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
there are no tauri but there is ori
its not up yet
No new ship models but some tweaks to a couple races and revise pacts. Also a lot of code clean-up. I wasn't able to get everything uploaded tonight so I'll finish up and most likely have links posted tomorrow.
The thread has now been updated with new download links for Diplomacy v1.32 versions of all the mods. Enjoy.
SGRaces d1.05 Change Log:
d1.05 Changes:==============
-Compatibility update for SoaSE Diplomacy v1.32.-Fixed ommission of intial racial diplomatic modifiers between several races.-Implemented Dunkelzahn63's list of error correction changes across mod entities.
Ancients---------Revised Pacts: Trade, Metal/Crystal, Research, Phase Jump, Mass Reduction, Supply.-Excalibur Battlecruiser Ion Blast can no longer affect capital ships. Increased antimatter cost, cooldown and duration.
Asgard-------Revised Pacts: Efficiency, Armor, Antimatter, Beam, Shield, Weapon Cooldown.-Reduced range of Loki Trickster Usurpation ability from 5000 to 2500.-Added 2 new research entries: Structural Refinement and Ultra-Light Materials, which reduce mass of Asgard ships.-Fixed incorrect price on Advanced Inter-Species Affinity research entry.-Added capital ship acceleration buff to Maneuvering Thrusters research.-Tweaked capital ship experience gain research entry gain rate and increased gain level cap to 5th.
Wraith-------Revised Pacts: Metal/Crystal, Armor, Antimatter, Tactical Slots, Thrusters, Weapon Cooldown.-Hive Ship: Increased hull points gained per level.-Hive Ship Malevolent Aura: Stackabled to 3. Halved miss chance and damage debuff but added ability cooldown debuff.-Added new Multi-Targetting research: Allows Hives to fire at 2 targets per bank.-Doubled size of Hive ship model.-Spire Battleship: Increased base hull points.-Spire Battleship: Added AntiModule role. Changed secondary weapon to forward firing anti-module damage.-Spire Battleship: Added left and right banks to primary weapon.-Spire Bolster Fleet: Stackable to 4. Halved Miss chance buff.-Defiler Siege Frigate: Removed AntiModule role. Changed weapons to anti-heavy damage.-Added Psycho Metamorphosis ability to Mindshredder Cruiser: Stackable to 5, grants bonus armor and damage reduction.-Added ability access research for Psycho Metamorphosis.-Added Psychic Rejuvenation ability to Marshall Support Cruiser: Stackable to 5, grants antimatter restore and ability cooldown-Added ability access research for Psychic Rejuvenation.-Fixed incorrect price on Advanced Voice of Unity research entry.
Goa'uld--------Revised Pacts: Trade, Metal/Crystal, Market, Tactical Slots, Energy Weapon Cooldown, Weapon Cooldown.-Jan'Tak Ion Blast antimatter cost increased, duration decreased.
Ori----Revised Pacts: Culture, Market, Metal/Crystal, Phase Jump, Tactical Slots, Supply
GalaxyMod d1.05 Change Log:
-Compatibility update for SoaSE Diplomacy v1.32.-Resource asteroids on Slave Shielded Worlds can now be captured as neutral resources.
This update includes a large number of behind the scenes code fixes/corrections. Thanks to Dunkelzhan63 for his help with that. I'm not sure what impact these fixes may have but during a multiplayer play test last night my co-tester did comment that he thought the game was running smoother than in previous versions.
The Asgard saw a couple additions this update, designed to further differentiate them from the other races and add to their unique characteristics. Two new researches that play into their "highly mobile" nature have been added. Their late game "constant experience" for cap ship research has also been improved, giving them the ability to deploy much more powerful capital ships in the late game without the need to train/invest them (Edit: There is a mistake in the readme concerning this, it should say 6th, not 5th level). With the revised pacts in this version, the Asgard an Ori no longer have the most (in my opinion) mutually beneficial pact cohesion. Instead I believe that distinction now belongs to the Asgard and the Ancients, which makes far more sense.
The Wraith saw the most significant changes this update. I decided to leverage ability/buff stacking to give them a boost in late game power. A couple of their old abilities such as the Spire's Bolster Fleet area of effect may seem weaker by stats at first glance but Bolster Fleet now stacks up to 4 times in overlapping areas of coverage, giving a larger overall boost. The Hive's Malevolent Aura now stacks to x3 and has an added debuff as well. Two new x5 stacking area of effect buffs have been added for the Mindshredder and Marshal Support cruisers as well.
The Wraith siege frigate no longer doubles as their anti-structure frigate. The primary weapon on the Spire has been expanded to include the damage from the previous secondary weapons and the secondary weapon has been changed to anti-structure. Along with a boost to hull points, this should make the Spire a much more useful and effective means of dealing with starbases and other defensive structures. I also think it's a much more natural role to have on the Spire than on the Devourer.
Finally, the Wraith Hive Ship can become much more powerful in the late game than it could in previous versions of the mod. A research entry has been added that allows a secondary targetting bank to all it's weapons (meaning that it can fire at twice as many targets simultaneously like a starbase or the Ori cap ships), effectively doubling total possible damage output. With a pact in place this can be increased to 3 banks, potentially trippling it's firepower.
So far, all the above changes seem to have turned out fairly well. I'll be interested in hearing what you guys think, particularily those of you who commented that the Wraith were underpowered in the late game in previous versions and how this round of additions helps in that.
Cheers dolynick,
Awesome work!
This looks fantastic downloading now!
Dolynick,
I'll give a go with all of the races as I get time this week. I did put the Wraith against the Ancients and the Ori in a 1v1v1 FFA, the Ori dispatched the Ancients while I built up all Tech and a sizeable fleet with the following results:
Wraith- 4 SB (max) 5500 Fleet Points including 20 Caps, 20 MS, 20 Spire, 4 Warmongers, and a plethora of repair platforms and plasma turrets filling out the rest of the fleet points set up at a Star choke point directly where the Ori would need to jump in.
Ori - 4 Exp Dread, 4 Corvettes, 2 Redemption Motherships, 11 Paladin, 3 Jusitcar, 1 Champion, 6 Knight, 4 Templar and a few other vessels
Results: Ori win with 2 Exp Dread, 3 Corvettes left. Wraith suffer 100% losses in very very short order (though Starbases did stay up for a fairly long though ineffective time after the fleet itself was destroyed).
Note, that I ran into some freezing issues at the intial part of the combat as the Ori arrived, freezes that lasted 1-3 minutes each, did so sporadically for the first 10 minutes of slideshow combat before continuing as normal. Seems to occur after every reload (tried about 10 variations to win this as the Wraith) and occasionally ends up in a permanent lockup.
Edit: Tried the Wraith against the Asgard / Goa'uld, and was able to fight each independently.
Wraith: 8990 fleet max caps.
Goa'uld: Max Fleet
Asgard: Max Fleet
Results: Wraith faired very well overall, with casualties, usually front loaded as cooldowns were burned by the opposition in both fights, the Spire is superb in the Anti-Structure role while still being very useful as a fleet buffer and devastating to strike craft with the AoE pulse. Overall in both fights, the Wraith's Cap additional banks were quite helpful, as were the effectiveness of the Mindshredders though I still find myself manually ordering the "Dominate" to get them to work 100%, still very helpfull.
Note: No Asgard "Rag's" were present nor built by the AI, and the AI seemed to very heavily favor the light frigate. The Goa'uld seemed to pump out the fewest caps (know it's hard coded) but again the fights felt much more even.
this may sound dumb but how do i use the space gates
The same way you use Vasari Phase Gates. Just build them at planets and it's automatic from there.
Looking good dolynick. Still on Dip 1.31 but works fine there as well.
I played 2 "test games" so to speak, one as Asgard and one as Ancients. No real bugs that I could find, gameplay was very smooth and I do love the Asgard's battle animations (could watch their beam weapons all day).
The one playing as Ancients was the longer game, with me pitted against wraith, Ori and goa'uld teamed together and set on hard on a random medium map. It was fairly easy to beat them using only the Atlantis City ship and two Invictus class caps, I did "cheat" a little though (built the Atlantis for free in the beginning). A lv10 Atlantis with maxed out shield mitigation research is hard to kill
That said, I don't think balance is off or anything. The Wraith Hive ships are pretty strong and don't get beaten easily in a 1on1 against most other capital ships, especially my Asgard had problems beating them, I lost a lvl6 Odin to a lvl2 hive.
I pretty much had to build a Colossus, which is easily the strongest ship in the game (IMO). Atlantis can take more damage but lacks the firepower to deal with _really_ large fleets by itself.
Great mod! love Playing as the ancients. One problem i have come across however and that is when I'm playing my game will randomly stop responding and shutting down. I am playing on a custom map with all 8 races. This is happening on single player and when my brother and I play online. Any ideas?
Check your video settings. If you have things ship and structure details set to "highest" that might be cause of crashing later on in the game. Aside from that, I know of no crash bugs in the current version of the mod... at least nothing encountered/reported as of yet, but it's only been released for a few days.
D2Drache & therealjcool,
That's very encouraging to hear that the Wraith are fairing better overall now. I tried to find ways to generally improve their effectiveness but not go overboard. I'm glad to hear the positive feedback concerning them this update. I'm sure the AI playing them is going to have issues, as is almost always the case but I think in the hands of a smart player they should do alright now.
Hmmm... Megaupload says 3038 downloads of SGGalaxy since the update was posted... That can't be right. The past version only had about 600 downloads and SGRaces was about equal with it. I can't think of any reason why the mod (SGGalaxy in particular) would see such a sudden surge in popularity this time around. Have I missed a memo or something? Heh.
It's a very entertaining mod, and you've put quite a lot of effort into it and it shows, one need only look at the date of the first post to this post with this revision and see it's long standing popularity and your support of that.
Thank you again Dolynick!
>--Drache-->
D2RDrache,
I know the mod has always had it's following. I just noted that the downloads for the current SGGalaxy version are much, much higher than is usual for any given version of the mods. I don't have any explanation as for why there are 10 times as many downloads of it this time around as there would normally be at this point. I wondered if anybody knew of a reason for it. I'm not complaining of course, just curious.
I just downloaded 10 times.
j/k of course... being one of the early followers of your mod, I can say it has always been great. Even the first version with the tiny little Atlantis that looked like a trade drone (was it?)
Maybe word spread around - now all you need for perfection is a textured atlantis - THAT would be epic. And maybe some improved weapon effects for the Ancients (the beam looks kinda squared). Yes I know, I am nitpicking - but I already told you how awesome your mod is (at least 5 times I'm sure) so there's bound to be some criticism too
well since ur mod is growing at incredible rates maybe u could setup a moddb page for pictures from all the fans to share with you
It's still an incredialbe Mod! I really wish I have more time to play it!
New model for the Wraith Spire I created over the last few days:
very nice!!
Yeah. Not bad for 2-3 hours of modelling work. Didn't turn out textured in game as I'd hoped but that's normal for me. Heh
lol
did u happen to get any ingame pics of it yet
No, I didn't take any pics. It's in game and working but I didn't grab any screenshots. Aside from being way too dark/shadowed, it looks like you'd expect a Wraith ship to. It has a blue hide-like texture over the main portions and a black/dark gray bone/resin texture on the rest. There are also a few lit, team colored highlight patches.
Once I got the model in and working, I also fixed a bug in the current version of the mod with the Spire. I don't know if it has anything to do with the new model but I had to remove the explicit Antimodule role from the Spire in the build version. I don't recall this being an issue in the current release version but the Spire wasn't able to attack other ships, only structures, until I removed the role. It still carries the same damage types so it's still as effective but the AI may not build them for that purpose anymore because of this.
goofy aisounds like a pretty cool ship
I should mention some other good news...
After speaking with EOmega (of the SGI project) this weekend, I think we have reached an agreement to more freely share resources between the two mods. With any luck, that should mean that I will be able to get some of their fantastic models into SGRaces in future updates. It will take some work since many of them need to be textured yet (hopefully to their benefit as well) and tweaked for how they work (sometimes differently) in this mod but it's still an exciting development.
I have also been speaking with SantyagaStb about using some of his models as Ori ship models. You can find pics of some of his work in the "Show off your Sins Model" thread, towards the last postings. We are still discussing matters and in talks about it but I'm hopeful. I feel his models would be very well suited for several of the Ori ships in SGRaces.
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