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
okay can anyone help me because i got a problem.
i recently got a new computer. it runs sins a whole lot better then my old one. on the old one i tried this mod. it worked perfectly. no problems. it was a 32 bit system with windows xp on it.
now i have got vista which is 64 bit. i can enable the mod. and play it for about 15 mins. then it crashes. i tried two more times, same thing.
i disabled the mod and tried normal sins entrech. worked with no problems at all.
i dont know what to do because this mod is really good and dolynick did a great job on it
if anyone knows the problem or has any ideas it would be greatly apprecated.
is there a way to combine just the sg races and galaxy mods?
This mod cannot be running the graphics on "Highest". You might need to lower your graphics to atleast High or under. If it is on highest it causes the mod to crash on a random time.
Thank you for the help. i forgot about that. i read it some were in this form.
It's already done. It's called SGGalaxy and it's available for downloads in the thread OP. It does include the planet size mod as well though.
Yeah I noticed that but I don't really care for the planet size mod. Thank you for the reply though
hey dolynick,
Long time no talk! Looks like the mods is going well. Hey um i stuble upon a problem that cant really understand.
Im am combining one of your mods (Sg races) with one of my own which includes mearly a few new ships with some new recherche and particle effects. The stacking order was Sg race then my mod (Called it (Tech 2) and i got a mini dump (Hate those things )Also the mods by them selfs work perfectly fine. So i check it with the dev and it gave something very odd.
Failed to Read File '.\Entrenchment\GameInfo\AbilityFlakBurst.entity'. desired read bytes = 1084227584, actual read bytes = 180.
I had the same problem. I think it's to do with Binary format. Try putting that file (AbilityFlakBurst.entity) as text format in your Tech 2 mod folder, therefore making the origonal one obsolete. Then change the Manifest.
-Kris159
also, stack your "Tech 2" mod folder on top of SG Races.
Entrenchment mod stacking is a "top to bottom" affair.
Whiskey ,Kriss thx for the help
I tried that already before posting for help didnt work (i know my way around sins pretty well so me posting means ive exhausted all the possibility i know of )
if i stack the tech 2 mod on top it cancels out the sg race mods so that does works
The problem is that both mods dont really have have any to do with that ability or at least i dont think so. Well see what dolynick thinks of this
Akkan117
I'm especially grateful, you're offering a version of sins plus compatible with Entrenchment, dolynick.
However, everytime I play, the terran planets look really weird. Their texture appears with violet areas like clouds all over the side facing the sun, whereas the dark side looks normal.
I've already tried reducing the details and looking through the textures, but I just cannot find out, what's wrong. I never experienced this with the original sins and the older version of the planets by uzi. Does perhaps anyone here know what may be causing this?
Hey,
I was playing around with the mod the other day and I tried playing TEC vs some of the other races. I found my repair bays were not working reliably..sometimes I had ships sitting next to them in need of repair and the repair bays were not autocasting on them. Has anyone else seen this? I have not noticed the problem when I was playing with other races using this mod, just as TEC.
Certainly not a huge issue, but I thought I would ask.
BTW, this is a great mod -- all of the 3 added SG races have very different playstyles which makes it kind of fun and new.
Cykur
A lot of mod have similar problem... by example, the BSG mod, the 7DS mod, etc... seem that recent patch have mess up with the code... some very valuable people investigate it... once a solution is found by someone, i am sure that ALL the mod who have similar problem will be corected in a fast way...
Oh well, 2 steps forward, 1 step back. I'm sure it will get figured out. The thing that was odd about it, is it seemed like it DOES work in some situations, but when there is no combat and you send a very damaged ship back to get repaired, nothing happens. I haven't messed with it enough to figure out exactly when it will or won't, but it definately was more on the mostly not working side....hehe.
Honestly, I don't know what would cause that particular error off hand. I have never encountered an error of that sort before. Since both mods work fine when not stacked, my guess it would be something to do with the manifests not playing well together (that error does come from the manifest reading section of loading I believe). I can tell you that SGRaces does not modify that entity at all either.
Sorry I can't be of more help.
That sounds strange. I use SGGalaxy regularly which is basically GalaxyMod just merged with SGRaces and I do not see that problem occurring with terran planets. I have had a friend mention wierd textures in a game before but saving and reloading fixed them. Other than that I have no suggestions for you as I have not had the issue occur in any of my games.
Well if there is a bug with the TEC repair platforms it is nothing that I have changed in any of the mods here. That ability is not modified in any way by these mods. Given Thoumsin's reply I think this has to be resolved by Ironclad.
A simple way around this issue is to recode the ability from "research with base" to "intrisitic" have tested this out and seems to resolve issue. [e digicons](\(\[/e]
-JTAYLORPCS-
That's sad.
However, I've played around and found that removing the "PlanetCloudLayer.dds" helped with the Terran planets' texture.
But unfortunately, the mod seems to create several other curiosities on my system at least.
For example, the relic and swamp planets are now indicated as "invulnerable" (the relic planets are even engulfed by a planetary shield). And the text says they cannot be colonized "due to strong bombardment radiation". Sometimes also their "abilities are disabled". The last one being the weirdest "problem".
So, for me, it's unplayable presently. Thanks anyway for your effort!
in the 1.041 AbilityRepairPlatformTech.entity, you can find :
onlyAutoCastWhenTargetCountExceedsAmount Level:0 5.000000 Level:1 10.000000 Level:2 15.000000If you wish a autocast like before, simply delete/modify these line... beware that modification of the vanilla file will make the game incompatible for online game...Not sure but i think that the aiUseTime "OnlyWhenManyTargetsInRange"need to be modified too...Best way is too check... at level 0, you need minimum 5 target for repair in autocast mode...It is not a mod error ( because the mod don't change the vanilla race ) or a Stardock error... it is how it work NOW...
Below is the stock 1.041 file "AbilityRepairPlatformTech" in text format this files is 100% stock no changes except to text.
TXTentityType "Ability"buffInstantActionType "ApplyBuffToTarget"instantActionTriggerType "AlwaysPerform"buffType "BuffRepairPlatformTech"targetFilter numOwnerships 1 ownership "Friendly" numObjects 4 object "CapitalShip" object "Frigate" object "PlanetModule" object "StarBase" numSpaces 1 space "Normal" numConstraints 2 constraint "NotSelf" constraint "HasHullDamage"range Level:0 12000.000000 Level:1 12000.000000 Level:2 12000.000000effectInfo effectAttachInfo attachType "Ability" abilityIndex 0 smallEffectName "Ability_RepairPlatformTechActivate" largeEffectName "Ability_RepairPlatformTechActivate" soundID "EFFECT_REPAIR_TECH"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 3levelSourceType "ResearchWithBase"baseSourceResearchSubject "RESEARCHSUBJECT_PLANETMODULEACCESS_REPAIRPLATFORMTECH"improveSourceResearchSubject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_TECHREPAIRPLATFORM"aiUseTime "Anytime"aiUseTargetCondition "HullDamageExceedsAmount"onlyAutoCastWhenTargetHullDamageExceedsAmount Level:0 100.000000 Level:1 150.000000 Level:2 200.000000isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 20.000000 Level:1 20.000000 Level:2 20.000000cooldownTime Level:0 6.000000 Level:1 6.000000 Level:2 6.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_PLANETMODULEACCESS_REPAIRPLATFORMTECH" Level 1nameStringID "IDS_SUPPORTABILITY_REPAIRTECHPLANETMODULE_NAME"descStringID "IDS_SUPPORTABILITY_REPAIRTECHPLANETMODULE_DESCRIPTION"hudIcon "HUDICON_SUPPORTABILITY_REPAIRTECHPLANETMODULE"smallHudIcon "HUDICON_SUPPORTABILITY_REPAIRTECHPLANETMODULE"infoCardIcon ""
Good, it seem that i need to make a fresh install of sins... how in the hell do i have modify my original sins file ?
Don't worry, it happens to the best of us sometimes
just go to impulse and update your sins install and no worries happens to the best of us
Actually, both of those planet types are supposed to do that I believe. Relic worlds cannnot be colonized while their shields are up, nor can they be bombarded. The shields being up or down is an automated process that's part of the planet type setup. That's one of the unique things about that planet type. Swamp planets aren't quite so unique but I do recall encountering the ratiation thing on one or two from time to time as well. I have not modified any of the Sins Plus planet type behaviors in the version I am maintaining, that's how they were set up by Uzi.
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