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
oh cool i will try that because my settings are set at highest. ill lower them and see how that works. thanks for the info. ill post on their thread and see if they have complete implementing your mod yet or not. i hope so. its a really fun and being able to play as wraith against the other sg races is just fun. thanks again for the info
Dolynick, I hope you dont mind me asking, but what is your online name for sins? I'd like to play with you sometime.
I've never actually logged into Ironclad Online. All the multiplayer games of Sin I do are private games, mostly with friends vs the AI. Honestly, I'm sure I'm pretty horribly at this game competitively because I enjoy the longer, more drawn out type of game.
Man I want to use this mod, but i can't get it to work. Im guessing the mod is for entrechment 1.04 and I have entrenchment 1.041 . Am i doing something wrong during the instalation process or is the version of entrenchment im using just not compatible. BTW, i just watched all 10 seasons of stargate SG1, all 5 seasons of SGA, the movie ark of truth and continuum on DVD.
--burnedbacon the biggest SG nerd in the house
All the mods posted in this thread work with Entrenchment v1.041 (the latest version). If they aren't working for you I'm guessing that you've gone wrong somewhere in the extraction/installation process. The easiest way to install them is to just expand the zip in Windows Explorer and just drag the root folder inside to your mods directory, and you're done.
ok i got it working, do i need to put the mods in a certian order to use multiple ones or not. (not talking about the C folder i mean the mod page in the options menu.
--burnedbacon
from the OP
harpo
Thanks for fielding that one harpo.
Hay i have been playing with your mod for quite awhile and i think that your alantis moddle is just a bit to big, is there anyway you can cut her in half to make it feel just a bit more real?
are you guys thinking about making more custom models for the ships? i really like the mod but some of the models are painful to look at... sorry to be so blunt...
The hive ship looks nothing like the hive in SGA, the invictus looks nothing like an alteran ship IMO. Its just not........acienty. But good work, its an awesome mod. Like all mods it need quiet a bit of fine tooning before its done but keep with the good work. Thumbs up to you. BTW i noticed my cap and the wraith hives are about the same strength, from SG history book, the acient ship pwned the wriath, the only reason the acients where wiped out is becuase there where just so many. Is it possible to make this change in the mod, say make the wriath ships less powerful but not nerf them to death and make their ships and fleet increase research dirt cheap, this would add i hint of realism. Im sure it would take plenty of work to implement this but just throuing ideas on the table.
too late for major changes burned. just saying the core of the mod is finished but its just fine tuning now. anyway dolynick i have found an exploit that you need to fix. the anceint ship that has the ability to replicate ships neeeds to have a duration of replication put on it because u can build only 2 and then have an unlimited fleet by using this ability. may be best just to remove the ability from cruiser and have it only on a capital ship
I've known about that since I implemented the ability in the early versions. Unfortunately there is no way to correct that particular behavior due to the hardcoded nature of duplicate function. You are correct that putting a duration on the duplicated ship would enforce fleet size limits but at the end of that duration the ship is simply go poof... which is not the desired effect at all. In the end I decided to just leave it and make the ability require a lot of research and impose some cost on it as well. It is the Ancients "super ability" after all. Yes it is unbalanced compared to the stock race's "supers" (although TEC's Pervasive Economy is pretty damn good) but when compared to the Wraith's and the Asgard's things are a little bit more reasonble.
I am aware that some of the models need some work but I should also point out that some of the models used have been donated to the mod freely by other users who chose to help out of their own good will. Bearing that in mind, I would suggest that you not be overly critical of some of this stuff.
As for the Wraith Hive... It's rated at 100 fleet supply. All the "true" Ancient capital ships are 150 fleet suppy or more. The Wraith Hive does get quite tough with research and levels but a similarly decked out Ancient capship should still be able to handle one without much trouble. 20,000 hull points on the Hive is impressive but doesn't match An Invictus Juggernaught with 10,000 hull and nearly 15,000 shield points with 80% mitigation and a whole lot more damage output. I'm fairly content with the balance between them with costs factored in.
Well, i was talking about the first cap, mine was lvl 3 and the hive was lvl 2, the hive left my ship with only 500 HP. I know that some of the models are donated, I'm ok with the hive ship looking like that, however I would prefer it look alitte more like the one in SGA.
The first cap? The little "baby cap" the Ancients have? I don't consider that to be a "true" capital ship for the Ancients. It's there mostly because getting one of the real cap ships for free right off the bat without having to do any research or delay is a bit overpowering against other races. The AI, however, has to have one cap ship available to build right off the bat or it stalls out and will just sit there and do nothing. Giving the Ancients a weaker "scout" type cap ship like the Episcor was a compromise but works well enough. And no, it will never stack up against a Wraith Hive, but it's not supposed to either.
And yes, I would like more realistic and accurate ship models too.. But I have neither the time or the necessary modelling/texturing skills right now to do that. So I'm greatful for the donated work as it is and I am content to leave it as it stands for the time being.
doly i learned after about the cost...anyway i play your mod ALOT online i am one of the main players and the "baby" cap u reffered to has never ben built by human players in online games.The Revenant is usually the first built and if it does not have fighters to suuport it a early game hive can do some severe damage. i have seen hives do the amount of damage that burnedbacon mentioned. just wanted to let you know. you should log on sometime and play games with us
I had no idea that people were actually playing this mod online with any great frequency. That's very cool to hear.
And yeah, I would not expect a human player to ever actually build an Episcor with the Ancients... At least not as a starting cap. Personally, I ALWAYS build a Revenant first as well.
That's an interesting point you bring up about the Hive's darts though. A Revenant would obviously crush a Hive in a straight up fight but if you were to kite the Hive ship much like I've seen discussed of vanilla carrier fleets it could be much more formidable. I'm simply not used to having to face being them used in that manner; an obvious drawback to AI games mainly on my part. The Revenant does start with four squads though and while that doesn't match the Hive's 8 squads, jumper fighters should do a fairly good job of clearing out enemy strikecraft. All Ancient capital ships (and cruisers) have weapons to target strikecraft as well (usually the laser based weapons). All in all I'm still rather suprised a Hive could be THAT effective against a Revenant in the early game and on roughly equal research and level. If that is the case then that's a major win for tactics rather than outright stats I think, which maybe isn't such a bad thing either.
I may have to try hopping onto Ironclad Online for a game or two - although I'm afraid of how badly you guys will likely smack me around when/if I do. Lol.
Dolynick, you would be surprised on how many people play this mod quite frequently. I for one love this mod and play it online, generally, with 2-4 players. I would love it if you actually got on and played a match and infact, I would encourage it. Just a thought
dolynick ,you are my heroooooooooooooo
im a huge fan of all stargate programms eccept universe (they really !@#!$%& up the series)
anyways hope the final version of the mod sees the light of day
i have some ideas for the mod but i dont really know anything about modding, so i can only suggest
if you could create new artefacts for the planets you explore you should include a ZPM so the one who finds one can have access to new upgrades or units (ex. the wraith could create a huge hive ship with more armor hit points regeneration damage e.t.c./ ancients could get a big boost to shield stats for atlantis/ Asgard could cloak and greatly increase their weapon damage and cooldown , maybe cet a new ability)
moreover an ther artefact you could include is the device in SGA S5EP11 lost tribe (the one that makes wraith ships explode when engaging their hyperdrives). You could make it that it lasts 20 seconds and 10 min cooldown so anyone who controls the planet with the device could have this extra ability
thats what i've thought for now i will give you more ideas when i have some
keep up the good work
Just to keep everyone in the loop... I believe I have working, updated versions of all the mods for Entrenchment v1.05. Everything seems to be in order with them and 1.05 did not bring too many format changes.
Now... As for Diplomacy... I have working versions of FleetSize and PlanetSize for Diplomacy up and running. The larger, more involved mods (GalaxyMod, SGRaces and SGGalaxy) are much more involved and will take considerably more time to get up and running as they all require actually redoing the races.
Having played Diplomacy a little bit now and thinking that it does add some nice elements to the game I figure I will be updating the core mods to Diplomacy format; assuming I can find the time of course. I haven't made any decision yet as to whether or not I will attempt to keep Entrenchment only versions. Given the decision to drop upkeep of vanilla Sins versions though due to the huge PITA of trying to maintain multiple code-base versions, I would expect these mods to go Diplomacy only if and when they are finally updated for it.
In the meantime, I will try to get some of the already updated mods uploaded and posted for download when I get a chance.
Good job as always Dolynick!
Dolynick, this MOD is amazing, I love the Atlantis City Ship, and the drones (weapons). Also the jumpers are pretty awsome, hope you continue to have the time, energy and determination to update and continue to improve it. Really well done on all the ships and especially the technology/research to go with it. Wish I could MOD as good as this.
Kind regards,
Ben
Progress update: 135 entities modified and/or created (today, so far) and SGRaces is loading under Diplomacy now and the Ancients, Asgard and Wraith all have Diplomacy Research trees in place. Mostly just string work left to add some polish. I am so looking forward to playtesting this
Dolynick, please could I ever ask you a few questions concerning the creation of your MOD? If ever you are willing and have time, I would be very grateful if you would contact me at ben.maxwell@live.co.uk
Thanking you in advance, Ben.
There are many great features available to you once you register, including:
Sign in or Create Account