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

3,750,066 views 1,775 replies +10 Loading…
Reply #1026 Top

Quoting Cheif50, reply 1025
Uh now instead of hud icons im missing cap ship starting names. All races.
End of Cheif50's quote

That's very strange.  A buddy and I played part of a game last night and while we had a wierd issue with differing mod versions (he had to download it twice before he got the current version for some reason, strange) everything worked well.  We did notice an incorrect infocard icon for the Ancients constructor but he was playing as the Ancients and didn't notice anything else out of order.

-dolynick

Reply #1028 Top

Quoting Cheif50, reply 1027
Its the SG Galaxy mod if your wondering.
End of Cheif50's quote

That's what we were using last night with no issues like that that I was aware of.  I was playing the Wraith and he was using the Ancients with no complaints.

I would suggest redownloading the mod.  Delete the original installation and recreate it again with the zip contents.

-dolynick

Reply #1029 Top

Wow this would be the 5th now lol. O well such is life.

EDIT: Redownloaded and reinstalled still same no starting cap names.

Reply #1030 Top

Quoting Cheif50, reply 1029
Wow this would be the 5th now lol. O well such is life.

EDIT: Redownloaded and reinstalled still same no starting cap names.
End of Cheif50's quote

Open the entity.manifest file in notepad and post the entiyNameCount value.  It should be 2038 in SGGalaxy-e1.02.

Also open the String/english.str and post the NumSrings value.  It should be 6881 in SGGalaxy-e1.02.

-dolynick

Reply #1031 Top

Do i need quotation marks around the numbers?

PS: This is what is in my file when i opened the 2 files. NumStrings 6881 entityNameCount 2038

Reply #1032 Top

Quoting Cheif50, reply 1031
Do i need quotation marks around the numbers?

PS: This is what is in my file when i opened the 2 files. NumStrings 6881 entityNameCount 2038
End of Cheif50's quote

Those are the right values so you should have the proper files for the newest version.  What exactly do you mean when you say you're missing "starting" names for capital ships?  Are those the only strings missing?

-dolynick

Reply #1033 Top

For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder.

Reply #1034 Top

Quoting Cheif50, reply 1033
For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder.
End of Cheif50's quote

Ah... but just for the stock races right?  I think I know what is wrong then.  I may have forgotten to update the entries for the stock races.  I know I did them for the customs.  Will have to check that.

-dolynick

Reply #1035 Top

dolynick will there be any updates on the mod like new ship and races

 

Reply #1036 Top

Quoting ColonelShadow, reply 1035
dolynick will there be any updates on the mod like new ship and races

 
End of ColonelShadow's quote

I have not been actively modding for a while now.  So yeah, lately it's just been compatibility updates and the occassional bug fix rather than any actual further development of the mod.  There are still lots of things I would have liked to have done or included in the mod but whether and when I might get back into development of this mod I can't really say.  I have been thinking about it lately though, time (or rather the willingness to devote the necessary time; there are already hundreds of hours of work invested in SGRaces) is always the issue.

-dolynick

Reply #1038 Top

Quoting dolynick, reply 1034



Quoting Cheif50,
reply 1033
For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder.



Ah... but just for the stock races right?  I think I know what is wrong then.  I may have forgotten to update the entries for the stock races.  I know I did them for the customs.  Will have to check that.

-dolynick
End of dolynick's quote

Ah.  I found the problem. I am not going to do yet another re-release just to fix this bug right now though.  I will fix the problem internally and include it in the next incremented release with possibly a few other fixes and/or additions.  No ETA on that immediately though.  Fortunately, this does not appear to be a game breaking oversight.

Thanks for spotting it Cheif50.

-dolynick

Reply #1039 Top

Quoting dolynick, reply 1038



Quoting dolynick,
reply 1034



Quoting Cheif50,
reply 1033
For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder.



Ah... but just for the stock races right?  I think I know what is wrong then.  I may have forgotten to update the entries for the stock races.  I know I did them for the customs.  Will have to check that.

-dolynick



Ah.  I found the problem. I am not going to do yet another re-release just to fix this bug right now though.  I will fix the problem internally and include it in the next incremented release with possibly a few other fixes and/or additions.  No ETA on that immediately though.  Fortunately, this does not appear to be a game breaking oversight.

Thanks for spotting it Cheif50.

-dolynick
End of dolynick's quote

 

No problem dolynick but its all the races for me that have no cap names not just stock even the sg races are missing names. Just letting you know. If you know just a reminder if you dont a heads up.

Reply #1040 Top

Quoting Cheif50, reply 1039

No problem dolynick but its all the races for me that have no cap names not just stock even the sg races are missing names. Just letting you know. If you know just a reminder if you dont a heads up.
End of Cheif50's quote

Yes it was all races, stock and custom.  Somehow I hadn't noticed in my own games.  I updated the entity property name for that but didn't update to the new string reverence variables they instituted this patch.  It's already fixed in the build for version 1.03 of the mod.

-dolynick

Reply #1042 Top

dear dolynick,

you know the scout ship you have?

could you replace it with the Destany class??

Reply #1043 Top

Quoting maxwell, reply 1042
dear dolynick,

you know the scout ship you have?

could you replace it with the Destany class??
End of maxwell's quote

that going to be one big scout ship

Reply #1044 Top

make it 1/10th size  :D

Reply #1045 Top

it be better as a cap ship scout

Reply #1046 Top

the what i meant the scout cap

sorry

Reply #1047 Top

only make it so its not so quick to run out of antimatter

 

Reply #1048 Top

Haha.  Yeah, I've been watching the new Stargate series since it has started and been wondering if anything from the new show might fit in with the mod.  Unfortunately, I haven't seen anything yet that I think would really fit in with the mod.  Destiny is a cool design but it's really old technology for the ancients since it doesn't even have a hyperdrive in it.  That alone doesn't work well in the context of a game where the norm for ships is to be able to phase jump for quick travel.  I can't see a cap ship that can't do quick interplanetary travel being all that useful.  Besides, we hardly know anything about Destiny yet anyways.

It's a good thought but doesn't quite fit... as it stands at least.

-dolynick

Reply #1049 Top

why not have it like this the ancients recovered destiny and update with a hyperdrive new shields and weapons

Reply #1050 Top

0.o

 

 

why not make the destany hyperdrive a research thing?