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 ship you are looking for is the Odin Class battleship, listed under Asgard Capital Ships. If you ask me it's a fitting name for the class of the most advanced vessel in Asgard history, and the O'Neill if you ask me would just be a ship's registry name just like there was a ship called the Daniel Jackson in SG1 (of the same class as the O'Neill I believe).
Think of it as it is in the Star Trek universe, you had the U.S.S Enterprise in TNG as a Galaxy class ship, but there was also the U.S.S Venture which was also a Galaxy Class starship same thing here
This. And the Daniel Jackson would be a Kvasir class capital ship (a "Science"/Support cap).
Now, I know my fault. This mod is great. I really like to play this.
MFG
Hello good, I sit it for the English but it is that soi Spanish.
Me to like to know that ke is I need really to prove his mod.
To be new in this if me to be able to help be grateful very much, have all the files lowered zip the section of the forum but not that version of the game needs if you were saying to me everything ke to need for ke works already well you to give my opinion to see the fotos of the ships and be very nice to be a few artists
The translator who uses is a shit
Any screenshots?
I don't know if this is helpful or not, but I found several good stargate shipsets you might be able to use. I don't know if they can be converted into a format sins will like, but they have decent textures and models.
http://www.spaceempires.net/shipyards-details-137-Ancient_Empire.html
http://www.spaceempires.net/shipyards-details-138-Asgard_Protectorate.html
http://www.spaceempires.net/shipyards-details-129-Goa'uld_Empire_[SE5].html
You might want to ask the author if you can use these (especially the Al'Kesh as I think it has a better model and texture than the one you have).
If anything, they might make the texturing go a little faster.
the mod is very nice but the only problems i have with it are the (imo) poor wraith models and that there are no sound effects from the show, if i downloaded sounds to use in it, where would i place them and how would they be titled
also, will running it on an ati radeon 3100 with bailknight's graphics cause any problems, ive had none so far except some barely noticeable hiccups
I am not sure if it has been mentioned, but I was playing around with the Goauld and found that I could not create diplomatic pacts. It said "I already had a pact of that type" even though I had no pacts with anyone. The diplomatic cruiser was also not getting any of the special abilities once they were researched. Well, it didn't get Extortion or Mutual Threat, I didn't get around to testing for Mentoring. I know other races work correctly for Diplomacy in this mod, it seems to be specific to Goa-uld.
Yes, I am aware of the issue with the Goa'uld Envoy not getting it's abilities. It's a research/pre-requisite issue. I have played the Goa'uld multiple times though and I have never had a problem establishing a pact when everything was in place to make one. The Envoy abilities are fixed in the next release of the mod, which I finished the initial coding for this weekend and I'm currently playtesting right now. As soon as I finished the Goa'uld, I started work on the Ori, so it wasn't really feasible to try and sneak out a minor fix while the mod was in major transition.
I thought about it, I think I know what I was seeing. I was playing a game with some Goauld allies. The ally probably already had the pact with another Goauld, so I couldn't get it.
Just a progress update for those who are keeping tabs on the mod...
Playtesting the next update is going well. Numerous little mistakes/bugs have been found and squashed, and a tricky little crash bug was found and fixed yesterday. Everything is looking good now, as the new playtest game has gone on for about 3 hours now with no crash. I continue to tweak some numbers here and there but all in all things look like I could do a code only release soon(ish). By "code only" I mean there would be no new models included but you'd have another race to play right away. If I were to delay, there would only be one or two new custom models included anyways as I would only include the most pressing models in the initial release but given the way working time goes that could take some time before there was a release in that case. Also, Starcraft II was released yesterday... that's like to eat up a little time too in the near term.
As for the Ori and how they play... Well they are sort of a mix of the Ancients, Wraith and Asgard all bundled into one. They have Ancient style capital ships, huge, expensive and powerful (but with a twist this time). heir main fleet is similar to the Asgard, in that they do have a more traditional roster of single purpose ships, but more powerful than the stock (more so than the Asgard as well). And like the Wraith, they also have a few large cruisers they can deploy that border on stock race capital ship power level (think Ancient Warship/Battlecruiser power). hey're a bit of a shield race like the Asgard, but not quite to the same extreme when it comes to hull vs shields. They are also capable of deploying massive numbers of strikecraft, similar to the Wraith, if you so desire but aren't as reliant upon strikecraft as the Wraith are they're darts. And, as a last bonus, they have two different star bases, both powerful but one combat oriented and the other more economic/civilian oriented; forcing you make more long term choices and be committed to it due to costs. Combine that with a huge amount of research, more than even the stock races (and they definitely qualify as a "tech" race) and you have a well rounded and versatile race, capable of handling just about anything that gets in their way but takes time to develop and can be hugely expensive. If they have a fault so far in playtesting, it's that they feel rather slow to start and present you with too many choices/ways to spend fast amounts of money and resources all at the same time so you have to be careful, patient and know your game plan or you'll end up floundering a bit.
I wanted to know when you will have the next release for Entrenchment of your mod, and why I can't seem to be able to play as the Goa'uld with the current entrenhcment version mod.
I'm not developing the mod for Entrenchment any further, I have switched to Diplomacy. I have no plans on any newer versions for Entrenchment. Luckily enough for those with Entrenchment, the last version released for Entrenchment should still work but it will be older. The Goa'uld were added after the move to Diplomacy, which is why you can't use them in the posted Entrenchment version.
sounds good, when sgi comes out, i'll be stuck between 2 mods.
Wow, can't wait to see the Ori in action... of course that would mean I need to buy Diplomacy. SCII is took all my money and time atm though lol...
Why is the vanilla version unavaliable?
Hi Dolynick,
I'm not a big SG fan, but this is one of the best mods around. Good work!
I started up the SGgalaxy mod, but the only thing I didn't like was the increased gravity well radius.
However, activating the Galaxy Mod (standalone customized sins+), followed by SGraces, didn't seem to work. I don't know if they're incompatible or that I'm doing something wrong, but the new Stargate races were not available when starting a new game.
So my question is, is there any way to use either Sins plus or the Galaxy mod, together with SGraces, but without the increased planetsize that is included in SGgalaxy?
Thanks again for your great mod!
Arash
PS: I'm running entrenchment v1.051, SGgalaxy 1.03, SGRaces 1.03, and galaxymod 1.02
PPS: Also, I'm willing to buy diplomacy if that's what it takes
because dolynick has not worked on it since the release of entrenchment, and it would be missing most of the improvements since entrenchment's release.
harpo
There are a few files modified in both mods that override each other depending on which mod is activated first. If you wanted to get your hands dirty, it is certainly possible to combine SGRaces and GalaxyMod without including PlanetSize (I just don't because I already have enough versions to try and maintain/update). Most of what you'd need is actually already done in the SGGalaxy mod.
Off the top of my head, you could copy SGRaces into the GalaxyMod folder, overwrite what warnings pop up. Then you would have to copy the player.entity files (Ancients, Asgard, Wraith, Goa'uld, etc) from the SGGalaxy mod into your merged version, overwriting as necessary. Do the same with the GalaxyScenarioDef file from SGGalaxy. You'd also have to copy the new planet type research entries from SGGalaxy for the new races (for Rock and Gas planets, access and population upgrade) into your combo mod. You'd want to use the English.str from SGGalaxy as well. Finally, you'd need the manifest files and HUD files from SGGalaxy too.
Alternatively, you could just overwrite the planet entities and GameplayConstants in SGGalaxy with those found in GalaxyMod... Heh, that actually sounds easier and should do the trick as well (you'd have a bunch of extra stuff that wouldn't be used but it shouldn't hurt anything).
I believe that should get everything working but I may have forgotten something so I can't promise for sure that it would be a go. Make sure you rename the resulting mod something different, as it will no longer be compatible with the release versions other people will be using if you play multiplayer (the Checksum will differ).
Diplomacy isn't required to do this, but if you want the newest versions of the mod then you might want to pick it up as I'm only developing for Diplomacy versions now (and for the last few updates). Glad you're enjoying the mod.
Thanks a lot dolynick, the trick seems to work, for the most part. I couldn't find the gameplay.constants file. Also, the sins+ planets don't seem to have a build radius. The build area around the planet is so narrow that there's no place to build any structures, even when there are plenty of logistic slots.
What I did was overwrite everything in SGgalaxy/gameinfo with the files in galaxymod/gameinfo, except 2 .def files. Like I mentioned, can't seem to find gameplay.constants. Please tell me if you can think of anything I did wrong. Planetsize is just a minor quibble though.
Now I just realized that the Goa'uld are already implemented in your diplomacy version of SGraces. Probably be getting diplomacy soon I guess. Thanks again pro.
I have noticed this a long while ago, but haven't had the time to bring it up...
When any ships fires drones, and you click on the ship it is firing on, the ship recieves the damage before the drones are even close to impact.
I was wondering if you could change that so that it would be more accurate.
If you have already encountered this problem and fixed it then thats good, if not this is a pointer to it.
And I don't know if you are gonna change anything, but the ships that have shields of the new races, thier shields are very rounded instead of being according to its shape... I'm not sure if you are doing it according to the show, and if you can actually make it to the shape of the ship, if not I guess it's fine.
That's all I have to add for now. Hope you release again soon.
The way damage is done is sort of part of how the game works. Pretty much all weapons in Sins that aren't "beam" definition weapons do their damage the same way. There really isn't anything to "fix".
As for the shields, yes they are rounded on purpose. First, it was far easier to create them quickly this way. Second, I'm not certain that ships in Stargate have contouring shields like the stock Sins ships do. I've watched for it in the show and honestly, I think it varies by episode as far as the bubble vs skin shield issue goes.
As for a new release... It's getting closer. I finished a new model for the Ori Mothership from the show this weekend. It turned out pretty well, I think you guys will like it. I've done a lot of playtesting of the Ori too and I think pretty much all the gremlins are worked out that I've seen. I've also done some tweaking and fixing up of several things in the other races too. This is actually going to be a pretty large update if you look at it from a new/changed files viewpoint (over 375 entities alone created or modified and counting). The Ori themselves are the "largest" new race yet if you count by entity files used for them.
Finally, I've fixed up/improved certain aspects of various custom ship models that were causing some visual oddness on a number of custom models, namely their normal maps. This fixes the wierd hatchwork on the Wraith Hive texture for example, and several other less noticeable examples. I don't know why it took me so long to find the fix for this but I finally did.
I could release very soon... unless I decide to include one more custom model for a certain ship. It could really use a custom model but making it could take some time, so I'm not sure which way I will go just yet.
I guess the shields will have to do.
Another thing is the ships... I've been playing as Ancients mostly and have noticed that when you look at the ships from up top, you can see the textures and details, but when you zoom in and angle the view it makes it look like a smooth surface.
I am not sure if that was a quick fix or you intended for them to look like that. But when I zoom in it would be better to see the textures of the ship. I've heard that someone said your ships reflect and that is what it looks like.
Edit: Another thing would be the actual mods themselves... Since in Entrenchment you did not have the Goa'uld as an active player, why not delete all of the files pertaining to that player to clean the mod up.
Also, I think since you are not working on Entrenchment anymore, you should also do a final balancing of the Races. For example, if you start any map you start off with 3000 credits, 800 metal, 250 crystal, the AI on the other hand always starts off with more than you have and also has some reasearch already done. So to build a decent fleet of ships with a few capitals to defend yourself will take long, and your enemy(s) will be able to build up a fleet a lot faster.
So as a Final thing for Entrenchment, just balance it out. and get rid of the Goa'uld files since that player isn't active.
Wow no replies yet, guess dolynick is busy.
But I wanted to suggest, It would be easier, when for example I want to modify the Asgard Fleet Supply and Capital Ships, to be able to modify files pertaining to the race and not just a general Tech race. Something like the Stargate Invasion Mod group is doing where the Humans have their own Ship Supply and Capital Ship files for easier modifying.
So if you could do that for all of the races in your mod that would be a big help.
just checking in, hows it comin along? if you get some time over, some ss's would be awsome, cheers
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