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
your email CAN receive a 160MB email right? most isp's limit email sizes to under 10MB
the zip is 143,842 KB plus the email overhead.
just download it from the OP
harpo
myfist0 i think the error is on your end, i can download it just fine...
OK , I'm a lier. I tried again and its going but wow, down for 3+ days.
Adrive was doing maintenance when I tried to log into my account this morning. Seems all is well now though.
ah awesome it's up now..
can't wait to test this out
Hello,first of all i want to honor your great work. Your mod brings me a lot of fun.I made some minor tweaks to the "Entity" files to get a better game experience when playing the ancients against a wraith superiority, for example increased shield strenght or more drone swarm range and damage. Now I have a few questions about some changes.1. Is it possible to replace the Atlantis Space Gate ability with the "BlockColonize" Ability of a starbase, so i dont lose planets if Atlantis is in the orbit? I already made changes to the abilities for other ships, but i cant find that one.2. I note that there are five entries for special abilities. But there are only four buttons in the game to activate them. What about the last one? Is this for passive abilities? If yes it would be better if "BlockColonize" is at "ability:4".3. Is there an easy way to change the scale of ships to increase the size of Atlantis?Thanks and keep it up!cf
1) You could certainly replace the ability in the entity for Atlantis without much trouble. I have doubts as to it actually working though, since starbases behave a little differently than ship entities. There would be no way to know for sure unless it was attempted. For what it's worth, that's actually not a bad ability for Atlantis to have as it suits it.
2) The 5th slot can be used for any ability on a frigate/cruiser entity. On a capital ship, only a passive ability that the ship starts with or gains through research (ie, not something you can pick at level up) will work properly in the 5th slot.
3) Resizing a mesh is doable without much trouble. There is a utility out there that allows you to scale a ship up or down based on a numerical value that I have used in the past. It worked well but I have also heard some people say that it can mess with the meshpoints for weapons etc (but never has in my own usage). I don't have details of it on hand here but a little searching should turn it up. I also saw a thread recently in this forum for another utility that allowed for editing of meshpoints and, I believe, may have also done some basic scaling as well.
So is this mod up and running? And if so, how do I install it to play?
Hey Dolynick, great mod, very enjoyable. I'm a modeller and if you need the Atlantis city ship made larger you can send me the .xsi and I'll inrease it's size. Just tell me what radius you want it to end up at.
So how do I install this mod? Id really like to play it but unfortunately I need a bit of help to get it installed.
Hey too,
do you plan further updates for your mod? Just general, without want to know details. But if yes, I have an idea to bring ZBM's into the game.
1. A new research objekt called "ZBM Creation", maybe with more steps to increase the build time.2. The research will unlock a new ancient destroyer ship with the model of the genesis vessle called "ZPM". Well the ship is not the ZPM, but its the ship who delivers the ZPM. The ship has the following attributes.- very long build time, 1/2 hour - 1 hour- enormous costs of resources- one ability "deliver ZBM"3. Deliver ZPM Ability- The ability has a cooldown of 99...999 .. very very long, so its only usable one time- The ability will buff the target ship and increase his antimatter with 1000000 points- Additional there must be a debuff with antimatter deduction over time. The deduction must be grather than the basic recharges, so the ZPM will always lose Antimatter for primary and secondary systems of the ship- The finish condition is "AntiMatterDepleted". When the ZPM is empty the ship will lose the buff and the usual power supply will take over the work.- The buff must be stackable, so for example Atlantis can have up to three ZPM'sWhat do you think?cf
Hello again Dolynick. I was trying to find an answer (if there was one) to the research tree on the Wraith faction. I read your post on page 51 stating you had no idea what was causing it and why it occured only on some occasions. However, due to several observations; the research tree is broken to whom hosted the game. For instance, if I hosted a match with 4 players and I was the host, I would be the only person that has the broken technology tree. The other players would be perfectly fine. The reason why I concluded this was because I play this mod frequently with some friends. We'd have "wraith civil wars" in which all players are wraith. The player who hosted the game EVERYTIME had the broken bug. No matter who hosted it. The other players were fine. So I was just stating this observation, I have no idea how/why this happens. I hope this helped you though.
assuming you have sins 1.191/entrenchment 1.051/diplomacy 1.01, the Mods NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.191C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administratorand if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion modsharpo
Thanks for that but I don't think it's quite correct either. I typically host when my buddy and I play the mod too and I while I rarely play the Wraith, I have never encountered the reported bug with the armor/hull upgrades. In fact, our last ongoing game I was the Wraith and I did not have any problems at all with the tech tree. It would be nice if I had, as then I could possibly find a fix for it - it's hard to fix something when it works whenever you try it looking for problems. If I could replicate it, I could correct it. This is why this particular bug report is so frustrating.
I love this mod..unfortunatly the space gates don't work for me at all. I build them and they do....nothing. I can't figure out how to get them to work. I'm playing the mod for Diplomacy.
The Atlantis City Ship is truly awesome though.
hey, great mod, however the files contain files on the Goa'uld but when i play the game, i cannot play as them, is there anyway to get around that?Thanks.
Can't wait for the skins and textures, great mod so far!
hello guys
i have a bit of problem understanding the way that the mods works :/
i dl everything from the first post but im not quite sure what to do with them
is there enywhere a help post or something like that to understand where i put every god damn thing?
thnx in advance
for the entrenchment files, you need to extract the contents of the files with either 7zip or winrar to (assuming you have sins 1.191/entrenchment 1.051/diplomacy 1.011)
here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051
if you are wanting the diplomacy files then extract them to
here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator
after extracting the files from the archive then you need to start your entrenchment/diplomacy game and go to options/mods then click on the mod you want to enable then click on enable button and repeat until you have the mods( and the extras you want) in the active column, then click apply at the bottom of the window, then go and play a game
wich means that i dl everything for nothing a just needed the entre or diplo files
and one off topic q just to understand something
can i create two galaxies with unlimited(or a big space) space between them or the game has a limitation?
i have a problem now..
seems like if i put all of them together i get a dump message and the game crash
and if i put one by one i get same mini dump message and a crash
i updated to the latest 1.191 but i cant give it a go
shadowdale, your problem is that the mod is for entrenchment and diplomacy ONLY, not vanilla sins, there WAS a version for an OLD vanilla sins, but it has disappeared.
the only suggestions that I can make are to purchase either entrenchment (us$9.95) or entrenchment (us$9.95) AND diplomacy (us$9.95) from the impulse store.
to my limited knowledge most of the modders have moved to either entrenchment or diplomacy due to better modding features/facilities OR more fun to play reasons.
hope this helps
i have both of them im extracting them at my entre folder v1.05 im enabling them but when i hit apply all goes crazy and..minidump!
shadowdale, the SGgalaxy & maybe the fleetsize are the only mods that are needed, OR you could stack the sgraces on top of planetsize on top of fleetsize, ie in the active mods window it should look a bit like
SGgalaxy or SGracesfleetsize planetsize fleetsize
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