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 Wraith tech tree thing has come up repeatedly in previous pages of this thread. I have never, ever been able to find anything wrong with the entities. I believe this is a mod/manifest system loading issue with Sins where it doesn't correctly load everything when you first tell it to in game. I have actually seen the Checksum change if you load the mod, shut the game down, and then restart the game with the mod already loaded (where it loads fully). Bailknight's used to recommend that procedure too for the same reason. Unfortunately, I think if you didn't restart the game and saved a game with the tech tree messed up, it would stay like that in the save file despite reloading.
You should always restart the game after you change mods for that reason. And that goes for any mod (particularly the bigger ones), not just this one.
Hi, I don't play your mod, but we were throwing ideas around and one came out that you might find useful, not sure you haven't already used it. Giving a gate a "superweapon" type status and the weapon targeting other planets with another gate. Set the "attack" to instant, damage 0 and it's recharge to something realistic for the lore/and about the same , if not exactly, the duration of the effect on the target. Having it target like a superweapon Will cause it to turn this way and that, it will probably take up a tactical slot or logistics depending on how you build it up in the files. Another method: replace wormholes, make them colonize-able, remove the lvl for population upgrades, exploration, logistic/capital etc. you could probably leave tactical and the defensive upgrade(adding defenced and plating seems logical enough) give the "planet" the superweapon ability described above.
Thanks for the input but I'm not sure what the purpose of doing this would be. Simply to have the gate turn and have to be manually "activated"? I'm just curious exactly what desired "features" you think would be added by doing this. The only benefit I could see to this would be potentially being able to target another, non-owned planet with a stargate to travel to. That might be nice to be able to do but would also have serious repercussions on gameplay too, possibly not to the positive.
hmm, I see your point on that then, maybe something capture-able with the planet then that can target own and ally owned planets instead, this way it only builds a personal network and not an expedited strike-way wo wherever you feel like. they could only go to places the deciphered the locations of in the lore, right? I think this way might work a bit better. and they did eventually figure out how to build them(be it small and not massive) given time i'm sure they would have been able to reproduce the larger rings, though I'm not sure they didn't in the lore, I stopped following it after some time ^^; but, based on what I do know, this is what I thought I would contribute. If I have an idea I try to figure out a home for it
You already have the ability to build your own gate network though as it stands. Assuming you're playing one of the races with access to stargates, once you have the research you can drop them at any planet you own and travel freely between your gates. I appreciate the suggestions I'm just not clear on what you are proposing be added when gates are already in the mod and buildable (by the Ancients and Ori at least).
When will you refresh the download..I can't download your entrenchment mod... sure would like to play your mod...
Anywhere I can download this at? Links dont work.
tokebuddude, it looks like adrive has done the delete the file after one month AGAIN, and adrive has been doing this for a while.
if dolynick wants me to I can upload to either filefactory or my dropbox.
harpo
Thanks Harpo,
I will probably put the files on megaupload when I get the mod updated. They seem to have a reasonable policy of not removing the files if they are being downloaded. Adrive has gone to a silly policy of removing files after two weeks, downloaded or not I think.
dolynick, I have just started uploading to my filefactory area, and will post links when completed(256kBIT upload speed).
here are the first few files that have been uploaded, and the links
will post again when the rest have been uploaded, and all the files are exactly as downloaded originally from dolynick's original links
edit and
removed as a later set has been released by dolynick.
where is this one? dolynick_SGGalaxy-e1.03.zip. Did one got misnamed by any chance? BTW what does this part do exactly Galaxy Mod (Standalone, customized Sins Plus version for Entrenchment)
In the SGGalaxy mod pack, there are three (3) mods: Races, which adds all the factions and everything applicable to them (such as technology, structures, abilities etcetera); planetsize, which edits the size of the planets and their gravity wells for what Dolynick considers a better scale (as some people [not including myself] would disagree); and galaxy mod, which adds a bunch of new planets and celestial bodies such as Paradise, Forest, Savanna (I think).
-- Kris
Thanks for uploading. However it says I have to wait like 50 mins to download the next part.
That's simply because you are an unregistered user and filehosting sites give preference to their registered user base and make guests wait a long time between sequential downloads. They also do that to make sure that automated downloads can't suck up all the bandwidth on every one else too. It's sort of an anti-Denial-of-Service attack mechanism. If the site is very busy then the wait can be longer too. It sucks but that's the way it is.
Like everyone else, they want your money. And bandwidth isn't exactly cheap either.
and the last three files
sorry about the delay, but was having computer issues and car issues
edit
removed as dolynick has released a later version
I would love to play this now that I finally have it downloaded, but guess its not compatable yet with the 1.21
Are the Ori and Gould only playable in Diplo or am I missing something?
Minor bug report:
In the string file, line 21821, the value for IDS_RESEARCHSUBJECT_HYPERSPACE_DETECTIONASGARD1_DESCRIPTION is "advances in sensor technology improve the range of long-range sensors, allowning detection of ships in hyperspace to jumps away," when it should be "two" (not "to") jumps away.
Ok, I know it's very late in coming but... The thread has been updated with download links for Diplomacy v1.21 versions of all the mods. No major changes of note, although I did fix up the things that were mentioned in the last couple of pages of the thread.
I've uploaded the files to Megaupload and we'll see how that goes. Apologies if it's a bit of a pain in the arse but they seemed to at least have a reasonable removal time policy. I may move to MediaFire yet but it took all day to upload the mods to where they are now, so another host will have to wait for a later day.
Anyways, enjoy.
if using just races, galaxy and fleet size.. what order do they need to be in? I keep getting minidumps..
You cannot stack SGRaces and GalaxyMod, they have conflicting versions of GalaxyScenarioDef. That's the primary reason there is an SGGalaxy version of the mod.
ok. thank you..
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