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
Trust me. Dan wants the Ancients. And the Ori. (He's really ticked that the Stargate Mod doesn't have any Ori.) And I want to blow up the Ancients since they are arrogant assholes. The Daedalus saves their ship, and they kick us out of Atlantis. Repensum est canicula.
I'm not sure what I'd do with the Ori as a race if I were going to make them. Really, we see only one ship and never really find out much about what it can do, aside from blow up most other ships with one beam blast. I could do up an entity for the Ori mothership easy enough, give it abilities and all that but what use it would be I'm not sure.
I have one thing yet to add to the Wraith (stun mines) and I think I am about finished with them for now. I still need to sit down and play a serious game with them afterwards to make sure nothing is completely out of whack (too much at least). After that, if I continue this little modding resurgence, I would probably take a shot at the Asgard next.
how about Goal'd (sp?) you get Ha'tack motherships (again sp?), that fat-ass bomber whose name i can't remeber, scout ships, and death gliders. plenty of archetecture to be going on with, if you find a modeller, to come up with gap fillers
BRAINWAVE: Replicators. awesome at killing planets, difficult to kill their ships, and a special attack that takes over enemy ships (firing a missile made of blocks into the target), but not really any good in actual combat. more of a "hit-'n'-stay-put-'til-we-can-do-it-again"type race
hey, i cant seem to get the wraith mod working, when it loads up a minidump comes up, could someone help please.
Make sure it is extracting properly into your Mods directory. It should go into folder called "DO_SG-Wraith-0.50b" and have subdirectories like "GameInfo", "Mesh", etc below it that contain the relavent files.
i have all the subdirectories, however i not sure wat is relavent or not.
whoops acidental type
whoops soz same thing lol i get out now good job btw
Just an update on the mod(s). The next release will be a combined mod containing both the Ancients and the Wraith. I'm currently doing some playtesting with the Wraith and making a few adjustments. The Wraith have a cruiser capable of building tactical structures at remote locations and I'm thinking that I may also create one for the Ancients as well.
I suppose I'll ask a question while I'm at it as well. I created a fleet size mod a while back that I use quite a bit in my private games. I forget the numbers off hand but I believe they are 1000 for small, 3000 for normal and 6000 for large fleets along with a little smoother scaling of increments. I've been thinking about bundling it in with the combined mod but I'm wondering if the majority of users would prefer I didn't. I could always provide it as a separate download (in barebones form) and allow users to add it themselves if they like but that will cause multiplay mod compatibility issues. I don't really want to maintain two separate full-sized downloads though, especially when they are virtually the same. Any thoughs?
i hear din the 7DS forums, that you can actually change the fleet size yourself by playing around with one of the games main files. i have little to no knowledge modding.
you could also do it as an optional patch. with 7DS, the 1.3c version is different to the 1.3D version, but you inly need a small patch to the main 1.3c download ot make 1.3d
No, it's not a complicated mod to change the fleetsize in the most basic way. Mine goes a bit further though and actually changes the increments as you upgrade fleetsize as well, which makes it a big bigger.
It can certainly be offered as an add-on and that would be simple to do. You'd just extract it into any mod's GameInfo directory and you'd be set. Easy, and how I use it privately too. The problem would be that the mod folders would have different checksums and would cause problems if you were trying to play multiplayer matches using it.
Updated thread with new release version. This is a combined version offering both the Ancients and the Wraith. I've renamed the mod/thread accordingly and it is now dolynick_SG-Races.
Update Changelog:
Ancients:----------Some minor revisions of weapon effects (burst counts, synchronization, etc).-Modified drone stats on Fighter tasked Puddlejumper strikecraft as a concession for targetting preference purposes.-Lowered planet bombing damage of Ultionis Dreadnaught.-Changed visual effect of Ancient planet bombing attacks.-Improved custom visual effect of Ancient Drone explosions.-Reduced hull points on Drone Defense structure but added some shield points.-Reduce shield restore ability of Imperium Revenant to 500, 750 and 1000 shield points.-Added Munio Cruiser (builds tactical structures remotely) and requisite research entry.
Wraith:--------General rebalancing of many Wraith ships (damage, slot count, cost)-Changed Spire and Hoard ships to heavy frigate build types. This leaves the Hive ship as their sole capital ship.-Added Entrenchment colony frigate (concession to AI viability).-Added Stun Mine tactical structures.-Added research entries for Spire and Hoard ships (and abilities) as well as Stun Mines.-Boarding Party and Capture Structure abilities now require that the target have hull damage before they can be used.-Changed Boarding Party ability to apply a long term damage penalty to Heavy Cruisers after use (balance).-Adjusted stats of Battle Frenzy ability.-Adjusted stats of Emergency Repair ability.-Added research entries and requirements for Battle Frenzy, Emergency Repairs, Infiltration tactics, Telekinetic Blast and Detect Incoming Jump abilities.-Added research entry for Capital Ship Crew training levels.-Added Warmonger Cruiser capable of spawning tactical structures at remote locations and research entry.-Added custom visual effects for Plasma Burst and Stun Mine abilities.-Increased hull points, armor, command points and damage of Hive Ships. Increased fleet supply and resource cost to build.-Changed Hive Ship Malevolent Prescense ability to be passive.-Some custom string work to polish things up.
Enjoy.
Sound good im trying it now
also when i was playing the wraith mod i noticed that cloning facilities didnt appear to stack. I dont know if it was intentional or not. i just like the idea of make caps in like 2 seconds
Intentional? Not really. I never really thought about it but I suppose it makes sense that it would stack. By default I tend to make things not stackable for balance safety but that could be changed easily enough I believe. I may look into it for the next release/update.
damn, i wish i hadn't lent my disk. i can't get 1.1, so by extension, this mod. dammit!!
file front says their is an error and that I have to login to view the page and when I do the file is not found.
can you help?
Dolynick, you have a bad link. File is there, you just gave us a bad link.
What you should have done was put "http://files.filefront.com/dolynick+SG+Races+100zip/;12533772;/fileinfo.html" as the link, not what you put.
Sounds like you have cookies disabled. I get the same error if I have my privacy settings turned up and do not allow an exception for filefront. Look in Internet Options > Privacy tab.
Oops. You're right. I jumped the gun while uploading/posting the link. It should be fixed now.
Also Dolynick while I was playtesting, (me Ancients, them Wraith, map was Agamemnon's Bounty), they somehow got -10,000% phase jump speed, causing them to be slower in phase than in normal space. A lot slower. Seems like you need to do some fixing there.
Actually, I don't have any thing to fix. If you are referring to Puddlejumpers or Caretaker Frigates then I should point out that it says right in the ship description that they have sublight engines only, meaning that hyperspace jumps without a gate are extremely slow. They even have an ability on the ships that says the same thing. Unfortunately, the AI isn't that smart when it comes to those ships and builds them more than it should. AI played Ancients seem to do fairly well despite it. Now that I have given the Wraith a colony ship, I expect they'll manage alright despite it as well.
There is a reason those ships seem inordinantly powerful yet quite cheap. It's because they are only really good for defending a planet (at least early on) and from rushes, yet cannot be used to rush themselves.
Oh sorry. Didn't realize the Caretaker Frigates sucked so bad. Thanks for the heads up. And yes, it was the Caretakers that were so damn slow. Sorry to have bothered you.
No worries Sparda. I tried to make it as apparent as possible but unfortunately you can still miss it if you don't pay attention to the ship descriptions or ability icons.
I tried to do some non-standard things with these custom races, to add a little variety. It causes some havoc with the AI but they manage and players have a little bit of a learning curve to go through. Once you get the hang of it though, I find them fairly enjoyable to use.
Hope you're having fun with the mod. Feedback is, as always, welcome.
Having an Atlantis is pretty much game over for the other guys. 30,000 shields, plus 100% expansion, plus once you tech up and/or level it, it pretty much owns. Remember, it counts a free capital, and needing to do some relatively cheap research doesn't really compensate. Maybe up the research to tier 4/5?
Yes, it's powerful but it's not as indestructible as you might think. I'm pretty sure that a pack of equivalent fleet supply Light Frigates gives it a run for it's money in the early game - and don't forget that at 300 fleet supply you aren't likely to have much else for ships. Late game, yes the shield expansion is really good but I've had AI fleets take it down. It is especially vulnerable to anything that ignores shields... Phase bombers are it's bane and you had better have a backup plan if you're facing the Vasari. The only time you can get away with using the Atlantis with a lot of other ships (where it's shield expansion really shines) is either later in the game or if you are fortunate to only have to defend a single front (hardly ever the case).
I suppose if you rush built an Atlantis and drove it right at the enemy homeworld you would probably be able to take it out. At the same time though, if he just built light frigates and rushed you right of the bat, chances are he'd find you largely defenseless before you got the Atlantis out. He wouldn't even need nearly an equivalent fleet (in supply) in that scenario.
I know the big numbers seem crazy but an equivalent fleet supply of 25 Advent Heavy Cruisers do enough damage (at 65% shield mitigation) to take down a 30k shield in 180 seconds. Meanwhile, they comprise a total of 19,375 hull points and 20,625 shield points without any tech upgrades. I suspect the Atlantis would win because of it's drone swarms and attrition on the Destras but not without taking some serious punishment. 60 Cobalts by contrast would do 30k (at 65% mitigation) in about 155 seconds and comprise 36,000 hull points and 21,000 shield points (no upgrades). If memory serves me right, I have had to retreat my Atlantis when going up against a fleet of 40-50 light frigates with an enemy capital ship escort. I've had an Atlantis explode on more than one occassion when I thought I'd be fine and didn't pay close enough attention, and the loss is devastating (I usually reload, heh).
The free cap thing does muck things up a bit but diverts a big chunk of your early resources towards it and sets you back in early colonizing in time and variety (your not going to get volcanics or ice planets nearly as quickly). That's actually how I prefer to start when I play the Ancients so I'm familiar with the scenario.
I'm sure the balance isn't perfect but I did at least do some number crunching when I last tweaked things and while there are some issues yet, I don't think it's too far out.
There are many great features available to you once you register, including:
Sign in or Create Account