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, i was trying to play this in Dev.exe, just to test a few of my own things, and the game absolutely HATES the asgard! Whenever you click an asgard unit it gives you about 50 error messages...
Another thing: I was trying (for my own personal mod) to change all the Ancient weapons to Drones. This failed, however... The drone effect would move a few feet from teh ship and get stuck, staying there until the fog of war reclaimed the world... Any idea on the cause of that?
EDIT: I just remembered that phase missiles do this too, so it may just be an engine thing...
This is most likely due to weapon points being used that do not exist on the stock ships and is harmless for the most part. I've also seen messages for their capital ships having to do with the 5th ability slot being used on them and conflicting with one of the buttons but this is also harmless.
I'm not sure what would cause this as they work just fine for me in Dev mode. My guess is that when you changed the weapon entity you didn't completely change the weapon type behavior. IE it's still set up to behave as a beam/laser or something.
hm, well, I just finished my game with the Wraith and now I was able to research the armor and antimatter-techs. are there any requisites which are not shown?
No. And I have never been able to replicate that bug in my own testing, despite it being reported by other players. I have no idea what is causing it for some people in certain games only.
love the game so far and it looks like it is going well now that there isnt going to be another expansion
wondering if you would touch up on all the ships and stuff to make them better looking and such also to see if you can add structures....one step at a time tho.
i don't suppose i can change a few of the files in your mod? i want to add more 'canon' sounds, like change the hyperspace sounds for atlantis and such. also, is it possible to change the size of the hyperspace window to suit atlantis better?
Which version(s) of all those posted should I get for Diplomacy...
FYI - Using the mods in Diplomacy, my game tends to crash IF I have pirates enabled. Disabling pirates and no issues.
pirates in Diplomacy are bugged for almost everyone, as the game (without any mods) breaks its own 2GB limit a lot now... at least that's how i was told it works
The mod makes no modifications to pirates themselves. Any issues due to pirates is most likely an issue with the stock game itself.
don't know, all i know is if I turn off the mod I don't have any issues.
Have you followed the guidelines posted in the Thread OP about not setting details to Highest? It's the only known crash bug in the mod at this time. Playing with pirates enabled does not cause any crashes for me, even in a Huge Multi game with 10 players and 8 hours of playtime.
yeah, I'm actually playing on medium settings across the bored. Guess it could just be my laptop. I tried on my desk top running high settings (not highest) and so far it is ok.
Have you tried it with it with the Sins optimization project? I don't really need it, but Sins does run much faster with this.
[MOD] The Sins Optimization Project (updated 3/28/10)
i didnt know if it would work with it. where should it be in the order?
From what I know of the format of that mod... It shouldn't really matter. Put it in top slot if you want to be sure though I guess. Nothing in it should conflict with anything in SGRaces.
Sorry for my english but i'm french....
Sins optimisation project works fine with sg_galaxy d1.01 for me (pentium 4 with windows 7)
I put sg_galaxy first and sins optimisation in second.
i set all ships options on hightest and all other on low.
that's how i stack them too. i turn all the settings on highest, and the game still runs like a dream!
Can someone give me a link to a stargate map they created through galaxy forge please
Dolynick, can you use some textures from other stargate mods?? Starwars empire at war, is old game , but stargate mod for this game is really interesting.check out youtube!
http://www.youtube.com/watch?v=UKpkxTNK3VE
I don't know how the assets for that mod were made but since it's a different game chances are that the way they are made is fairly different than the way models are done for Sins. It's likely possible to make it work but may not be worth the trouble that would come with trying to do so.
As an update, I have been rather busy with real life stuff lately and haven't been able to do a lot of modding for the past few weeks. The good news is that I have all the research and initial blueprint stuff done for the next update. I have a good start on the stringwork already (where I left off) and then it's just abilities left to do. Of course, since I've tried some somewhat different things with the last race, and because they are significantly larger in volume of ships and research than the other races they are going to require at least a little preliminary playtesting before I do any sort of release.
hmhm , Wraith Hive ship and Goauld Hatak looks like from LEGO(it said my friend) , Hatak is just pyramid with something black around, it wants windows like from base ships from SOASED. Just suggestion.
It doesn`t function!
Always comes Minidumps!
I don`t have the ASGARDORBITALTACTICALSHIELDGENARATOR.entity!
What is your version of sins ? Whitch version of the mod have you installed?
Have you tried to download another version of the mod? dolynick_SGGalaxy-d1.01.zip works for me.
If you are sure you don't have PLANETMODULE_ASGARDTACTICALSHIELDGENERATOR.entity you can create it with note pad. Here it is :
TXTentityType "PlanetModuleStandard"minZoomDistanceMult 2.200000ability:0 "AbilityAsgardTacticalShieldGenerator"ability:1 "AbilityAsgardImpenetrability"ability:2 ""ability:3 ""ability:4 ""MaxAntiMatter 300.000000AntiMatterRestoreRate 1.000000numRandomDebrisLarge 4numRandomDebrisSmall 15numSpecificDebris 0armorType "Module"hudIcon "HUDICON_PLANETMODULE_PSIORBITALANTIMATTERRECHARGER"smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALANTIMATTERRECHARGER"infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALANTIMATTERRECHARGER"planetUpgradeSlotType "Tactical"planetUpgradeSlotCount 5.000000basePrice credits 1000.000000 metal 125.000000 crystal 200.000000NameStringID "IDS_PLANETMODULE_ASGARDORBITALTACTICALSHIELDGENERATOR_NAME"DescriptionStringID "IDS_PLANETMODULE_ASGARDORBITALTACTICALSHIELDGENERATOR_DESCRIPTION"planetModuleRoleType "ANTIMATTERRECHARGER"statCountType "ModuleUtility"Prerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_PLANETMODULEACCESS_ASGARDORBITALTACTICALSHIELDGENERATOR" Level 1MaxHullPoints 500.000000HullPointRestoreRate 1.000000BaseArmorPoints 8.000000MaxShieldPoints 2500.000000ShieldPointRestoreRate 6.000000maxShieldMitigation 0.700000ExperiencePointsForDestroying 25.000000resourceExtractionType "Invalid"cultureSpreadRate 0.000000isAffectedBySimilarModuleCostResearch FALSEplacementRadius 475.000000nearPlacementDistOffset 0.000000farPlacementDistOffset 9000.000000spawnCount 1swapMineType ""angularSpeed 0.000000rotateSoundName ""rotateFacingType "None"rotateConstantly FALSEShieldMeshName "PlanetModule_PsiOrbitalAntiMatterRecharger"renderShield TRUENumSoundsFor:ONATTACKORDERISSUED 0NumSoundsFor:ONCREATION 0NumSoundsFor:ONGENERALORDERISSUED 0NumSoundsFor:ONSELECTED 1SoundID "PLANETMODULE_PSIORBITALANTIMATTERRECHARGER_ONSELECTION_0"NumSoundsFor:ONSTARTPHASEJUMP 0MeshNameInfoCount 1MeshNameInfo meshName "PlanetModule_PsiOrbitalAntiMatterRecharger" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExplosionName "PlanetModuleSmall"mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALANTIMATTERRECHARGER"picture "PLANETMODULEPICTURE_PSIORBITALANTIMATTERRECHARGER"minShadow 0.000000maxShadow 0.300000formationRank 1baseBuildTime 75.000000buildEffectName ""
Good Luck !
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