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
CAPITALSHIP_ANCIENTSSIEGE.entity
thanks dolynick
Wondering if anyone else can't find the refinery with this mod? Or am I not seeing the option for it?
I'm having issues playing the mod...I put it into my mod folder and loaded it upon start-up..but I don't get the new class ! I am using Sins .5..so I get any mod up and running but when I load yours I just don't get the new race...
Help plz...?
Okay, I had the same problem at first, and my mistake is I put the contents of the unzipped folder in instead of the mod folder. The way I got the file had the mod folder placed inside another folder, which was the zipped folder. Open up the unzipped folder and there may be a single folder inside with the same name. That's the one you want to put in the mod directory.
I did exactly that...éI've been setting mods on SoaSE since it came out...it shows up all right, the unzipped version...loads once the game is in..but no change !
I'll try reinstalling but I doubt it'll change anything!
Thanks anyhow Iamcatfu! Here..take +1 karma
Been a while since I posted but here goes...
Thread updated with new release (for SoaSE v1.1).
1.10 Changes:--------------Coding changes for SoaSE v1.1 compatibility.-Changed mesh for Ancient Reconnaisance DroneDriod1 (Supportship_PhaseGunship no longer available in 1.1).-Changed Lagrangian Point Satellite behavior type to try and fix autoplacement crash (unverified).-Changed Tantillus Cruiser Clone Frigate ability to use 500 credits, 100 metal and 100 crystals per use instead of anitmatter. Cooldown increased to 600 seconds. Reduced base antimatter to 350.
Enjoy,
crash on mod loadup ....hmmmm.
Yep getting a saved mini dump everytime i try to enable the mod...
You're right. I tested the zip install I created and it does crash. I think I may have used the 1.05 reference data by accident when I built the release version. Oops.
I'm uploading a fixed version right now (tested and verified that it loads). I'll post again and update the link later on when it is finished.
Sorry about that.
nps its sounds great cant wait to check it out.
Ok, I've updated the thread with the link to the new (fixed) 1.10 release.
It should work for you. Just make sure you extract the contents properly.
First off great mod and production.
A few balance issues:
-The "cruiser" class for atlantians are very pricey albeit powerfull almost too pricey to make them usable during your average game. I adjusted them in price and power to make them more afforable and in my eyes, playable.
-The city shields are awesome using it like a guardian is a kick ass tactic, but having the travel speed at 6000 is abit much, it is a city. I moved it down 2000 for my purposes.
-With most of the ships costing so much there is nothing cheap to leave home as defender frigates against heavy threats as it usually takes alot of time go back and defend whilst trying to be on the offense. Dont know if i said that right, but i think its in order for a few smaller frigates that cheaper to stay home and defend. (keep in mind the expansion might provide this role nicely with stations and what not)
I only got to play one map so far but I like the idea, I think alot of the other mods could use your uncanny ability to produce mods quickly. But if you want help with the general balance and such I would be glad to help you. I have a knack for spread sheets to figure out proper balancing of the ships/races
Great work and thanks for letting us play!
Thanks Haiyooo.
I'm not sure what you're referring to as "travel speed 6000". The Atlantis has a MaxSpeedLinear of 300, which is considerably slower than most capital class ships. And yes, the expanded city shields really do kick ass, hehe. Especially when it's leveled up and you have shield upgrades to boot.
The premise behind the ancients is fewer but far more powerful (and costly) ships. You can get destroyers fairly quickly (Tech 1) but you aren't going to have a lot of ships really fast. If you are concerned about rushes though, there is a small, cheap light frigate that can be built very quickly. It is extremely slow to travel between planets without a space gate though and is intended for local planet defense primarily. The Corsair frigate is a little cheaper than the cruisers and requires no research to access either. You are right about having your ships spread out and travel speeds, but that is where the Space Gates come in. Like Vasari Phase Stabilizers, they allow travel between any two planets directly but do so at almost instantaneous speeds.
It does take some time to get a sizable fleet going, there is no denying that. I haven't had any major troubles so far in my games though. I can usually get a destroyer out within a few minutes of game start and if you were really in a rush there are the light frigate class ships which are available right of the bat. I generally balanced the costs/slot count against the other races heavy battle frigates when I did the balancing. I am not going to claim that it is right on the money but I tend to play against multiple unteamed hard AIs in my private games and haven't run into too many problems early game. If anything, I tend to find that it's easy for me to overexpand in the early game as I tend to rush an Atlantis (about 5 minutes) which is almost unstoppable early on but only capable of acting as a single choke point. I tend to play larger maps though.
Feel free to modify the balance as you see fit for your personal use. I actually think, if anything, the Ancients are perhaps a little overpowered as they stand right now, though somewhat vulnerable early game if they aren't careful. We all have different play styles though, so I may not be seeing quite the same issues as you have so far. For my part, I have trouble bringing myself to play the standard races anymore, as I just prefer the playstyle I get with the Ancients.
I spent some time revisiting the Wraith mod I had started a while back and now have it up and running under 1.1 as well. It's definitely not complete but it is playable. I don't have a lot of time for modding anymore but I may possibly look at getting a more complete build of them done up and possibly releasing them as well. They also have fairly powerful cruisers, but to a lesser extent and might be more along the lines of the balance you're talking about. I'm not sure how the Stargate Invasion guys will like me doing so though, at one point the Wraith were being created in tandem to their Full Conversion mod. I know I'd love to do an Asgard mod as well, as I have some ideas for them already too but one project at a time...
lol so true is it that i would look at travel speed while scanning the files you made and see travel speed and not pay attention to the "weapon" set that its under... but i did find the right speeds:
As you had it:
maxAccelerationLinear 100.000000maxAccelerationStrafe 10.000000maxDecelerationLinear 500.000000maxAccelerationAngular 1.000000maxDecelerationAngular 9.999996maxSpeedLinear 300.000000
--
changes for me:
maxAccelerationLinear 50.000000maxAccelerationStrafe 10.000000maxDecelerationLinear 500.000000maxAccelerationAngular 1.000000maxDecelerationAngular 9.999996maxSpeedLinear 225.000000
I will not disagree they are over powerd, but they are the ancients... I tend to put several TEC AI's against me on a larger map just to even it out. And the larger map usually keeps me safe from early KOL rushing AI's
hey guys yes dan has atlantians in the mod (i'm a member of www.sri-corp.com aka 7deadlysins by danman). I honestly just noticed this thread and have not read up, but I am a stargate fan and think dan would be more than open to the possibility of adding the "Ancients" to the game...
just a thought, feel free to e-mail me at mtathan@gmail.com if you'd like to kick the idea around any.
Hi Duke,
Dan has already expressed an interest in incorporating them into 7DS. That was a while ago though and I haven't heard much from him lately. He is still welcome to add it if he would like to. I know he mentioned having an Atlantis model too that he could make available to me and I'd love to get my hands on that. He just seemed to be a little overly busy with the new 7DS and I'm not sure what his plans are for this mod are now.
I've updated the thread with a link for a beta version of the Wraith. It still needs some work but feel free to give it a try and post some feedback.
wow, a lot's happened since i was here last...
this all sounds pretty awesome. i'll check this out. sounds pretty awesome
Hi nice wock dolynick. I've tried the wraith they look awsome love the rapid fire looks alot like the actual hive fire.
Dolynick, are you going to merge the Wraith and Ancients into a single mod so we can recreate the Ancient-Wraith War?
Thanks. I tried to recreate the effect from the show as best I could. It's not perfect but it will do. Glad you like it.
Yeah, I figured I would eventually do that. The Wraith, as they stand for download right now, are a little rough yet (hence the beta). I've actually made a fair amount of changes since I released that beta and I think things are starting to shape up for a non-beta release. Once both races are at an acceptably "done" state, then I may combine them and release them as "Dolynick's Stargate Races" or something like that.
Anyways, there may be another updated version of the Wraith coming soon. One of the bigger changes I made was I changed the Spire and the Hoard capital ships into research required heavy frigates. This was in part to help the AI play a little better with them (it doesn't handle not having a colony frigate very well) and it sort of makes sense for the Wraith (Hives are their only flagship and they may have a lot of them by the end).
I have been running both mods through their paces and i love them. If you put the mods thogether that would be awsome because as it stands they are not balanced but against eahch other it might be perfect. one thing I notice about the wraith darts is that they fire backwards after they have passed their target. I dont know if this was intentional but i think it gives them an extra edge.
Hey Dolynick, could you put your Atlantians mod at some other website other than filefront. I don't know why, but every time I try to download something at filefront a error message comes up and says I cant download anything there. Something about a type of internet manager establishing multiple connections and only one server at the website. Could you put the mod at www.winkcustomize.com. At least I could download it there
Oh Dolynick, I almost forgot.
Any new models?
That is odd. I gave them front firing weaons only so I have no idea why they are able to fire backwards. My guess would be that they aren't really firing backwards, it's just the bursts continuing to fire off visually after they have already overflown the target.
I doubt that I will be posting the files at another site. I used to host them at a website I owned myself but I let that expire as I didn't really have a need for it (at least not at the price they were asking to renew the domain). The updated versions were almost not going to be available because of that but filefront made it easy enough to do so. Try disabling your download manager - it sounds like filefront is detecting that you are using one and putting the breaks on. Turn it back on once you've finished the downloads.
Sorry, no new models. I'm still not a modeller and no one has been kind enough to donate anything (that worked in SoaSE at least) as yet. The only custom models used in the Ancients mod were borrowed from 7DS and Hammersun (creditted in the readme and thread). Maybe down the road there might be some more as Dan (7DS) has mentioned in the past that he may have some that could be used, particularly if the Ancients get added to 7DS itself.
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