/c the destiny already does that!!!! Also it should be the mine layer , b/c the "FrigateAncientsNanotech" is a tier 5 or 6 research entry, and other races can produce mines much quicker. Just a thought and idea. But a good one.
While playing with this amazing mod I run accross a 'Slave Shielded' Planet, I wonder what it is...
It was classified as uncolonizable (no matter the research) and it had 3 minable asteroids which I wasn't able to exploit like other neutrals.
Also any newly built capital ship and starbase doesn't have a name, they seems missing.
Lo
Destiny is such a connundrum right now. It's supposed to be old, antiquated technology but the bloody thing can fly into a star with only the lowest of power and come out unscathed? A star? One of the most powerful forces in the universe? Not even the shields on Atlantis can do that as far as I know. How on earth did the ship even get banged up in battle like it is when they found it?
thats soo true i dont really get it either. Well perhaps later in the season the producers will come up with some excuse as to why the destiny is the most undestrucable ship out there
one thing i want to mention, is the Destiny was a prototype. Im guessing there was only one of them, but htat is just an assumption. Also, the Destiny does NOT seed gates. It was following the ships that do seed the gates. Also, the Destiny was designed specifically to obtain its power from stars, Atlantis was not. Another point is that the Destiny was drawing power from the sun, and most likely was able to use that power to renew the shields. Just my take on the show, not any official meaning, lol
If you plan to use Destiny, I say it should replace the explorer capital ship. However, I would say wait because we have no idea what Destiny has in terms of weapons and such. We know her shields must be immensely powerful because she can fly into a star, and she has a Stargate, so she'd have the Space Gate ability Atlantis has. Also, out of curiosity, will the City Ship ever get textured? I only ask b/c the model looks fine, but it's lack of texture is saddening.
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