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MOD: Stargate Races - 2011/12/13 - Diplomacy v1.34 Update

By on June 12, 2008 8:14:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

dolynick

Join Date 04/2008
+43

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

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May 3, 2012 3:57:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great mod, best ive played so far.

Thanks for making it

 

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May 21, 2012 10:51:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Does this mod come with its own intro movies?

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May 21, 2012 12:48:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting MYSTfanatic,
Does this mod come with its own intro movies?

 

Ive seen you ask this on every mod thread.  Download the mod and find out. 

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May 21, 2012 1:09:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting MYSTfanatic,
Does this mod come with its own intro movies?

There's a lot more to a good mod than just a flashy intro movie.

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May 30, 2012 1:24:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello, I am new to modding and don't know what I'm doing wrong.  I have galaxy and fleetsize mods installed correctly and running, but they aren't doing anything.  Do I have to play a special game variant or something like that?

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May 31, 2012 10:38:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Bl4ckH4wk117,
Hello, I am new to modding and don't know what I'm doing wrong.  I have galaxy and fleetsize mods installed correctly and running, but they aren't doing anything.  Do I have to play a special game variant or something like that?

No.  If the mod is installed properly and working, it will look like regular Sins but you will simply have several Stargate races to choose from when you cycle through your race selection at the start of a game.  If you are just using GalaxyMod (not SGGalaxy) and fleetsize, then you won't really see any difference at all except til you are already in game... GalaxyMod just adds a bunch of new planet types you may find as you explore your system (assuming you aren't playing a pre-built map, of course) and fleetsize simply tweaks the fleet/capitol ship numbers as you aquire it.

 

-dolynick

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June 4, 2012 6:06:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey,

I've just played your mod and I'm really enjoying it.

I'm studying computer games art at university and I'd like to help out working on some of the ships if you wouldn't mind while I'm on holiday.

I don't have any experience with getting stuff into Sins, I've just been wanting to make some Stargate ships over the summer and this seems like nice thing to get into.

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June 5, 2012 6:37:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just slapped this together tonight after watching the movie again, messing about with the self illumination in Mudbox.

 

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June 6, 2012 10:28:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That looks great.  Nice job.

Any model you might want to donate should, preferably, be done in XSI or exported in .xsi format so that it can be converted to a mesh for Sins.  I'm not actively working on the mod right now but I do appreciate the offer.  I am not sure how much model work is going to have to be redone for Rebellion either.  I suspect there are a few changes in the way it all works.

 

-dolynick

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June 6, 2012 11:13:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah I'm just getting into it myself, I figure out how to export ships into XSI too.

Thought I'd offer to make some stuff for you as I really like how polished and stable your mod is/was

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June 26, 2012 8:25:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Any chance of this mod coming to rebellion soon?

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June 26, 2012 11:33:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting dewing12,
Any chance of this mod coming to rebellion soon?

 

Soon?  Probably not.  There will be a fair amount of work involved.  When/If I get around to converting it, it will likely happen in phases.  There will be a "beta" of sorts that is basically the mod, as it stands currently in diplomacy, that will run in Rebellion.  There will be no "Rebellion" features (titans, etc) but it will work in Rebellion.  Phase 2 would be converting certain ships, etc to use the new Rebellion features.  For example, the Atlantis would become a titan, as would the Galactic Colossus and Sovereign, etc.  This will require a some thought and planning as I will basically have to redo abilities and add some for them to be titan-esque, which is why it won't happen in phase 1.

That being said, I have not been doing any modding at all for some time and I have barely touched Rebellion as a game yet.  I will have to find the motivation to get to this.  I will likely be taking holidays over the course of July, so if I find myself with the inclination I may have the spare time to get phase one completed then.

 

-dolynick

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August 1, 2012 5:59:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 It is a great Mod , but I have a problem, the text and the names of the chips are STRING NOT FOUND. What can I do? 

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August 1, 2012 1:01:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You're using a non-English version of Sins, right?  Go into the mod's String folder and replace the English in English.str with whatever language your Sins version is in.

 

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August 1, 2012 7:44:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How's this mod compare with the SGI one? I downloaded SGI not long ago and began adding things to it. However I haven't been able to connect with them, don't know if they are still active and would like to take a look at the few things I've done.

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August 1, 2012 7:52:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This mod stays closer to Sins balance and recycles a fair amount of models from the Sins races, while SGI is a total conversion.  They're both pretty different, so you don't have to play one or the other.

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August 1, 2012 8:44:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
This mod stays closer to Sins balance and recycles a fair amount of models from the Sins races, while SGI is a total conversion.  They're both pretty different, so you don't have to play one or the other.

 

Ah. Was just wondering how much of an overlap there was, having two separate Stargate Mods seems odd to me.

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August 2, 2012 12:27:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sgi and this mod have shared stuff in the past

and sgi is still very much active

http://www.moddb.com/mods/stargate-invasion

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February 28, 2013 12:13:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Still loving your mod dolynick... In case anyone is wondering: Yes, 1.06 still works with Dip 1.37 so they didn't break it for once. Looking forward to new versions (if any), a Rebellion one would be awesome (Atlantis as Titan is win).

 

Best regards

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March 4, 2013 6:04:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i preferred this mod tbh, sgi is a bit fanon heavy. really hoping it'll be updated to rebellion

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