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
Sorry for the delay guys. I have all the code/files of all the mods updated for 1.34 and FleetSize, PlanetSize and GalaxyMod are all ready to to go for the new update but I would like to get one model I'm almost finished in before I release updated versions of SGRaces and SGGalaxy. That's the reason nothing has been posted as of yet. I made some good progress yesterday, so hopefully with another day or two of continued good progress and it ready.
I'm looking forward to to playing around with the new update. I haven't had a chance to play this in some time.
I cant wait not played your mod in ages
Getting close. The model that is delyaing the update so I can include it is getting close to being finished now. I mapped and textured it yesterday so it's really just hard points, shield mesh, conversions and a quick test left to do to make sure I didn't bollox anything up. If it's a quiet afternoon, I just might have all that done by the evening. Then it's just upload and link.
Maybe I'll tease a bit... Here is an older WIP shot of the culprit:
This was pre-final detailing but that's just the little touches.
Will the next release still contain the Vanilla Races?
Reli lookin forward to it regardless
chouette! chouette! chouette!
Can't wait, been without my Ancient fix for far too long.
Really want to play this mod loooooooks nice.
Yes. The vanilla races will still be included. This was never intended to be a conversion but rather to just add to the existing game. The standard races will always be a part of it until that changes or there is some limit that forces me to remove them.
Argh... I did get things worked on yesterday but ran into a problem with the model and some vertice errors at conversion that I'm not sure why they came about. It will probably work fine anyways until it's properly fixed (if possible without a whole re-do) so maybe today. I'd like to evaluate things a bit more first.
Arrrghhh enfer et damnation!!!
Take your time we are not waiting in the rain.
Still not "fixed" but working in game:
Thread updated with download links to new v1.34 versions of all mods.
SGRaces Updates:
d1.06 Changes:
==============
-Compatibility update for SoaSE Diplomacy v1.34.
-Corrected a texturing issue that was causing incorrect/dark lighting on custom ship models.
Ancients
--------
-New model for Ultionis Dreadnaught.
-Slight adjustment to weapons/damage of Ultionis Dreadnaught to better match new model.
-New model for Adamas Heavy Cruiser.
-New model for Invictus Juggernaut.
Asgard
------
-New model for Kvasir Battlecruiser.
Wraith
-New model for Spire Battleship.
-Removed Antimodule role from Spire entity. Still has antimodule damage but the role assignment was preventing targetting of non-structures.
-New model for Hive Ship.
nice update ! Finaly the Daniel Jackson is in game! (I waited for long time)
Thanks a lot
Ancients ship are very nice too especially the adamas and the new invictus. I Love them !
Are you planning to rebuilt the corsair too?
Possibly but it's a long ways down the to-do list. I'm more keen on doing up models for the Aeolus cap carrier and Mirus and Tantilus support cruisers first. A lot of the other races need model-love more than the Ancients do at this point too. I also still have the Valhalla station model on the go yet as well and it's a large project in it's own.
The Daniel Jackson turned out not too bad, but has some vertex errors in it. It was a submission from ages ago that I finally got around to getting fixed up. Because it's not my own work though, it's probably going to be trickier to fix (if ever) because I have to figure out what the original modeller was doing when he did whatever he did to cause the errors.
Lol. I'm surprised no one has said anything about the new Hive Ship model... It's rather huge and looks so much better. Thanks again to EOmega/SGI Team for the model, if they happen to be reading.
Have you tried meshlab? A lot of models have duplicate vertex errors that are pretty easily cleaned up with meshlab.
I ran the invictus juggernaught and daniel jackson through it removing all the duplicate vertexes. Then put them through convertXSI with no vertex errors in either.
I'll have to look into that. Never heard of it before. Thanks for the tip. If it works that well it would save me a ton of hassle since I'm not even sure where the vetices are that are the problem. The convertxsi error coordinates didn't seem to match up with any vertices in the model itself when I took a quick look the first time.
Edit: Found a Meshlab on sourceforge but it doesn't say it supports .xsi format. I work natively in XSI so I'm not sure if this is the right tool or not.
I use the free mod tool Softimage 7.5. If you're using that you'll need an intermediary program to convert from *.lwo (which XSI can export) to Wavefront *.obj.
From their you can import the *.obj in Meshlab. Run the option to remove duplicate vertex and save it back to *.obj.
Make a backup or copy of your original XSI scene to ensure you don't lose anything.
In your original scene you'll need to delete the model but leave all the hard points and scene root material.
Import the "fixed" *.obj into the scene. Everything should still be lined up the same way following this process. You'll most likely need to recreate the tangent, but the uv-map should still be intact.
It's really not a complicated process once you get it up and running.
If that all fails for you, which I hope not because it's a great tool to start using, I can send you the files I converted.
argg which ship is the daniel jackson cant find it
The Kvasir Battlecruiser class support capital ship.
Does anyone have a problem vith sounds?? or is it yust me?
I can hear music but not effects, reserch notifications, planet notifications or any other notifications. Not even ship sounds! It's driving me crazy!
Tnx for the update!
No problems with soudn here Yoda. I was playing this afternoon with the current version and all the sounds were working as they should, so far as I could tell.
Found the problem! My headset was unpluged ! Thank you for your help dolynick!
does planetsize slow down performance by much?
if so, can i use galaxy and sgraces together without planetsize?
thanks
Unfortunately no, you can't stack SGRaces and GalaxyMod in manifest. They have conflicting galaxyscenariodef files. That's why there is a combined version (SGGalaxy) in the first place. PlanetSize shouldn't slow down performance much. It doesn't modify any of the models at all, they're just bigger. It may make gameplay a bit slower because of the larger gravity wells, etc but if you bump up the ship speeds (already tweaked to compensate) it should work out about the same. I personally don't notice much of a slowdown but perhaps I'm just used to it.
There are many great features available to you once you register, including:
Sign in or Create Account