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
Ben,
Go ahead and ask your questions here and I'll give a shot at answering them.
Dolynick is their an entrench 1.05 version of sg galaxy?
Question: Will there prehaps be another cap for the wraith like the zpm hive ship?
Yeah, I have the updated Entrenchment 1.05 versions of all the mods on my system. I haven't really playtested them but there weren't any big changes anyways so I'm not very concerned about there being any issues. I have to zip them up and get them uploaded though, and I've been remiss in doing that so far.
I've considered the "zpm Hive" before as it's been asked about but I don't see it happening in this mod. There isn't a good way of handling a special, one time type ship in Sins and that's how I would prefer to do a zpm powered Hive. In Sins, once you can build a certain ship, you can make as many as you want within supply limits. The idea behind the zpm Hive is that it's something special you could only build once you captured/found a zpm (one per zpm Hive) and Sins isn't really equipped to handle that. You could tie it to an artifact that you would have to find but then that raises issues with what that artifact could be used for with other races and still doesn't limit the number of ships you could build based off of it. Yes, it could be fudged and it would be the first time something was handled that way in this mod but I just don't feel it's all that necessary for the Wraith.
Well basically Dolynick, I have begun to MOD, I am just experimenting at the moment but am having trouble with adding/editing the numbers of Fighter/Bomber Squadrons to a ship.
How do you edit the number of Squadrons a ship can carry and at what level they become available?
I am still learning about the coding, just unsure maily which files I need to alter etc.
These lines in a frigate entity reference the squad entities to use for that frigate, the antimatter cost to build respectively, and how many "command points" the ship has total (number of total squads).
squadTypeEntityDef:0 "SquadPhaseCombat"squadAntiMatterCost:0 90.000000squadTypeEntityDef:1 "SquadPhaseBomber"squadAntiMatterCost:1 150.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000maxNumCommandPoints 2
For capital ships that gain additional squads as they level up it's basically the same as for frigates only instead of 'maxNumCommandPoints' you'll find the following a little farther down:
CommandPoints StartValue 3.250000 ValueIncreasePerLevel 0.550000
Basically it's the start value (number of squads at level 1) and how many points they gain per level. It simply adds up as the ship levels and for every whole (or it could be rounded up, I'm not sure off hand) number it reaches the ship gains another squad point in game.
I understand but it was just an idea since the Wraith are fighting the Ancients so it is possible for them to get a couple zpms.
Sure, but there is no adequate way in Sins (that I know of) to properly mimic them having to capture and scavenge ZPMs. That's the biggest issue I have with trying to implement it. To be fair, I thought the entire ZPM powered hive thing in the final episode was a silly in it's power too... Just a little over the top.
Thank you Dolynick, that is very useful, I will test that later tonight. I have a further two questions if you can help.
How would I insert your puddle jumper into my modified mod?
Do I obtain the Entityy File, then the Mesh File, Particles, I change the name of the Sqaudrons in the Capital Ship Entity, change the Strings and place a record on the Enity list. Have a missed a step out, as I have tried to insert fighters and bombers before with little success ...
Secondly the same goes for abilities, I wish to alter/create new abilities, without replacing the original files, so assume I would have to create a new ability, and follow the same steps above. (for example inserting the Ancients adaptive shield, I would need the entity, particle etc)
Any help is greatly appreciated, and the more I mod, the better I become. I learned how to mod weapons and stats last night, along with rate of fire etc, I also love working on Stargate mods, that is why yours and the BC304 Mod is so interesting to me and I am just experimenting with the BC304 Mod, to get to grips with modding. So in future I would love to offer any help in what yourself or the other Stargate Team want.
Again many thanks, Ben
To add a new squad type you would need:
-entity file for the individual fighter or bomber the squad is composed of (this is referenced in the squad entity)
-entity file for the squad
-entity files for any abilities the squad might have (mines, etc)
-the mesh and associated texture files for any custom model the fighter/bomber uses
-particle files for any custom weapon or visual effects used by the fighter/bomber
-add any strings referenced by the custom fighter/bomber, squad, abilities of the new squad to the string file for your mod
-add all the new .entities to the manifest.entity file
That's really the basic process for any new entity that goes into a mod.
Thank you so much Dolynick, I think I can now respectfully call myself a begginer coder. I managed to alter the number of sqaudrons, insert your puddle jumper, keep the drone effects and add new abilities, attach relevant strings and have no errors!!! I really am beggining to understand a lot more on how the game works thanks to you, I should post my files some how so you can have a look at what you helped me to make.
BC304 Frigate - Human & Tech fleet support
BC304 Cruiser - Asguard & PSI fleet support
BC304 Battleship - Ancient & puddle jumper fleet support
Thank you again Dolynick, if ever you need help to code things with your stargate mod, give me a shout. I will need to learn how to create mesh files next, as I need to shrink the puddle jumper mesh, that is the only thing which looks odd, with my modified test mod.
Are there any tools which you use to MOD? Maybe which highlights text errors when coding etc?
Mesh files are a whole different ball of wax. That's 3D modelling and has very little to do with coding in the sense of what we went over above.
As for tools I use:
-Notepad (all coding and editing)
-Particle Forge (particle effects)
-XSI Mod Tool (modelling)
-Photoshop (Textures)
That's more or less it. I'm a coder primarily. Modelling is just something I had to play around with to get some stuff working in game and I'm not particularly good at it.
I have updated the thread with new updated versions for Entrenchment v1.05 and Diplomacy v1.01. I am still working on SGGalaxy for Diplomacy but hopefully that will be finished up in the next few days. Enjoy.
Ok. I've updated the thread with the download link for SGGalaxy for Diplomacy. I found minor bugs in GalaxyMod and have a new build version of it to post but it will take some time to upload at a later date.
Enjoy.
I've updated the thread with the download link for the corrected GalaxyMod-d1.01 for Diplomacy release. It fixes some research costs on the Sins Plus planet type research entries.
Just so you know, one of the Dip dl's still says entrenchment
Glad you're still modding
You mean in the OP as text? Yeah, spotted and fixed that now. Thanks.
Dolynick,.. Thank you SO MUCH for your work in this mod. I have read a few pages in the beginning a the last few pages in this thread and am astounded in the work you are doing for the SoSE community, for free. I am downloading now and am ure I will be as amazed as the others who have DL'd and tried it. It makes me want to REALLY learn how to mod (code) custom projects as you have helped Ben. I don't know if you will, or even have the time but I think I will write back soon with questions of my own Thanks Again on behalf of all of Us ~~ Atlas **
Just wanted to say that if you want to make a ZPM hive ship, the only way i can think of making it that you have to find a ZPM first would be to have a building with a spawn that creates the unit... and have that spawn timer set to something incredibly high. This building would be linked in to certain planets, and then could be captured when you capture the planet...
just my thought about it, and this way you could likely have it do something for all 3 races...
Looks like your found out Dolynick lol, hope I haven't got you into to much trouble ...
@Atlas, modding is not that difficult. Just look at the files in note pad, and they will very quickly start to make sense. I ran into one or two errors when modding, mostly due to out of date files, so not really my fault. However now that I know how to convert binary to text, I never have out of date files again lol My next three tasks to learn, will be more about research, Models and music apparently. Many thanks for everyones help and friendliness, and you are right Atlas, it is an awsome mod
You could have a ZPM powered ship easily enough, all we would need to do was modify the ZPM ability to be almost infinate with a quick recharge time and minimal antimatter cost. Is that what you wanted?
P.S. It could be a modified ability to increase damage output etc as well.
not exactly what i meant. The thing you are saying is to make an ability that turns a ship into a ZPM powered ship. What i am proposing (its been done before, look at the returning armade ability in the Vasari) is that a BUILDING have an ability that spawns the ship. THat building's ability would either have a ver long recharge rate, OR it could self destruct after that ability is activated. In this it is good because you can make the ability take a LOT of resources (as that type of ship would be INCREDIBLY powerful...) dunno what you would be able to use it for with the other races, as the Ancients have them already, and the Asgard have only ever used them to cloak...
Hi , i want say thank you so much for your work in this mod . i have problem in this mod with some ships ,they are just black, they arent in colour.but after restart game , a mean i save game and load game again , its fine... no more black ships.Why?
btw: playing Diplomacy and mod "dolynick_SGGalaxy-d1.00"
thx.
I'm not sure what causes that but others have reported the same issue once in a while. It seems to always clear up after restarting the game. If I recall, Bailknight's effects mod actually recommended loading the mod and then restarting the game to force it to update all the visual effects properly or something of that nature. Perhaps it's something of the same nature. Either way, I'm glad that it cleared up for you and that you enjoy the mod. There are some issues with the custom models being a bit dark or shadowed when they shouldn't be due to not having UV/tangented them properly but that looks a little different than just all black ships everywhere all the time.
Just a quick question: I want to use the Galaxy Mod, but NOT the SGGalaxy (because that has the planet size thing in it, and i dont want that part) What order do i put the mods in? Is it Race -> Galaxy -> Fleet Size?
yeah plant size is not good , you cannot cover all that large place with defense platforms and only one starbase.
-Dolynick thx for answer , do you will upgrade graphic with the SG ships?
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