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
Well could you tell me what files i can omit to make it compatible to latest entrenchment? I use program call Winmerge to compare the two mods , but I don't know what i can omit and what i can keep.
I've tried this approach, even using winmerge, but i can't get it to work. I'm not saying it's not possible, I just can't figure it out.
It's not just a mater of omitting certain files. Yes, you could just leave out all the Diplomacy research entities and the envoy frigate entities but there are also changes made to key files for all the races for Diplomacy, not to mention removing all references to those files that you did remove too. The format of entity some entity files tends to change from expansion pack to pack too. Granted, the changes from Entrenchment to diplomacy are fairly mild compared to the difference between vanilla and Entrenchment but it still makes those entities unusable in the older versions of the game. This is the primary reason why I am not maintaining separate builds for vanilla and Entrenchment as I'd have to keep 3 copies of each file (actually 3 for SGRaces and 3 for SGGalaxy), all of which are different internally to varying degrees.
To answer your question in a basic manner though, you can omit all the diplomacy research, you have to edit all the frigate entities to remove a line of code and you have to edit the player entities and remove all the Diplomacy specific code. Just off the top of my head...
Well thx for replying .. Yet funny thing everything you said i did already . and even got the game to stay up and load unto map but as soon as i when to click something minidump. So i'm sure i;m missing some stuff.
I can understand why you don't want to maintain 2 different version. i see all the lines that you added between the 2 mods. I took lot of hours just to erase all those lines in all those files. Let alone for you to type them all out and added them.
But hopefully you may go back and hook us up at some point in the future and added the Goa'uld to entrenchment.
Great job with the Goa'uld on diplomacy with only one problem they dont last to long honestly and they are easily overwhelmed due to not having enough supply I know it might be for cannon or something but maybe lower fleet supply on the Hataks? That is their primary ship after all. Just a suggestion. But other then that awesome mod.
I'm not sure of that myself. Yes, you need to be careful with them and they take a little adjusting to play but so far in my own games I've been doing fairly well with them as they stand. Once I get 2 cap ships and 10 ha'tak put together, I have few problems dealing with most things. I don't know if you have noticed yet but they're "lesser" capital ships have some pretty awesome fleet support abilities. A Ra mothership and an Osiris mothership with a modest fleet of ha'tak are a force to be reckoned with. Also, I have found that with the Goa'uld I'm quite often setting them to "local" engagement range only to keep them together and under the capital ship ability influence. With Osiris buffing the Death Gliders, a dozen Ha'tak are quite dangerous. Lastly, the damage output on a Ha'tak is somewhat deceptive. They actually do less damage than a stock race's heavy cruiser... but they do it on all sides at the same time. This is also true of their capital ships. Much like the Ancient's larger cruisers, getting your fleet into the optimal position in (IE, in the middle) against the hostile fleet makes them MUCH more effective.
I have found a couple bugs with the Goa'uld in my own play though lately. Their envoy cruiser's abilities are not being granted by the requisite research and there is something very odd going on with the Jan'tak support cruisers and their weapons/targetting (seemingly after they pick up on of their abilities). I have easily corrected the first issue but the second is a bit troublesome and I do not have a fix for it yet. This really hurts them right now, as Jan'taks, when they shoot properly, are very nasty (having faced an AI with a bunch of them recently).
I'm not sure when I'll get an update out to correct those issues above. Due mainly to the fact that I am in the process of adding another race to the mod right now.
tau'ri?
The tau'ri.. thats the humans right?
If my memory serves me, thats them, but.. do they have any spaceships at all beyond the few prototype ships that we've seen here and there? I dont seem to recall them actually having a space military.
And their technology is pretty pathetic compared to that of the ancients and the rest aint it?
Not really lol. A Bc 304 is able to hold out against 2 hive ships on its own and still be able to inflict heavy damage with just rail guns and missles. Besides the Tau'ri (humans) are one of the few races left that Ancient Drones Cannot Penetrate.
No, it's not the Tau'ri. While I will never say never, I have very little interest in modding them and have no plans to do so.
meh was worth a guess.
I dont know what a bc 304 is- I only watched the old shows, never the new ones, although im gonne buy it sooner or later. So maybe they got some new toys in the latest series that i havent seen, pr maybe the bc304 was the latest ship that they made that was descent enough. /shrugs.
I just remember them having a few prototype ships and still running around with the (t)rusty old assault rifle. Not what i would call an advanced race exactly.
The show is not exactly what id call credible. If they put in a dose of realism there humans would have been wiped out long before the end of the show.
Yeah sure the asgard comes to our world and sees that 1% sits on most of the resources, that thousands of people starve to death every day, and that we war and commit atrocities all the time and go Wuhu, your da best, we luve humans, your da 5 race! They would probably wipe us out instead and pat themselves on the shoulder for a job well done.
Dont get me wrong i like the show, i just cheer for someone else than the pathetic human racre.
The Tau'ri actually are very nasty, as the BC-304 mounts multiple railgun arrays effective against everything from Deathgliders to Ha'taks, and it has lovely naquadah-enhanced nuclear warheads for when you need things blown up fast.
And of course the Asgard eventually give the Tau'ri access to their plasma pulse beam technology, so the BC-304's eventually undergo a refit and mount a pair of them.
Dolynick,
Are you aware that in the release you have for download....that the Hatak texture is simply completely black. It's like in the shape of the Hatak and it's like a very shiny black unless I have team colors on and in that case it completely glows in whatever my team color is. I'm using the dolynick_SGraces -d1.01 for Entrenchment.
I know you said that all the textures aren't finished but, it seems that the Hatak is more than simply not finished...it has virtually no texture ( unless you count a shiny black finish ).
Good work over all though.
Thanks
The race your adding, is it Ori? I seem to recall you saying something about them a while back
The texture is a simple flat shaded affair but it definitely not all one color or behaving as you describe. I suspect there is something wrong on your end if that is the result you are getting. There are screenshots posted along the way in this thread that show what the Ha'tak should look like if you're really interested. "dolynick_SGraces-d1.01 for Entrenchment" makes no sense, by the way. d1.01 is for Diplomacy (v1.011) not for Entrenchment and there is no Entrenchment version available with the Goa'uld enabled as a playable race.
Good memory. That would be correct.
What about Motherships? Are they different in Diplomacy than in Entrenchment?
EDIT: Not to sound whiny or anything, but It would be cool if you could post a pic or two of the Goa'uld.
ok really the ancients need slightly cheaper ships, or at least a cheaper early ship that can jump. or their gate tec should come faster, remember they were masters of that.
ori sounds cool but we only ever seen their caps, yay you get to be ceative
If you actually compare the ancient ships to other races you'll notice that the other races will lose ships faster compared to ancient ships ESPECIALLY when you get the Aurora out. Ah Dolynick just a question why isnt the Aurora an Ancient cap ship? It kinda fits with the storyline of SGA where an Aurora could hold out against multiple Wraith Hives with ease.
Don't forget at the end of SG-1 The Asgard gave the Tau'ri all of the knowledge in a large database...
Dolynick, are you making the Ori a playable race, or pirates like I did in the verson of the mod I sent you?
I know I sent you a model of the Ori motership, but I believe you have a better model you got somewhere else too.
Thanks for the reply Dolynick....as for the version I downloaded...that was a typo. I meant that I downloaded dolynick_SGraces -d1.01 for Diplomacy. Roger on the Ha'tak....I will see if I did something wrong.
What you're describing sounds like what can happen when there is a problem with the texture file format itself. I know the texture is "good enough" not to do that though, as I played for several hours tonight and the Ha'tak texture are working as they should. There is about zero chance that I packed an ancient copy of the texture that would behave that way as I play with a buddy who would have the same issue if that was the case and he doesn't. And honestly, the Ha'tak texture (such as it is and stands) has been done for over a year now at least without any changes. I would try re-extracting the texture or something.
They will be a playable race, not a pirate replacement. And yes you did send a model of the Ori Mothership too me but I have a really nice, reasonable poly count XSI version that I will probabaly use instead if I find the time.
dolynick
do you have any ETA about the Ori?
so there won't be any patches for the entrenchment version? because I noticed a few annoying bugs. the wraith f.e. can't research the additional armor upgrades and the antimatter upgrades. nothing happpens when you click on them. and there are other things depending on those, like the clone facility.
so far, having played the Ancients and the Wraith, I like your mod. I hope you'll find someone to do some models for you, so you can ditch the standard races' models.
and what's the use of dart frenzy? I don't get that ability's description and can't see any effect.
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