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
hey dolynick,
been a long time lol, hey dose any one know where to put the mod files for vista... cant remmber due to the fact i was on xp
I believe the instructions in the readme.txt have the path for Vista as that is the OS on my PC.
%System Drive%/Users/Username/AppData/Local/Ironclad Games/Sins of a Solar Empire/Mods should be about right.
Incidentally, you may want to hold off another day. I anticipate a new release version being posted tomorrow. I wrapped up things for the next release tonight but it's a bit late to upload and post yet tonight. So, barring anything that I think to add or change tomorrow before I upload or real life getting in the way, you should see this thread updated later on in the afternoon tomorrow.
The next version is a fairly major update as it makes some fairly significant rebalance changes to the Wraith, addresses some Ancient capital ship issues and adds the Asgard as a more or less completely finished new race.
looking forward for the next release
WoW that sounds great I cant wait for the new version..
Alright, thread updated with a new release version and download.
1.10 Changelog:
============
Ancients:----------Increased cooldown of Imperium Revenants Restore Shields ability to 20 seconds.-Clone Frigate now requires 8 labs in order to be used even after research has been done.-Ancients now use the TEC theme and pictures.-Added Episcor Corvette scout type capital ship - smaller and less powerful that previous Ancient capital ships.-Added research requirements and entries for Ancients battleship, carrier, support and siege capital ships.-Moved Atlantis access research entry to tier 5.
Wraith:--------Fixed mass increase modifier on armor upgrades to apply increases instead of reductions.-Moved Anti-Fighter and Seige ships to light frigate construction menu.-Fixed a bug in Plasma Burst ability that caused it to not work.-Improved custom visual effect for Plasma Burst ability.-Fixed Name display on Warmonger spawned Stun Mines.-Replace old Caretaker and Marauder frigates with more traditional light (Marauder) and long range (Scourge) frigates.-Rebalanced hull point and armor ratings and costs on Wraith ships to better balance the lack of shields.-Modified Wraith hyperspace speeds and charge-up times to make them slower than other races.
Asgard:--------Added Asgard race.-7 Capital ships, 4 cruisers, 6 frigates, 9 logistic structures, 7 tactical structures.-106 research entries.-Custom particle effects for several Asgard weapons and abilities.
Enjoy and as always, feedback and comments are welcome.
Nice..... but it too bad for no stargate ship model....
I've found a few bugs/mistakes in the last release, mostly minor except for one. It's an AI fleet thing where they are building things they should and it hurts them competitively but not a crash-causer though. I'm not sure when I'll do the next update of if I'll update just to fix that though. I'm sure you guys are getting tired of redownloading this mod If I have some free time over the holidays, I may try to get some playtime and rebalancing done to include in an update to make it a little more substantial.
Threads been a little quiet lately, so here's a little bump as well.
(edited)
Very nice job this is one of my top 5 fav mods keep up the good wrok
I've updated the thread with a new 1.11 release version. Balance changes and fixes for a few issues I noticed in the previous release.
1.11 Changes:==========
Ancients:-----------Made changes to prevent frigate factories building frigate versions of tactical structures.-Fixed role classification of frigate version of Drone Defense Platform.-Reduced Ancient Drone damage by 25%.-Reblananced Ancient fleet by lowering overall stats, damage, costs or fleet supply requirements on most ships.-Adjusted stat count types on capital ships.-Reduced cooldown on Imperium Revenant Shield Restore ability to 15 seconds.-Removed the ability to clone itself from Tantillus Clone Frigate ability.-Tantillus Clone Frigate ability now takes 15 seconds to complete.
Wraith:---------Made changes to prevent frigate factories building frigate versions of tactical structures.-Increased Hull points and gain per level on Hive Ship, increased fleet suppy cost, increased price.-Adjusted damage on Spire battleship.-Spire Battleship Plasma Burst ability now affects strikecraft as well.
Asgard:---------Made changes to prevent frigate factories building frigate versions of tactical structures.-Fixed an emitter problem with Asgard beam weapon hit effects.-Fixed an emitter problem with Siphon Antimatter visual effect.-Fixed an emmitter problem with EMP Pulse visual effect.-Tweaked Chrono Blast visual effect and made it a bit larger as to better cover the in game area of effect.-Lowered default shield mitigation by 5% on Asgard capital ships.-Adjusted Thor and Freyja capital ship Shield Regeneration ability to not increase in antimatter drain as ability improves.
Hope everyone had a nice XMas.
dolynick, i love this mod, i play it more than any other! and i don't mind redownloading it every time a new realese comes out.
So the last time i played as the asgard i noticed that in the civilian upgrade branch that when you go for the upgrade that supposed to cut the overall cost of upgrades that it actually increases the cost. I'm not sure if you've fixed that in this latest update, but i just wanted to point in out just incase.
Thanks for such a great mod!
Strange, I'll have to double-check that one. I'm pretty sure I simply copied the modifier from another research/artifact so it shouldn't be reversed but I'll look into it.
Glad that you enjoy the mod so much.
-martaq
I have been able to combine the mod of sins plus by uzii with dolynick's sg race but im curently testing. Few string problems nothing big. BUT i believe that i shouldnt be the one to combine those two mods (espacialy without comfirmation from uzii and dolynick) and upload them . I think dolynick plz if u can on your next update include uzzi's sins plus im sure u wont have problem doing so after seeing the change u made for sg race. Great work by the way this mod is so much fun makes me want to play it every day! ( Vavorite race is the asgard cuz of the colosus super ship!).
Akkan117.
OH also dolynick um check on the hull recherche for the wraith i cant seem to clik it to have higher hull points.
Akkan177.
dewing12,
You were absolutely correct about the research modifier being backwards. Not sure how I overlooked that but it was easily corrected for the next update. Thanks for spotting it.
akkan117,
I wouldn't expect merging this mod with Sins Plus would be too difficult given the way I went about handling the entity files, etc. I saw this requested a little while back in the thread but at the time the Sins Plus mod had only recently been updated to 1.10 by someone other than Uzii and it was still being playtested in the wild. I thought it best to wait until it was verified as stable and officially updated. I'll have to take another look at the thread for Sins Plus (or Solar Sins) and see where it stands now. I've also been thinking about using the Urban Expansion mod instead of Sins Plus as it seems to be the same thing only a little newer.
As for the hull researches... A little more specific detail if you please. I have played games as the Wraith where I more or less had full tech upgrades and I do not recall having any issues with accessing any of the research entries for hull points or armor.
Are you still looking for some models? I have a few i made for Starfleet command 2 and Freelancer your welcome to use. http://www.sfcmodsrus.0catch.com/stargate.html The textures are not that great and they are not that accurate but they are free . There is more at battleclinic i have done Atlantis is there and a few more i think.
dolynick,
Well i recall while playing the game that i could not press the hull tech for the first researche and therefore, i could not upgrade to higher researche levels. Now this might be a loading problem tho becuz i also recalled a tech researche problem for the ancient when it came to drone upgrade, but then i played again as the ancient and this time theirs was no problem with the researche for the drones. So as i said it could be a loading problem. I'll look in to this further to be more clear and have more details.
Once again great mod .
I've got a question why is atlantis so slow in hyperspace? In the show it has the fastes hyperdrivre of th ancient fleet. Shust wondering.
While it might be possible to modify the phase jump speed of a single ship using an ability on the ship (I'd have to check to verify this is possible or not), phase jump speed is controlled and modified on an entire fleet basis. In the latest release version, the Ancients have a very slightly faster phase jump speed than the standard races (but slower than the Asgard) but the Atlantis is no slower or faster than any other Ancient ship when in phase jump. They do of course have space gates that make phase jumps mostly instant between planets with them built though. Even if it were possible to use an ability to modify the Atlantis (and only it's) phase jump travel speed, it's not likely to happen since it is a capital ship and already has the maximum allowable number of abilities.
Thanks Kreeargh. No, I still do not have any custom models (aside from the two non-stargate ones used since the first release) for the mod. There have been a few who have offered models as you have from other games though. While that is appreciated, the problem is that I'm not a modeller and have not been able to convert them to a format that is useable in Sins of a Solar Empire.
At this point in time, unless someone is willing to actually create a working (in Sins) .mesh file of a ship for this mod or general mod use, there aren't going to be any more custom ship models in this mod. I've toyed with trying to make them myself, but I've never been that good with modelling software and I'm not sure if I even have the time necessary that I would have to devote to that learning process for it to make any difference. I'm sure if any freelance modeller did offer his services he'd more than have his hands full, as there at least 20 ship models alone that could be done in the mod as it already stands (and that is not counting the Goa'uld or the Ori, which I've been looking at adding next).
-dolynick.
I have model work to do for some members here, i need to learn how to convert to sins anyway. I will see if i can get my ships converted for you.
dolynick
I'm working on some models to see if i can get them to work with your mod in game. The models are based on Kreeargh designs.
Thanks guys. If you can get them working in Sins and would like to share them it would be greatly appreciated. You will of course get credit in the mod notes as well if that matters to you.
This mod is grate but if u can get these modles to work it would be kick ass
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