dolynick dolynick

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

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

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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Reply #1001 Top

Just became aware of the new patch a few minutes before this post.  If I have a chance tomorrow I will update Sins and see exactly what mod compatibility issues there might be.  From the patch notes I don't see much listed in there that would break mod compatibility but you never know.

-dolynick

Reply #1003 Top

You might want to wait until the 1.041 hotfix to update though.

Reply #1004 Top

Quoting harpo99999, reply 1002
dolynick, if you want to download the files I have txted here is the sins 1.18 and entrenchment 1.04 files.

harpo

 
End of harpo99999's quote

Thanks Harpo.  I'm downloading now.  There are obviously changes to some pretty important entities.  I'm getting errors on player.entity files and I'm just getting started checking for changes.  Hopefully it won't be too much work to adjust.  Of course, the converters are broken with this patch so you're a lifesaver man.  It would be like fumbling in the dark without your data sets right now.

-dolynick

Reply #1005 Top

Quoting SpardaSon21, reply 1003
You might want to wait until the 1.041 hotfix to update though.
End of SpardaSon21's quote

Thanks for the heads up Sparda.  Armed with that information I may not release an updated version until the hotfix.  I'm hoping that I can get compatibility for 1.04 done privately in the mean time though.  I would hope that a hotfix won't modify anything too drastically on top of the 1.04 changes.

-dolynick

Reply #1006 Top

dolynick I have also released the mod updater to 1.18a in reply 93, and it does update the player entities among others, also there are added entity files that are needed for addon mods, but not for TC mods

harpo

 

Reply #1007 Top

Quoting harpo99999, reply 1006
dolynick I have also released the mod updater to 1.18a in reply 93, and it does update the player entities among others, also there are added entity files that are needed for addon mods, but not for TC mods

harpo

 
End of harpo99999's quote

Thanks.  I've already got basic compatibility fixed in the SGRaces mod though.  There are a couple little non-critical updates left to do but the mod is now playable in 1.04.  I just have to repeat the process for the various other mods and that shouldn't be too bad now that I know what the changes are.

I'm wierd I guess.  I like to do things the old school way by hand. ;)  Let's me know exactly what is going on where and I think it makes more knowledgeable in modding because of it.

-dolynick

Reply #1008 Top

dolynick, that is quite understandable. personally I like to know the H & 4 W's(How, What, Why,When,Who) as having enough information makes it easy to make the best choice.

also I get to find out the exact changes between versions as I have MOST(not all) versions of sins in txt and can compare between them fairly quickly.

harpo

Reply #1009 Top

Quoting harpo99999, reply 1008
dolynick, that is quite understandable. personally I like to know the H & 4 W's(How, What, Why,When,Who) as having enough information makes it easy to make the best choice.

also I get to find out the exact changes between versions as I have MOST(not all) versions of sins in txt and can compare between them fairly quickly.

harpo
End of harpo99999's quote

Yeah, me too actually.  I'm a bit of a packrat when it comes to things like that, hehe.

Good news is that all of my mods now appear to be working, compatible with and updated to 1.04.  3 changes per player.entity, 3 changes per gameplay.constants, 1 change per starbase.entity... that's about it really that I've spotted so far and it resolves all new patch errors.  An hour or two of work, not bad.

I need to do a little reading to find out about this 1.041 hotfix and the issues that call for it.  Depending on what it is, I may or may not have to hold off on releasing new versions of the mods.  All the mods take a fair bit of time to upload, so if it looks like I'll have to update again for 1.041 I will likely hold off, assuming the hotfix is coming in a timely fashion.

Thanks again for your help Harpo!

-dolynick

Reply #1010 Top

I've updated the thread with new links to 1.04/1.041 compatible release versions.  I do not have the 1.04 version of GalaxyMod available for download yet but will once I find a block of time to tie up my upload bandwitdth in.  No changes of any real significance in these updates, pretty much compatibility updates.

-dolynick

Reply #1011 Top

love this mod, btw stargate universe came out wewt

ok got a minidump, I was ancients team 10, there was 2 asgard easy and 1 asgard normal on team 1, there was 2 wraith easy and 1 wraith normal on team 2, and there was 1 hard ancient on team 3. map was hyperions gate. everything was on fastest quickstart was on, when the game started I set 2 units to scout and then increased game speed to max, finally I built 3 of the ships to the right of the puddle jumper (forgot their name) then 1 colonization ship then 3 more of the other ship and then i got the minidump.

sorry if that was a bit confusing but i hope It helps you find a problem.

Reply #1012 Top

Quoting ghoohg, reply 1011
love this mod, btw stargate universe came out wewt

ok got a minidump, I was ancients team 10, there was 2 asgard easy and 1 asgard normal on team 1, there was 2 wraith easy and 1 wraith normal on team 2, and there was 1 hard ancient on team 3. map was hyperions gate. everything was on fastest quickstart was on, when the game started I set 2 units to scout and then increased game speed to max, finally I built 3 of the ships to the right of the puddle jumper (forgot their name) then 1 colonization ship then 3 more of the other ship and then i got the minidump.

sorry if that was a bit confusing but i hope It helps you find a problem.
End of ghoohg's quote

Which version of the mod?  SGRaces or SGGalaxy?

-dolynick

Reply #1014 Top

Quoting ddey, reply 1013
probleme minidump ==> dolynick_SGRaces-e1.02.zip

Sins of a Solar Empire - Entrenchment v1.04

 
End of ddey's quote

Thanks.  I will look at it when I get a chance.  I mainly tested SGGalaxy while I was updating since it's a combination of all the other mods.  It's possible that I missed or messed up something in the SGRaces standalone that didn't get transfered to the SGGalaxy version.

-dolynick

Reply #1015 Top

Ok, I have discovered problems in SGRaces, GalaxyMod and SGGalaxy.  I will have a fixed version of SGRaces up in a few minutes but I will be disabling the downloads for GalaxyMod and SGGalaxy until I can upload the fixed versions of them (they take much longer and it's late).

I have not incremented the version number this time, so please redownload the 1.04 versions if you have previously.

Sorry for the mess up guys.  It's been a while since I had to do an update and I botched it, overlooking some things I should have remembered to check.

-dolynick

Reply #1017 Top

Ok.  Fixed versions of SGRaces-e1.02, GalaxyMod-e1.01 and SGGalaxy-e1.02 are all available for download in the thread OP.  That should resolve all minidump issues in the first released versions.

Once again, please delete the old version and redownload the new fixed versions.  Checksums will be different so you won't be able to play multiplayer with them if you don't make sure you have a clean "new" version.

-dolynick

Reply #1018 Top

SG galaxy mod missing some Asgard pics when you select to build the ships there are only boxes.

Reply #1019 Top

Quoting Cheif50, reply 1018
SG galaxy mod missing some Asgard pics when you select to build the ships there are only boxes.
End of Cheif50's quote

Just checked both SGRaces and SGGalaxy and I'm not seeing any missing HUD Icons for the Asgard ships or structures.  You may have a mod installation issue on your end.

-dolynick

Reply #1021 Top

yes it is, I tested it myself ;)

Reply #1022 Top

Quoting Cheif50, reply 1020
Is SG galaxy for 1.041?
End of Cheif50's quote

Yes, all the 1.04 mods will work with 1.041.  I don't think there were any changes in the hotfix patch that required changes to mods over what 1.04 required.  If there was, it doesn't really matter since I was using 1.041 when I fixed the broken 1.04 versions of the mods anyways.

-dolynick

Reply #1023 Top

it was in races, ive gotten more minidumps but they just happen at random apparently (now i have 2 ancient players and 3 tec players)

Reply #1024 Top

Quoting ghoohg, reply 1023
it was in races, ive gotten more minidumps but they just happen at random apparently (now i have 2 ancient players and 3 tec players)
End of ghoohg's quote

Redownload the mods.  I posted after you that I had found errors in the updates and reposted all the affected mods.  They should work fine now.

-dolynick

Reply #1025 Top

Uh now instead of hud icons im missing cap ship starting names. All races.