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
The hatak needs to be nerfed or its tech requirements upped, you only need 3 military stations to research and its strong enough to blast most other cruisers that need 5 (like monjlir), I have been hatak rushed so badly that it makes ancients destroyers rush look weak.
Hi
I've got a problem geting the mod work. I copied the mod folder into "Mods-Entrenchment v1.01" but always i try to include them in the game the game hangs and i have to close it with the task-manager. Does someone has an idea? I'd really like to play it.
Entrenchment 1.01 is a very outdated version of Entrenchment, and unless you're a pirate there's no reason why you shouldn't have a newer version. No, this mod will not work on that version, so either update Entrenchment through Impulse or buy a legal copy.
I've got a legal copy and i updated Entrenchment but it doesn't work either. Would the mod work on the normal Sins of a Solar Empire version?
Did you download the Entrenchment 1.05 version (which should work just fine on 1.051) or the Diplomacy 1.011 version?
I'm from Switzerland and here we can just buy Sins of a Solar Empire and no Expansion. So would it work on this or just with the expansions Entrenchment or Diplomacy?
Which is it, do you have a legal copy of Entrenchment or is Entrenchment not available for purchase in Switzerland?
And no, this will not work for original Sins.
Hi dolynick,
dunno if you remember me, I have been playing your mod since it came into existence - and liking it a lot!
Didn't have much time over the past year, but now I've purchased Soase Trinity and of course, downloaded the new version of your mod (only tried Entrenchment so far, don't really understand Diplomacy yet) .
What can I say -I love it! Awesome really how far this mod (and a lot of other mods too!) has evolved in this past year. Entrenchment really added to the gameplay experience, and having the ability to choose almost ANY of my favourite Scifi-Universes via mod is just awesome (so far I've tried your Stargate Mod, the BSG-Mod, Requiem (Starwars) and of course the SoA Startrek-Mod).
Now, back to business. I played a looong game as Asgard last night (hard AI as Wraith isn't that easy to defeat!) and had a wonderful time, there were a few quirks I noticed but due to the late hour and me being pretty tired, they barely registered. A few of the things I do remember:
- Even with all the mobility research done, the Asgard are still too slow-moving for my taste. Does the increased in gravity-well speed even work, and by how much? I couldn't tell for sure, as there is no buff displayed anywhere
- Asgard can't construct Starbases in the current release (or I didn't find it), making it kinda hard to defend planets especially with the SGGalaxy mod's huuuuuge gravity wells
- I LOVE the Asgard's beam weapon effects (ok ok, not really a critique I admit...)
- I notived that my measly Tyr Dreadnought with its 1,2k hull points and 2k shield can easily take on a wraith mothership - something to do with the Asgard's superior shielding tech I guess? Not that I'd complain about that
- I like the Ancients at lot as well, but yeah, they REALLY are too slow. And somehow, not as resilient as the Asgard even though their stats are generally higher (ok, with the Exemption of Atlantis maybe). I've lost lots of Invictus Juggernauts to medium-sized enemy fleets, while a single (whatsitcalled... the Asgard's uber ship) can pretty much lay waste to anything
So in all, maybe a few balancing issues left, that's mostly it - all in all, one of my favorite mods for Soase!
Keep up the good work.
Edit: Ok, I found the Starbase builder frigate (doh). Also encountered a bug - in the Asgard "defense" research tab, you can't research the "Megalopolis" addon for Starbases. Says it needs 2 points in Megalopolis (which is what I'm trying to research!) heh
yeha the asgard are cool, they are also my favorite, the only problem with them is that they dont have the firepower the other races do, they still rock thanks to the lokis, a typical defense fleet in my game consists of 5 of them with only Holograpic and usurpation in automatic, if they send a huge fleet to attack you will use it against them, and the ultimate asgard ship does rock too, it isnt invincible, the other day it almost got r@ped by a huge ancient fleet, and a lone ancient ultonis can damage it quite nicely in a one on one fight.
My only problem rests in the monjlir, its weak when compared to the attack cruisers of all the other races(hatack, wraith cruisers, not to mention ancients cruisers).
Glad you're enjoying the mod. I'll address your points in point form as well just for simplicity.
-Even without the research for increased speeds, the Asgard frigates and cruisers have higher base speeds than the comparable ships of the other races. The last time I played them, the sublight engines research boost was working as well.
-Yes, starbases are available through the Freyr cruiser and are hideously expensive They also happen to be the biggest starbases in the game though.
-The Asgard shields definitely better than the other races, even if the actual shield points don't seem that high. They get much higher mitigation (making them absorb more damage before using up points), especially after research, and the mitigation climbs much faster when taking fire. 2000 shield points on a mjolnir, after research, is more like 3000-4000 on a stock race ship - and it regens faster too.
-The Ancients are not really any slower than any other race except the Asgard. Their ships move at the same speed as cruisers in the stock race fleets. Actually, the Aurora and Battlecruiser move faster than comparable cruisers from othe fleets. They do, however, have a couple slower ships - namely the Adamas and Atlantis. If you have those in your fleet, then your fleet will slow down to maintain formation, which might be the cause of the complaint. Adamas is meant to be slow, as it's intended as a heavy planetary defense/hold ground type ship. Atlantis... it was slowed down as a balance thing early in development but speeding it up to normal capship speeds might be feasible now since much has changed.
It's interesting that you find the mjolnirs weak. Why exactly do you say that? Based purely on stats?
You must remember that the stats can be somewhat misleading at times. As I mentioned above, Asgard shield points are often worth more than they would be on another race's ship. A researched Mjolnir's 2000 shields are probably equivalent to 3000-4000 of TEC shield points for instance. Mjolnir also ouputs all of it's beam damage directly to the front and it can hit 30-40 dps with research (That's as much as a stock race capital ship, but all in one direction). Ha'taks (which you say are stronger) only output 1/4 of their listed plasma damage in any one direction (they're meant for fleet engagements, not 1on1). They do have strikecraft, which may give them an advantage but the mjolnir also has pretty good anti-strikecraft weapons on it too. I would be fairly surprised if a Ha'tak could win a straight up fight with a Mjolnir. I'll have to try it myself one of these days just to verify that. Research their Propogative blasts and when grouped they are pretty nasty against other fleets too (basically mini Colossi type attacks).
Perhaps they do need a bit of a tweak, but I've always considered them probably a little overpowered myself.
Thanks for the reply - I think it may not be the ships being slow as much as the increased gravity well radius that makes them look like they are moving slowly.
Did you see my edit?
Most cruisers have 2 or more active combat abilities, the monjlir only has the one, the ability looks really useful in stats, but, the other day I had 20 of the things and they took sometime to destroy 5 ancients destroyes using that ability and their combined firepower, Monjlirs are also fragile, even with impenetrability researched they almost always die by having their hull weakened quickly by drones, what im tryinig to say is that the monjlir is only useful in large numbers and they really need a Freyja repairing them in order to survive major engagement without being extrmely weakened, for a ship that is the only combat cruiser the asgard have(and that need 5 military stations to build and 6 so they have their ability) they do seem quite weak, maybe give them a couple more abilities so they seem worthwhile, the only viable early strategy I normally have with the asgard is loki spamming with the most Cap ships I can have fast, that way I do have a lot of bang for my buck.
I enjoy the mod as well. Ive played all 4 races and thus far, I like the Ancients and Gould although the ships look crummy for the gould atm. They could really use some graphic attention. Other than that, I have no real complaints (except that Id personally like to see all of the SoSE original ships changed to something more Stargatish. Such as the Unity common frigate.
I did but missed it when replying...
Megalopolis is in the Civilian research tree. It's the second Terran max pop research entry. Research into massive cities allows you to then research massive space cities, in a nutshell.
The lack of a second ability is a fair critique I suppose. It's certainly possible but I didn't have any good, suitable ideas for it during development. Perhaps some kind of adaptive armor tech might work, gives a 25% reduction in damage taken but only useable when shields are down? May look into that.
Propogative blast, like Decimate Fleet on the Colussus, is meant to deal big damage spread over a large fleet. It requires multiple adjacent targets in close range to the first for it to be most effective. That's not likely to happen against the Ancients in particular, since they are by nature only going to have a handful of ships in a fight usually.
As for being a little weak when facing drones with shield phasing... well... That kind of goes without saying. I would expect that to happen whenever a primarily shield based race goes up against something that is specifically designed to bypass shields. The Asgard also have trouble with the Vasari and their phase missiles, although the phase block should help a bit. Jumpers and Phase bombers are particularly problematic for them; I never go up against a large Ancient or Vasari fleet without a level 6 Odin and Heimdall combination to hopefully completely neutralize strikecraft/carriers if I can help it.
That's not so much a Mjolnir weakness... Is a total Asgard weakness. None of their ships will fare much better against that. 80% mitigating, 2000 shield Mjolnirs with 40 dps beams should be quite a painful experience for other races that don't have phase missile like weapons on hand.
Don't get me wrong, I'm not dismissing your critique out of hand here... I'm just pointing out that the idea of balance applies in a broader spectrum than just the Asgard vs Ancients and phase missiles and also includes the TEC and Advent to some degree too. If I were to just bump up their hull points to compensate for phase missiles for example, then they'd get way too overpowered against anything that didn't have them. That being said, perhaps a slight jump to 700-800 hull might be ok but it will never go over 800 (it's no capship and their caps start around 1000 hull).
Oh, definitely. The larger gravity wells certainly make things feel slower. Personally, I have started playing my games with "fast" ships speeds now and it doesn't quite feel so plodding most of the time. FYI, the speed bumps have been increased to compensate for the larger gravity wells too. Helps balance things out for those who don't want the slower pace. "Fastest" in SGGalaxy should be much, much faster ship speeds than "fastest" in the stock game.
how much fleet capacicity does the ancient tantilous cruiser take??
The reason I ask is because I was there for the major engagement betwen ancients vs asgards:
My fleet:
3 Asgard Huber ships (1 lvl 10, 2 lvl 9)
4 Odins (lvls 10 to 8)
2 Freyjas ( has repair drones maxed)
1 heimdall
Ancient fleet:
254 tantilous cruisers!!!!!!!
and they were having major battles all around the map, the battle ended whe for my fisrt shot i activated the huber ships davastate fleet at the same time...the game crashed instantly.
I think the AI went nuts on the clone ability, is there a limit to it????
i think that the ancient recon ship could me changed to destiny one
but i cant imagine how two hard wraith a.i vs me ancient with a load of fleet (8 capital atlantis with nearly 1600 ships)could be destroyed ? i was controlling almost 3 of 5 galaxies that i made of with 1011 planets total and somehow wraith zerg killed 5 of my precious flying cities! (before that i complete destroyed their homeplanet +1 galaxy controlled by wraith )
damn those wraith even in the game they are a real pain in the ***
i think i have a texture problem because the ships doesnt have or they dont have finish them yet?
Can someone send me a link for a stargate galaxy you made through GalaxyForge please?
shadowdale, the textures are not complete at all
Oh cool, thanks!
One more thing, I am currently playing the "GalaxyMod 1.02" for Diplomacy - not sure whether you've already explained it, but what exactly are the differences between this mod and, say, the SGGalaxy one?
Does the SGGalaxy one not have the additional planets etc (the parts that include Uzi's SINS plus)?
SGGalaxy is a merged version of SGRaces, GalaxyMod and PlanetSize. SGRaces and GalaxyMod will not stack properly in Manifest due to both modifying certain of the same files so a merged version was necessary for it all to work properly.
I see. Played a little SGGalaxy yesterday with everything on "normal" but ship speeds "Faster", (there is no "Fastest" setting?) and I definitely liked it, as it didn't feel so sluggish (I usually play on 2x game speed against AIs, I'm not a really patient guy in that respect)
Oh yeah, I also stacked it with the Dynamic Ship movement mod V 0.15 and of course Bailknight's, seems to work fine.
Real nice space battles with the fast-moving smaller ships and nice GFX effects!
Now all I gotta do is figure out how to properly defend Asgard worlds without having to keep too many ships around. With those huge gravity wells, the beam defense platforms just don't cut it and as you know, there are no strike craft either
Short of building a star base with planet loss prevention addon I'm pretty much out of ideas...
Block planet loss is your friend. It's on every starbase I ever build! It is also possible, with research, to be able to completely surround most planets with Asgard Beam Turret coverage. It's costly but doable. I have been toying with giving them a planetary shield lately too. Asgard ships get around fast, but a shield would buy them just a little more time in a pinch.
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