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
3 new races you need.
Replicator
Tolan
Genni (spelling?)
I love this mod tho.
genni didnt have ANY spaceships at all
and i also dont remember seeing any tolan either
and replicators could just be pirate addons
The Tolan did have ships, but you never saw them. Just their big, land-based anti-spaceship guns. Don't know what you'd do with them to create a full, playable race. There is very little to draw from and extrapolate on to build a fleet with. The Genai definitely didn't have ships.
The Replicators... I have actually given some thought to how you might be able to do them. Unfortunately, I don't think it would work right in Sins and if you did get something to work, it probably wouldn't be "Replicator-y" enough.
Of the three, the Replicators would be the most likely to be a full, playable race... And that's an extreme long-shot that is %99.99999 not likely to happen. At least not by me as things stand right now. I could see possibly having a Tolan ship as a militia of some sort. I have always wanted to further customize random planets with more Stargate themed militia at unclaimed planets. Things like the Tolan, the guys who like to sterilize populations (Sorry, I'm drawing a blank on their name) and the Travelers. Races that you saw but were never really delved into in any great detail. And yes, this would mean potentially much stronger militia at some planets as I would potentially include capital ships of a sort in some cases. Unfortunately, those plans have kind of fallen by the wayside as there are so many things in the playable races that still needs modelling done that it seems odd to change focus to militia. We'll see. I've more or less been on hiatus for a while with modding.
Youre referring to the Ashen.
Yup. That's the name I was searching for. I was too lazy to go looking for it
Since u guys have been talking about new races may i ask why the main race in stargate tauri(humans) havent been added, they have a nice selection of ships with the possiblilty of a super defensive platform at there home planet ie ancient defence thingy.
I don't know for sure Alan, but I suspect its because the Tauri ships are far too close to those possessed by the TEC already. I mean, if you look at a Kol and compare it to the Promethius they could be considered twins. So if you want to play as the Tauri, just choose the TEC and pretend every line is spoken by Samantha Carter
i see where ur coming from sucal i personally love the design of the tauri ships mean the daedalus class battlecruiser is really nice. Was just thinking it would be easier for the modders to make this race because they already have a few ship designs to work on and come up with my similiar ones. The Ori race in my mind wasnt a good race to do because it only showcases one ship.
For some reason the Wraith Spire Battleship doesn't seem to fire at enemy ships, even though giving an attack order. I went through the Spire's Entity file but it says CanOnlyAttackStructures FALSE, so I don't know what's going on.
The case is different when the AI is playing the Wraith, because then they do seem to be able to attack.
That's odd. I noted that behavior after the last patch (and before the last mod update), and that was the reason I removed the siege role from the ship. I tested it afterwards for the 1.06 version of the mod and the behavior was fixed. I'm not sure why you're seeing that happening again now.
If you want some ideas on how to make replicators a playable race, I suggest you low at Stargate EaW, they have managed to recreate a number of ships we saw in the show. Also they only really need to "take over/capture" ability for them to act some what like replicators allowing them to capture enemy ships
any plans to add the replicators at some point?
Not really. I've kicked around the idea a couple times but haven't been satisfied with how it would have to work.
I just want to give you a huge congratulations. So far i've tried the star tek and B5 mods, (and am trying to get the star wars working), and neithier has impressed me, i'd need a good solid month with the game info files and a good bit more modding knowlage to get eithier of those anything like playable in an enjoyable fashion. This however was instantly fun in my g'aould vs aincents game. Yes there's a huge amount of vishuals to be upgraded and a huge amount of placeholders in oth ships, UI elements, and abilities to be worked out. But overall it feels like sins, it plays like sins, but it's got a thourghlly styargate theme to it. It feels like stargate whilst still being familliar sins. Thats a huge step up. You've also avoided so many of the pitfalls of the other mods. I really have to conbgratulate you on what i've seen so far, (i'm sure as i dig deeper i'll still find plenty to grumble about, but thats expected, it's the excellent first impreshion that counts ).
One straight ff peice of advice. I'd work on upgrading the number of weapons mounts on Atlantis, and increasing the number of drone FX in general. With your ancients having such small numbers of ships it's not going to be a huge lag maker. I'd also give Atlantis's abilities and wepaons a significant range buff. With the pathfinding as is it pushes quite a lot of freinds and enemies alike to the outer limits of their range all the time. They just don;t tend to get in close enough most of the time.
sorry if i missed it but will you be introducing the goauld mothership models seen in the show?
Thanks KarlBar99. I've always approached this mod as code/gameplay first, visuals and UI second as I can get them done. I appreciate the kudos.
I, personally, haven't had many issues with the Atlantis and range. It already has quite a bit of range on it's weapons (5000m-6000m if I recall, well above average) and generally I don't see it shift around too much in combat except for a few non-standard cases. I tend to have more problems with it in general movement and that's due to the sheer size which is somewhat unavoidable. Also remember that the Atlantis isn't really supposed to be a combat specialized ship. It's most powerful ability is protecting the rest of your fleet from damage.
Do you mean the Ha'tak motherships? The standard Goa'uld "mothership" they refer to in the show? Those were the first model made for the Goa'uld. They are available as heavy cruisers in the mod.
the larger motherships seen in use as flagships by ba'al/apophis/anubis
i believe one is seen in 'exodus' and the anubis variant in 'homecoming'
They're in the capital ships section.
@dolynick: Writing a larger reply, but keeing getting delayed by actual playing .
Hey dolynick,
good to see you're still developing your mod. I thought I'd give an updated impression of your work, since I have now spent ~20 hours or so enjoying SGGalaxy 1.06 I've played as Ancients, Asgard and Ori so far, everything on "high" setting, no crashes or minidumps - stability A++ as always.
I really like the new ship models, and also the Asgard an Ori Beam weapon effects. Bit disappointed with the drones FX for the Ancients, they used to be much brighter and more vivid in your earlier releases.
I usually play against 3 or 4 hard AIs teamed up against me, and used to beat them without breaking a sweat - however, not with 1.06 - no idea whether you have improved the AI or if I just suck But I couldn't win the first 1-2 times with either the Ancients nor the Asgard. Only the Ori managed to annihilate all enemies with ease, which makes me think the balance is a bit off. Asgard ships tended to be nearly invincible with maxed out shield mitigation, and they still are tough, but next to the Ori cap (the Dreadnought one with the Power Surge ability) they are too weak. The Expurgator I think it is called? Anyway, two of them easily owned my Asgard Colossus, which I think shouldn't be the case, seeing as you can build them almost instantly, whereas the Colossus takes ages to research.
Also the Mjolnirs are kinda useless vs. Ori Champions or even a few Knights, but then again I rarely rely on Cruisers... so maybe it is my strategy failing, who knows
No real bugs in this one, just a few minor glitches:
- scouts auto explore sometiems doesn't work, they just sit around; Fix: Manually send them to some other planet, they will start scouting from there
- sometimes buildings will not get built for some reason; they stay at 0% and the construtors aren't moving; Fix: Scuttle & rebuild somewhere else
As always, keep up the great work!
ah, i didn't notice the research requirements
diplomacy seems kind of buggy, i couldn't get the 'send envoy' mission after researching the item that lets you offer missions
That's strange. I haven't changed the drone particle fx since I originally made them. They still looked the same the last time I played the mod.
The Ori definitely have the potential to be the most powerful race, especially in the late game. They are kind of a mix of the Ancients and the Asgard with a mix of powerful smaller ships like the Asgard and massive ones like the Ancients. They also get big shield mitigation boosts like the Asgard which makes them difficult to kill in the late game when it's all researched. I should probably do some tweaking here, I just haven't figured out what I want to adjust. I have found the Ori to be vulnerable in the early game though. While I rarely lose a game as the ancients, I have been taken out fairly frequently in the early game as the Ori (I find the Asgard have the same problem too).
It kind of makes sense that the two Expurgations were able to take down a Colossus. The Expurgation (as a dreadnaught) is designed primarily for single target damage, and the vast majority of it's weapons and damage are directed towards what's in front of it. The Colossus is more of a battleship type vessel, and while it does have a healthy percentage of it's damage firing towards the front, it's more split up to the sides and rear than the Expurgation. Engaging a dreadnaught like the Expurgation head on with a single ship is playing into its strength and maximizing its combat effectiveness. Engage it will 20 smaller ships and yes, you'll lose some but the dreadnaught has to focus on taking them out one at a time while the rest take only minor damage. Once again though, this probably could stand a little rebalancing, as an Expurgation as a starting cap (possible since it's "only" two research) is a very powerful starting strategy (I had an AI do this to me as I played the Asgard, I managed but it severely boxed me in after only a few planets).
Mjolnirs are pretty darn tough, in my opinion. I do find that only a few of them, while useful for anchoring your fleet in small fleet engagements and soaking up damage, are really not that powerful. They about match (or outdo) a standard faction cap for damage output to the front I believe. I find they do make a formidable force later on when you have a healthy sized group of them with Restorers to back them up and restore shields. Ori Champions are a much more powerful ship than a Mjolnir, so you should be engaging each one with 2-3 Mjolnirs if you want even footing. Knights should be weaker, but they are a "light" frigate which means that they have anti-heavy weapons, making them ideal for fighting Mjolnirs and other heavy cruiser types.
A long time ago the hit effect was decreased in size by about 2x, I'm fairly sure. It could be anywhere from 6 months to 2 years ago, I've been following this mod for so long (and modmodding it )
I don't know if they've been tweaked since then, but the Ori seem overpowered in the latest version which I've watched a lot of AI in (1.02?). Their capital ships just seemed too powerful compared to other race's, despite the cost of creating them.
Keep up the good work
- Kris
When I downloaded the mod I saw that the readme instructed me to put the files in the entrenchment mod destination flolder depite the fact that this is a deplomacy mod. Please Help!
I think the readme says put it in the appropriate mod folder and says "ex: ..." and shows one of the entrenchment ones, but it's been a long time since I really looked at that. In any case, just put it in the newest Diplomacy mod folder and you'll be good to go.
Thank you! That really helps!
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