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
yeah i saw his ori familiar ships their fantastic any chance of getting tauri ships in stargate races?
Yes, that might be a possibility too. For now I'm going to concentrate on a few select models and get them done up for SGRaces. I do not want to borrow too much from SGI right off the hop. I'd feel much better if I had as many resources to offer them as I use from SGI, an equal exchange so to speak. I'm not sure if that will ever be possible since they already have so many really nice model assets for their mod and what I have is duplicate in many cases. I'm hoping that any texture work I do will be of value to them down the road though. Of course, time to invest into all of this is always an issue but at the moment I my desire to work on this stuff is piqued.
well theres the ancient juggernaut of ur that theyd be able to use as a capital ship as well as the imperium class and the carrier cruiser...i think its one of the models lol i forget, i dont know how far theve got with their goauld or asgard ships either so theres some more and if ur able to get more ori ships they may be willing to include them in their modthey will after all need a few more for their mod
Well I'll be... I think I finally found part of the problem why the custom models in the mod are so dark/shadowed in game. It doesn't completely fix things but it certainly helps. Progress. Guess I'll be busy going back through all the model textures and updating them for the next release version.
AHH
i think that post just made my night an update in the next week with this fix would deff make it a big release
http://www.moddb.com/members/catutah/images/asuran-ships-wip4
a possible titan model by catutah
Just an update on what's been going on with the mod lately...
I've been spending a lot of time in XSI the last week or two doing modelling.
-I've already posted a pic of the new Wraith Spire Battleship model. It's pretty much done but I may go back and redo certain parts of the texture.
-I am currently in the process of re-texturing a new model for the Wraith Hive Ship that SGI has so graciously opted to share.
-I've already got finished texturing and tweaking a new model for the Ancient Ultionis Dreadnaught sourced from the SGI model pool (their Anteus).
-I'm currently working on a new model for the Ancient Adamas cruiser.
-I am currently working on a new/redone model for the Ancient Invictus Juggernaut. It draws some elements from the current model submitted by Dewing12 but pulls a lot of modelling from the Aurora too so it will look a bit more like the rest of the fleet. I know I should be focusing on ships that don't already have some sort of custom model already but the inspiration hit me and the new Ultionis model is so good that I figured the Invictus could stand an update to compare.
-I may re-texture the Aurora, Excallibur and Imperium Revenant and fix the stretched textures on them. While I'm at it, I will standardize the texturing look for all the Ancient fleet since there are some variances in shading and reflectiveness, etc. If I recall, I already did a lot of the clustering work on them so re-texturing may not be as time consuming as it might otherwise be.
-I would really like to finally get the Daniel Jackson model working in Sins but haven't really started on that yet.
-I'd also really like to get a model made for the Ancient Aeolus Carrier and possibly the Asgard Ragnarok Colossus. I have some idea what I'd like to do for both now but haven't even started on geometry yet (the Adamas and Invictus are eating up large amounts of time yet). The Ancient Mirus and Tantillus would be nice too but the queue is already quite long.
-I have already gone through and fixed all existing textures so that they show up properly in game (fixed the "dark" ship problem). They're still a bit dark but that has to do with colors, etc rather than any real problem with the model now.
-I am still waiting for SantyagaStb to re-send his models. The first pack was in an incompatible format that I couldn't do anything with in XSI. It would be nice to get at least one or two of his models in along with the stuff above in the next update.
This list represents a rather large investment of time though (already put in over the last week and still to come). There isn't a pressing need for an update at the moment so I may just wait until it's all done, or I could roll it out over a couple smaller updates. I'm not sure which route would be preferred and I'll go with.
The thread has been a little quiet lately so I figured I'd mention that I'm actually putting a lot more time into the mod lately than I have in quite some time.
wow this next release is going to be awesome
Thanks for your continued work on this. You are awesome.
Well, the Adamas model is done and in game. It turned out alright but not quite as well as I had envisioned. It'll do though and does fit in well with the general aesthetic of the other Ancient ships. The SGI Hive resize/retexture and customization for SGRaces is also complete now. I have also finally had a go at the Daniel Jackson model that was submitted ages ago and it's up and running in game. There are some vertex errors on the original model that I haven't found an easy way to fix so it does toss an error in Dev mode but otherwise works fine. I will probably leave it as is for the time being, in the interest of getting some other stuff done instead of spending a boatload of time trying to fix it right now.
So for anyone keeping count, that's five new models already done for the next release. I've been a little sidetracked lately and haven't been able to devote as much time to XSI as I was the few weeks before but it's progress. I have not yet completed the redone Invictus yet but it's getting close to having the geometry done now. I have also started working on a model for the Valhalla Station (Asgard starbase)... something I've wanted to do for quite a while now. It's actuallly going quite well but it's a big project and will take some time before it's finished.
Yes, that's the actual Asgard Beliskner (Thor class) capital ship model from SGRaces in the shot. The Valhalla Station is rather large.
any chance we could see what the adamas class looks like?
I didn't take any screenshots of it so there is nothing to show. I can tell you it looks something like the battlecruiser but bulkier. It has an upper "wing" type section and weapon/fighter pods hanging down off of them at both sides. It's a little longer than the Aurora in length but doesn't look it since the hull is wider in diameter.
If the Adamas is a larger, bulkier version of the battlecruiser then I guess can be said of the Invictus and the Aurora... along with some Anteus/Ultionis minor elements thrown in too. If I showed you a pic of the new Invictus you would think it's shorter than the Auroa but it's actually about twice the length (bigger than the original model too). The "shields" at the sides on the original model are still there, but they're smaller and a little more integrated in with the overall shape. The hangar/weapon pods have been moved forward and just out on angles underneath the forward hull now to make room for 6 rather large forward firing beam cannons between the side "shields" and the main hull. Where the Auroa is somewhat sleek and long, the Adamas and Invictus models are, for lack of a better term, "heavier". I thought this made sense because the Adamas is intended to be a heavy, enduring defensive ship and the Invictus is the heavy capital class battleship of the Ancient fleet.
I opted to re-use the reference geometry from the David_sd's original high poly Aurora and battlecruiser models. This definitely makes the new model somewhat familiar looking but also keeps a consistency across the fleet too (like the Revenant model is a sort of mix of both of David's models). Maybe that's a mistake but it's what I'm going with for the time being. This time around though, I spent a lot of time rebuilding lower poly, more optomized parts from his originals... so these new models are actually going to have lower poly counts than the current Aurora, Revenant and Battlecruiser models.
Hi Dolynick,
when expect you next release? Week? Two? Thanks for you great mod.
I don't have any timetable for the next update. There is no pressing need for one due to patches, major bugs or anything right now. I could probably spend the next 6 months working on custom models and still not be done... So it'll be whenever I have enough new stuff ready that I feel like I want to push what's done out the door. Even if I do a release after I finish up the the two models I mentioned in my last few posts, it'll probably be a while. The Invictus model isn't so bad, but is still a big job to texture yet but the starbase model is a much bigger and more complicated project. I'm building the geometry from scratch so it takes longer, then texturing and a massive number of hard points... plus starbases have multiple model stages so I then have to go back and create about at least a half dozen different versions and I'm not sure how bad that'll be.
hi Dolynick
I have resized the textures of the AsgardDreadnaught, GoauldApophis and GoauldRa to avoid texture mismatch errors with some graphics card (my old 128 mb for example).
You can download them here if you want. If it can help
http://www.gamefront.com/files/20890149/Nouveau+dossier.zip
I don't bother with multiple stage star base models personally as it's not worth the effort on my end plus it adds to the max meshes which I believe is still constrained to 400. It's a nice touch to add if you want to go through the effort but can be avoided.
Not sure for the meshes limit i have 538 mesh in my mesh folder (all are used). I play with 8 different races + the pirates and the game never dump. I don't how many mesh are load in game in the same time but i think that exceeds the 400 limit.
I agree for starbase 1 mesh is enough.
(sorry for my english)
dolynick I just gotta say this is the best mod around.
When comparing the regular SG Races with the one including Sins Plus and Planet Size, it's pretty obvious that A LOT of lag is coming from Sins Plus as the standard SG Races works smoothly till very very late in the game while the SG Galaxy one will lag even after a short while (while only when zooming in on a planet it's still annoying).
My question is this, is there a way to get the normal SG Races and leaving the Sins Plus mod out except the new planets? I'm guessing Sins Plus does more than that and add a lot of effects as well, my guess is that that's what's causing the additional lag not the Planets (or am I wrong there?)
Is there a way?
GalaxyMod (Sins Plus) only adds the planets and their respective abilities/artifacts. It doesn't really do anything else.
If you want to play what is basically SGGalaxy without the Sins Plus planets, just enable SGRaces and PlanetSize (SGRaces on top). SGGalaxy only exists because you cannot stack GalaxyMod and SGRaces directly due to conflicting files modified in both.
I love you and you have done a wonderful job. One request: please add the lantian defense satellite (the anti-wraith weapon)
It's already in the game. The Ancients get it in the late stages of research as a tactical structure.
Hi! I was wondering where could I find the RESEARCHSUBJECT_MAXCAPITALSHIPS and the FLEET CAPACITY in your diplomacy 1.32 the SG races. I Can't find it anywhere. Thank You for your response!
They aren't modified in SGRaces. Those files are changed in the FleetSize add-on mini mod.
Any updates Dolynick?
There are many great features available to you once you register, including:
Sign in or Create Account