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 enough. I finished a model for the Ori Mothership that's working well in game. Coding is finished and ready for release. I have delayed because I decided to try and get another model in for another Ori ship (it's currently using the Atlantis model which is not ideal). The modelling was coming along alright (it's not that good, but I'm also creating it from scratch so it will have to do for now), but time to work on and complete it has been hard to come by the last little while. RL commitments have been pretty heavy lately given the time of the year for me.
awsome, cant wait to see the new ships in-gamebtw did you rework the weird textures on the asuran ships? i think i read about it earlier that you reworked some..will the Ori use stock models besides the mothership (and the wip ship)?in a process on learning to mod the game i exported the wraith hive and cruiser from SGI tauri mod to yours, it was actually quite simplei have not been able to use the new wraith plasma effect, it refuses to work on anything but darts but i digress we all do hope you will get more freetime soon, RL can be a b*tch cheers for an awsome mod!
Hi dolynick,
you mod is awesome. I have question. Its posibble, give to Wraith new capital ship, HIVE with ZPM, more powerfull but more expensive? Thank you.
Yes, they will be using stock models except for what custom models I can get in for the release. I have little choice in the matter.
I'm not sure what you're referring to by the "weird textures" on the asuran (I assume you mean Ancients) ships. Aside from not being much of a texture artist, the biggest issue with the textures on the Ancient ships that I textured myself is that they are not UV mapped properly. The textures work fine but the lighting in game on them is not correct because of it and they often appear a bit too dark at too many angles. I may eventually get around to remapping them (not a trivial job) but I suspect the real issue is the tangent map which is a bit of voodoo to me yet. I did fix the odd "hatch work" that was showing up on a few ships (most notably the Wraith Hive) though.
This subject has come up a few times previously in this thread already... the response is the same as before: Highly unlikely.
I had a craving for the ZPM Hive only days ago, amidst the realisation that the Asgard were about to annihilate me, so what I did was increased the size of the standard Hive mesh, added a string for the ZPM Powered Hive and increased the basics like cost, damage, hull regen, etc.
I made it into an incredibly powerful ship but it still struggled when up against the Asgard's ragnarok ship, so its not invincible. If you want the ZPM Hive, just do that, its easy enough to accomplish.
I look forward to seeing the Ori though, sure as hell ought to make things interesting on a whole other level.
hey dolynick kodos on the great mod love playing it im an ancient player myself but eitherway as ive played it in long games (mult stars around 8 players) ive noticed that the reaseach tree is lacking in the late game and could use a bit of an upgrade like being able to reseach more lvls and all like getting the bonuses higher in the percents that way in the late game reseach pays off more in the long run... just something to consider for an update other then that cant complain =]
It is possible to clarify the ancient vessels by altering the shadow in the end of the entity file for example for ancient warship I have set minShadow 0.600000/maxShadow 0.600000
for ancient battlecruiser i have set minShadow 0.500000/maxShadow 0.700000
It's not wonderful but it work...
I have updated the thread with links to the newest versions of SGRaces, GalaxyMod and SGGalaxy for Diplomacy.
Changes for SGRaces-d1.02:
d1.02 Changes:==============-Fixed a few bugs in custom HUD icons.
Ancients---------Slight rebalance of Ancient capital ship attributes.-Allowed Atlantis City Ship to fire at two targets a side.
Asgard-------Slight rebalance of Asgard capital ship attributes.
Wraith-------Slight adjustment of certain attributes of the Wraith Hive Ship.
Goauld-------Slight rebalance of Aphophis and Annubis capital ship attributes.-Fixed Envoy ability prerequisites so that they are useable in game.-Attempted fix of Jan'tak weapons/abilities to solve not firing bug.
Ori----Added the Ori as a playable race-7 capital ships, 15 frigate/cruisers, 2 star bases, 151 research entries.
Changes for GalaxyMod-d1.03:
d1.03 Changes:==============-Fixed random system generation to properly generate Gas Giants and other rare planetary body types.-Slight tweaking of frequency of various planet types in random generation of systems.
Enjoy.
Nice, finally got Diplomacy so gonna give this a whirl!
Btw I watched SG:U on Netflix with my gf not long ago and noticed that the Destiny actually has laser/energy type weapons. The crew uses them to shoot down incoming fighters and there is a much larger cannon on the bottom of the Destiny that is used against larger ships. Anyways, the weapon fire color was yellow just like the drones, not sure if you already knew this and opted to go with red for their laser color in the mod or what. Not the biggest of deals I guess but would add to authenticity I suppose if the Ancients in your mod used a similar color for their laser weapons.
That's an interesting observation about the weapons fire on the Destiny. I'm not sure I would call those weapons "laser cannons" per say though from my recollection. Destiny is also really, really old Ancient tech. I'm not sure you can take it as representative of what they may have used the few million years of advancements later and what color the weapons might be. That's really why Destiny isn't going to make an appearance in the Ancient fleet in the mod too... It's simply so old that the "modern" Ancient fleet wouldn't include it.
Yeah personally I don't care if the Destiny shows up on the mod or not. I am really satisfied with the Ancient ships as is (that's the race I use the most).
I was just saying that Ancients right now have red laser weapons with no historical background for them ever using such weapons. I think we had this convo before and you said it was logical that they did have access to laser type weapons. I was just saying that looking back now they did but they were yellowish and not red. As to what color they would be before they all ascended is anyone's guess. I am assuming you looked at the Ancient satellite beam weapon and based the beam weapons in your mod to look similar despite there being no proof of such weapons ever being used on any Ancient ship. Personally I always found the red lasers from the Ancient ships to be out of place in color and upon finding out that they actually used an energy weapon to shoot down smaller ships (which I believe is the role that red lasers serve now) maybe it could be brought in line. Just a suggestion is all.
Btw the Ori beam looks really nice. I didn't get to play the new release extensively yet but played enough to spit out a toilet bowl ship and see the beam in action It seems a little under powered (I suppose it could scale up as it levels) but I will assume it was made such for balancing purposes.
Also, the Ancient beam weapons from the capital ships hit effect doesn't look right. I think I fiddled with your mod and recall there being a hit effect but looking at it in action now it seems like the beam might be too wide for the hit effect to hit? Not sure but right now it seems to just hit the ship and intersect with the hull with no visual hitting effect.
Keep up the good work!
If anything, the Ancient scout class capital ship (Episcor Corvettes) would be the most likely candidate to be the spiritual successor to the Destiny. When and if I ever get around to doing a custom model for that ship, I may use Destiny as an influence on the design.
The beam weapon on the Ori Deliverance has one of the highest per shot damages of anything in the mod. It does shoot fairly slowly though, which keeps the DPS balance in check. You will find the Deliverance becomes much more dangerous after it hits level 6 and can gets Consecration.
The hit effect is likely just a bit small and perhaps a bit dull. I do remember thinking that when I made the beam effects. I may not have made it larger at the time in part because the effect wasn't that entertaining anyways and I didn't have anything new mind yet.
hi,
Diplo 1.011:
I try to play the SG Galaxy Mod but no one of new race are available, just vanilla race.
SG race work fine alone.
I try to stack SG race with Galaxy Mode, same as SG Galaxy, no new race available.
Did i miss something ?
That sounds like you didn't get SGGalaxy installed properly. It should be under the 1.11 Mods folder in it's own dolynick_SGGalaxy-d1.02 folder. Similar to the way you have SGRaces installed if that one is working.
You cannot stack Galaxy Mod and SGRaces directly. They will not work properly if you do. You should still get the new new races though.
hello
i installed yesterday again the mod but now it seems that i dont have any model loaded in game
not even the planet models are being loaded
what is wrong?..
http://img96.imageshack.us/img96/3413/screenshot1fkq.jpg
http://img844.imageshack.us/img844/7885/screenshot2s.jpg
It looks good to what the OP says. Maybe post each of the mods checksums so dolynick can verify.
mvm my brain isnt good enough today
Does that mean you've found the problem and it's working properly now?
nope i gave up that was the third time that i install your mod and the first one that created that problem
i dl everything i case of dmg some files
i dl the diplomacy version
i reinstall soase
nothing so far
hay when i installed this mod i could only get the ancient, Asgard, wraith, and the advent tec and vasri just wondering do i have to install the mod on diplomacy to get the other races
yes, the Entrenchment version is no longer supported/updated.
Dolynick, why not remove the Sins original races from the game? It would remove a lot of the stuff the engine has to remove, which would likely improve the game rate...
Also, great job on the Ori, they are super fun to play (love the effect for the glowy thing in the ori cap ships)
Another question: where did you get teh idea for the shape of the orici's ship? Was it in SG1 and i just never notcied?
And, lastly: Are you planning on rounding the model for the Ori cap ship we see in the show? Because i seem to remember it being more rounded on the edges
I never intended to remove the stock sthips from the game in this mod. It's always been meant to be a supplement to the game and not a total conversion. That's the biggest difference between this mod and the SGI mod. SGI is removing the stock stuff and redoing Sins as it's own little Stargate game, whereas this mod is intended to simply give you more options within the regular Sins game (albeit all Stargate themed).
You mean the Sovereign motherhip? No, it's not from the shows. The original idea for the model came from an interesting city ship model I found on Google Sketchup Galleries. I still have that model and managed to get it imported into XSI but the polycount was just too high and cutting it down was likely going to be quite a hassle given the way it was done. Instead of attempting that, I decided to build new using it as a theme. I have to admit, the current Sovereign model did not turn out as well as it looked in my head but at least it's there and useable. The textures did not turn out nearly as nice as on the Deliverance, mainly due to the model being larger and the texture file much more densely packed and therefore shrunken to fit. At some point I may revisit the ship and revise things. More near-term though, I may remove the patterned textures and go with simple flat shaded polygons instead for now. I suspect they will actually look better.
No, I do not plan on making changes to the Deliverance model. I did not actually build the model myself but had it donated to the cause. There are a couple little UV map errors on it but overall it turned out very nicely I think. I know it's not 100% accurate to the show but it's pretty damn close in my opinion. Adding complexity makes it more of a hassle to get to work in Sins so there are always trade-offs and sacrifices. The original models for the Aurora is over 1.2 million triangles for instance but will never ever work in Sins. Even the 25k version I do have in game is pushing it. Finally, I have far too many other places that require some custom modelling that I think should be visited first before I go back and really start to nitpick something like the Deliverance model. As it is, I suspect I may never get models done for all the custom ships anyways, it's just too time consuming but I'm doing what I can.
As a spoiler though, I am currently putting the finishing touches on a replacement for the somewhat messed up Anubis model in the current mod. The new one is pretty darn fine in my opinion. I can't wait to see it working in game.
so enc files are useless now?..
i simply dl the diplomacy files to play it?
so i run it without volumetric and it works..
how is that possible lol
Bailknight's and Volumetric Explosions have nothing to do with my mods. I simply included them in the stacking order as an example since many at the time wanted to use them as well in conjunction and mod stacking made it possible. I do not build, maintain or distribute either of thost two mods. It's entirely possible that Volumetric Explosions (or at least the version you have) is out of date and has a crash causing bug in it after one of the patches.
The Entrenchment version is not useless. I believe it should still work just as well as it did when it was first released. It is an older version though, as all further additions, changes and fixes to the mod after that Entrenchment release version were done in Diplomacy only.
Simple answer: If you want the newest, most complete version of these mods, you should use the Diplomacy versions.
There are many great features available to you once you register, including:
Sign in or Create Account