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
I haven't even downloaded the latest patch yet (when did they sneak that one out??) so I can't say for sure. By the looks of the patch notes it appears to be a very specific fixing a game engine issue rather than one that makes changes to the game content. The version number is a minor increment as well. My guess is that it will not break mods at all but the only way to know for sure would be to try it, which I haven't had the opportunity to do yet.
So... guess based on patch notes, yes. But unverified.
Just to keep everyone in the loop...
I am aware of an issue with the current released versions of the mod and the latest patches (Diplomacy 1.011). Ironclad added a new main menu entry and the text label is missing in the string file included with the latest release versions of the mods. I believe the mods will load and play just fine as they are, but if you mouse over the new menu item, the game will likely crash.
It is a very minor and easy fix but I am not releasing updated versions just yet. The reason? Because I am in the middle of making a significant addition to the mod right now and it's just not quite there yet. I have made very good progress the last couple days that I've been able to work on it, and I may do a release with the new content in an "unpolished" state just to get the fix out sooner but I still have a fair bit of work to do yet before it's ready for playtesting.
What is this new addition? I am (finally) finishing the Goa'uld as a playable race. They're tech tree (estimated 120+ entries at the moment, more than I expected) is mostly in place now (which is one of the most time consuming parts of adding a new race) and just needs to be filled in with the things that I have not yet created for them ship/structure-wise. I also have to do up a starbase for them yet as well and fill in some of the gaps for extra goodies that the other custom races have. Then it's just some stringwork and I'll do an initial release. Expect them to be reusing stock models for the most part, or some rough placeholder new models at first.
I can't really give you an ETA on this. It depends very much on my schedule and when I can get the time to put in on it, as well as how well the more fiddly bits go. If I try to clean up the placeholder models it will also take more time (I'm not even going to try and get new, proper models done right now).
So that's it, in a nutshell.
Sounds good. eagerly awaiting it.
Sweet!! Then all we'll need is the Tau'ri. Really enjoy this mod. I hope your freetime permits you to finish it, but I know that it is not always the case. Thanks for making what you have so far, and I'm looking forward to playing with the Goa'uld whenever you finish them.
Yeah, I just figured that after I posted, felt a bit stupid... >.>
could you get the goauld working please?
Dolynick JUST posted that he is currently working on getting them in which is why he hasn't updated recently.
dolynick, if you need any help just let me know... I just got a new computer. I need to transfer all my old files, but they should still be around some where.
i asked a while back sorry
Dewing12, you've already been a massive help for this update. While I was working on it I went back to your version of the mod you submitted quite a while ago and pulled out quite a few things from it to include in this update. It took a while but I've finally put some of that stuff to good use. Thanks.
No problem, I'm glad I could be of service.
I'm hoping to get some playtesting in of the Goa'uld over the remainder of the weekend. If all goes well, they're may be an intial release by next week that includes the Goa'uld.
I have updated the thread with download links to the new release versions for Diplomacy 1.011. Here is the changelog:
d1.01 Changes:==============-Compatibility update for SoaSE Diplomacy v1.011.-Added custom pictures, MainView icons and HUDIcons for most custom models in the mod. (Thanks Dewing12!)
Goa'uld:---------Added the Goa'uld as a playable race.-5 Capital ships, 7 frigates, 117 research entries, preliminary custom models and custom effects.
I am aware of some texture issues with some of the new models for the Goa'uld but in the interest of timeliness, I chose to just release them as they are. I will, hopefully, eventually be able to go back and fix up some of the bigger issues with them in a later update.
Special thanks to Dewing12 for his many contributions that made it into this update.
Enjoy.
Really nice mod, im starting with the modding thing and i have some ideas to improve the game, if u are interest plase tell me.
So is it for Entrenchment, the Goa'uld? Or for Diplomacy.
Its for Diplomacy 1.011 but i manage to make it work with diplomacy 1.0
So no Entrenchment? Ah well, I'll wait.
As it stands right now, I will not be maintaining two separate builds of the mod so no, no new entrenchment versions. I believe the existing Entrenchment build still works for Entrenchment v1.051 though (I haven't actually tried it yet as I've been busy with the Diplomacy build).
I just downloaded the SGgalaxy mod for Diplomacy, and there is no checksum for the mod. It's still the three original races and no SG races. Is there just an issue with the one, or what? I'd kind of like to know before I spend more time downloading another variant of it.
*edit: I figured out what it was. I didn't check to see that it was a folder inside of another. I'm headed off to check it, but I'm willing to be it works.
*edit 2: Well, the mod has a checksum now, but there an entity error regarding the Gas Giant that is preventing the game from functioning.
The goa'uld starbase Armastice ability dont work. I researched it and upgraded it to lvl 1 and 2 and it never showed as an ability. Also the ra capitolships area of effect shield regen and weapon cooldown at lvl 3 dont give 10% cooldown but 1%.
The ships need a little love graphic wise, but other than that it was all very nice. Well done.
That's intersting that Armistice won't work, it's basically a straight copy of the stock ability. I'm fairly certain I had tried it in testing and it worked but I'll have to take another look.
Considering I used the Ra mothership extensively in playtesting and in my own games, I'm surprised I missed that one.
And yes, I do need to at least re-texturemap the Goa'uld capital ships and fix some issues there (particularly Anubis and Apophis) but that takes time and given the broken nature of the old version of the mod with the new patch I thought it best to get a working version for v1.011 out and then go back and touch up the ships at a later date.
Thanks pointing out those issues.
Also my memory tells me (if im not wrong) that the asgard super ship has the voice of a vasari ship. you know evil sounding. hehe. Is that intentional? I feel that a advent voice would fit better to the smallish feminie thingies.
Speaking of voice acting, i dont mind the standard sins voices but the voicescripter there need to get hes act together. No way the captain of a multi million starship with 100's if not 1000's crew speaks like the neigbourhood bully on a bike.
i'm playing entrench SG Galaxy Mod and it keeps crashing and giving me the blue memory crash screen. i was trying to do a game as ancients against versi and a wraith faction on a medium map. any ideas how to fix this?
As a starting point, turn your settings down from 'Highest' to 'High' if they're maxed out. That's a common cause of crashes with this mod (and others). I am aware of no crash-causing bugs in the mod itself at this time and have not been having any crashing in my own games.
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