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 i have hit a snag in the mod. everytime i build a frigate with a ability that targets all fighters in range like telekintic push or weapon jam it just keeps autocasting...
can anyone help me fix this in the entityfiles?
I was playing the asgard and read your post in one of my breaks, I checked the asgard beam turrets and they also fire their anti fighter ability continuosly, maybe its something the last update changed like the repair bays.
The odin class capship doesnt attack ships on its own, does anyone else have this problem???
You can turn autocast off by right clicking on the abilty or edit the abilty Entityfile for example
"AbilityAsgardEmergencyShield"
isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000
Change them lines to suit your needs.
hey dolynick, i downloaded and installed ur mod 'dolynick_SGGalaxy-e1.0.2, enabled it, got this checksum number 111953671, but nothing changed when i went to play the game. now, from reading on here, it should have changed the whole game to where i could choose some other raceslike (wraith, ancient....) besides teh vanilla ones of the TEC, advent and Vas..
also, what do u mean by...'Manifiest friendly'?
i chose this one cause it said it included some of your other related SG mods in it. from what i read i thought the download would install the included mods in the proper order in my ent 1.04 mods folder like it was supposed to do in ur short and concise install instuctions in ur 'readme'.
thanks in advance for ur assiatance in getting ur mod to work as advertised in entrenchment 1.04
I'm not quite sure why it didn't work for you just from your brief description. "Manifest friendly" just means that it uses the new Manifest mod stacking system from Entrenchment and has the potential to work with other mods on the user's end depending on what they change as well.
SG_Galaxy does include the SG_Races, GalaxyMod and PlanetSize mod all rolled into one. The only thing it doesn't include is the FleetSize mod but that can be stacked in the mod system inside Sins if you would like to use it as well (Just make sure SG_Galaxy is 'higher' in the mods list). It's possible that you didn't get the mod installed properly which is why it didn't work for you. I usually tell people to just expand the zip file in explorer and drag the root dolynick_SG-Galaxy folder into their Sins mod folder. It seems to be the easiest way to make sure things get put in the right structure. I'm sorry I can't be of more help right now but hopefully if you try reinstalling the mod you get it to work on the second attempt.
Human?
Guaud?
Dolynick is there a new version coming out soon that fixes the missing names? Among many things.
Yeah, I actually have a 1.04.05 version put together that fixes a few things like that (no new content). I had hoped to playtest it with some buddies on a game night the other week but it we ended up not using mods. I need to do some basic testing on the SG-Races version at least and then upload it as well (SGGalaxy is already up). Then I'll update the download links and make it an "official" release. I've just been remiss in finishing up the testing the last while.
Thats good to hear. If you need a tester Im available to help.
im sure its been asked before but is there a reason the mod is in like 4 parts?
It's not in four parts. It's four different mods (one of which isn't even my creation but that I've been updating with patches so I have a workable version for the combo versions that are always requested), with a merged version (SGGalaxy) available for convenience since certain mods cannot just be stacked in manifest and work correctly together.
Trust me... updating and maintaining would be a whole lot easier if it was just SGRaces. But invariably people want to play with Sins Plus, or more fleet, or whatever (PlanetSize was my doing since I thought slightly more realistically sized planets would be interesting) and ask for it. It's easier to just release a pre-merged version than to constantly have to walk people though 'how to mod' to combine them themselves. On the flip side of that, keeping only the merged SGGalaxy doesn't work either because invariably someone doesn't want one or more of the included mods in their game either.
ahh, well thats very nice of you though its alot of work... most people release the mod they want to... anyway so assuming i like extra features you recommend i use SGRaces or SGGalaxy?
and i guess i have to download volummetric and bailknights seperately right?
last question is are these mods verified for entrenchment 1.041?
sorry for all the questions, but its early here so im not thinking straight
When does the new version of the Galaxy mod come out dolynick?
Well if you like Sins Plus' extra planets and having larger planets as a whole then SGGalaxy is probably for you. The Stargate part is the exactly the same in both SGGalaxy and SGRaces so it's basically if you want the other stuff or not. The only thing not included in SGGalaxy is the FleetSize mod, but that will stack in the manifest mod system in game without any issue so it's an option. Bailknights and Volumetric stacked fine the last time I used them. I believe Manshooter had to make a few changes in the way the mod was built at one point for bodies in space that might cause problems now but you'd just have to try it.
I had the opportunity to play with the new version of SGGalaxy last night so I think it's ready to go. I should really at least load up the new version of SGRaces before I upload it though and I haven't done that yet. If SGGalaxy works, then so should SGRaces but it wouldn't be the first time that I copied a modified file into one but forgot to do it again for the other. I'll try to get that done this week I hope, since it's way overdue now. I'm planning on reformatting and moving to Windows 7 this week too though, so that might throw a wrench in the monkeyworks.
Alright. I've posted download links to the latest versions of the mod. Pretty much some bug clean-up but here are the patch notes:
e1.02.05 Changes:==============-Fixed bug where ship names were not being displayed on capital ships and star bases.
Ancients:----------Increased research prerequisites for Nanite Cloning on Tantillus Cruiser.
Asgard:--------Increased research prerequisites for Ragnarok Collossus access.-Adjusted Phase Missile block abilities to reflect intended blocking percentages.
Wraith:--------Increased research prerequisites for Orbital Cloning Facilities access.-Fixed a bug where Overlord star base Reaping ability would not be useable until Plasma Focus had been purchased.
I incremented the version slightly to clean up some issues with the filehost seeming to serve older copies of the mod. Enjoy.
Thanks for the update!
I would guess that depends on your particular system. Best answer I can give you.
Hi, I first want to say I'm having a lot of fun playing as Wraith in the mod. I hope down the road more textures and skins get put in I currently have been getting a number of, what seem to be, random crashes for sins with this error message:
Runtime Error!
Program:...f a Solar Empire/Sins of a Solar Empire Entrenchment.exe
This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.
Now I did not begin to get this error until I installed SGRaces (at least not that I remember because I had not played for awhile until I dl'd the mod). I wanted to post this in case it is in fact related to the mod and can be fixed If this is a Sins error instead pls let me know and if anyone has any suggestions on fixing it I would appreciate your help. Thank you and I look forward to more updates for this mod.
On a side note does anyone know of a mod that might combine this mod with SG races and other scifi shows/movies such as star strek, battlestar, babaloyn 5? id love to get one for sins, although i know there is one for GC. thanks!
sound like you want 7 deadly sins, but their website is down at present, so no one knows when it will be up again.
hope this helps
harpo
hi there. i checked out their description page and that is almost what im looking for but they do not have the races i was hoping to see such as the Wraith and others. but thank you for the post. maybe down the road they will add more or someone can incorporate this mod (with authors permission) into a mutli mod pack
My guess is that it may related to your video settings in game. There is a note in the OP of this thread that suggests you set your graphic detail effects to "High" at most. "Highest" detail levels, on ships and structures at least, can cause random crashes. Not sure if it will effect all systems but it certainly did on a Q6600 with an 8800 GTX. Aside from that, I have seen no crashing issues directly from the mod in testing on my end.
I have been contacted multiple times by Danman and others on the 7DS team asking if I minded or wanted this mod incorporated into 7DS. I gave the ok to include it quite a while back and have continued to confirm that as time has gone on and they've asked again. Unfortunately, I have no idea on what kind of timeframe they're working on so you'd be better off to ask the 7DS team. I know they've run into hardcode limits and that may be causing them headaches and delays.
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