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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 #1176 Top

Well, the amount of defense platforms and Starbases isnt really an issue, as i can go change that for personal use if i wanted... I just dont like the time it takes to traverse systems, and i dont feel like speeding all the ships up.

 

Also, how do you change the description on a Research Tech in game? EDIT: Figured it out.

 

Second question: Why is there no Gameplay Constants file in the SGRaces file, but there IS on in the SGGalaxy one?

Reply #1177 Top

hey, i havent been around much but just a quick question:

are you still using some Sins ship models or are using all custom ones by now?

Reply #1178 Top

There are still some Sins ship models

Reply #1180 Top

It should be, however if it isnt you can find the Mod path in the Mod Section of the game... (just click the button that says mod path)

 

I have 7 too, but im not sure if it is in the same spot as on vista (stupid memory, lol)

 

Reply #1181 Top

templar56

the answer is YES

harpo

 

Reply #1182 Top

hi , i have question for anyone guys x) in folders dolynick_SGRaces-d1.00.zip for diplomacy  i saw some Goaulds ships and Asgard ONeill ship , but there is the problem I dont have it in game , in the game isnt Goauld Races so how can i get it? help pls

and the ONeill ship ,maybe i have it in game , but the name of the ship is Odin , "When you click on the capital ship factory, it is second capital ship from the left" so where is problem?

and second question , how can i change fleet size? which folder si it? or how can i change supply for some capital ships? 

big Thx.

Reply #1183 Top

Well, teh Goa'uld are not finished, so that's why they arent in the game. As for the O'Neil class ship, i was wondering that myseld...

Reply #1185 Top

If you mean how to increase or decrease the overall fleet cap, then it depends on which part(s) of the mod you are running.

Reply #1187 Top

Well, there is no direct way of changing it, as SGRaces does not have a Gameplay Constants file, nor does it have the MaxShipSlot techs... The easiest workaround that i know of would be to also use the FleetSize mod, as that has both sets of files you want. IF you want to increase the amount of files by a multiplier, then the easiset way is to go into the GamePlay constants file, scroll down to these lines:

fleetSupplyData-Small
        fleetSupplyScalar 0.5
    fleetSupplyData-Normal
        fleetSupplyScalar 1.0
    fleetSupplyData-Large
        fleetSupplyScalar 2.00

and modify them to fit what you want (in this way you both expand the amount of ships or shink the amount of ships)

However, for a more specific control you can go into each research and modify them individually.

Reply #1188 Top

hm , nice , and what if i want to play SGgalaxy_mod , i know how change that fleet size , now its not problem , but i dont want that planet size , planet orbit it so large , how can i change it or delete?

Reply #1189 Top

I dont know of a way to... instead use SGRaces -> GalaxyMod -> FleetSizeMod... that will give you all the things in SGGalaxy except for PlanetSize, as far as i know

Reply #1190 Top

Quoting riviaguy221, reply 1176

Second question: Why is there no Gameplay Constants file in the SGRaces file, but there IS on in the SGGalaxy one?
End of riviaguy221's quote

SGGalaxy contains PlanetSize as well.  The PlanetSize mod makes changes to the Gameplay constants for orbit radius sizes, planet spacing, and modifies (increases) the default ship speed to speed things up considering the larger travel distances.  It also contains the basic fleet size scale modifiers from the FleetSize mod as well (but not the research entries to increase the over all allotments by research investment) so that when stacked with FleetSize you get the proper scaling from the FleetSize mod.

Quoting callofmarty, reply 1182
hi , i have question for anyone guys x) in folders dolynick_SGRaces-d1.00.zip for diplomacy  i saw some Goaulds ships and Asgard ONeill ship , but there is the problem I dont have it in game , in the game isnt Goauld Races so how can i get it? help pls.
End of callofmarty's quote

The Goa'uld are not finished yet and are currently flagged as an "unplayable" race.  I'd like to get them finished (and get the Ori in since I like what I have rattling around in my head for them a lot) but there is no ETA for that at the moment.

Quoting callofmarty, reply 1182
and the ONeill ship ,maybe i have it in game , but the name of the ship is Odin , "When you click on the capital ship factory, it is second capital ship from the left" so where is problem?
End of callofmarty's quote

The O'Neill ship model is the Odin Battleship in the Asgard capital ship collection.  In the show "O'Neill" is the name of the specific ship in the episodes, I called the class/type of ship the Odin in the mod.  Much the same as the Beliskner is the Thor class battleship and the Daniel Jackson is the Kvasir class.  If Sins let us mod the unique/specific capital ship names I would have included those as some of the generated names but unfortunately that is not moddable as it stands.

Quoting callofmarty, reply 1182
and second question , how can i change fleet size? which folder si it? or how can i change supply for some capital ships? 
End of callofmarty's quote

The simplest way would be to stack the FleetSize mod with any of the mods I have released in this thread.  It will work with all of them.  Just make sure you have it at the bottom/last enabled mod in the list.

I dont know of a way to... instead use SGRaces -> GalaxyMod -> FleetSizeMod... that will give you all the things in SGGalaxy except for PlanetSize, as far as i know
End of quote

You cannot stack SGRaces and GalaxyMod together.  They both modify the GalaxyScenarioDef file and you'll get strange results or missing things or just outright minidumps.  It may not crash if you have SGRaces as the top mod but it will definitely not generate any of the new planet types in the systems either.  The new races will also all be lacking the necessary research for colonizing Gas Giants or the other new research entries that Sins Plus added, which sort of defeats the purpose of using it in the first place.  That's why there is an SGGalaxy mod that specifically combines them properly.

-dolynick

Reply #1191 Top

hmm, i didnt know that. It has always worked for me...

Reply #1192 Top

Quoting riviaguy221, reply 1191
hmm, i didnt know that. It has always worked for me...
End of riviaguy221's quote

As I understand it, one version of the file should supercede the other.  I suppose I could be wrong about that but I don't think the manifest system is that sophisticated that it can merge data from two separate files on the fly.

-dolynick

Reply #1193 Top

i think what it does is a kind of cascade scan: It looks for the base files it needs in the first one, if it is found it ignores those files in all other sectors (including the source code, which is what makes modding possible afaik) but if it doesnt it moves down to the next mod, and repeats the scan... and then continues until it hits the main source code, and then of course it finds what it needs. That is how i thought it worked, however im not entirely sure on this point.

Reply #1195 Top

Quoting riviaguy221, reply 1193
i think what it does is a kind of cascade scan: It looks for the base files it needs in the first one, if it is found it ignores those files in all other sectors (including the source code, which is what makes modding possible afaik) but if it doesnt it moves down to the next mod, and repeats the scan... and then continues until it hits the main source code, and then of course it finds what it needs. That is how i thought it worked, however im not entirely sure on this point.
End of riviaguy221's quote

Exactly.  That's how I figured it works too.  That being the case, if you have two mods stacked where both modify the same file, but in different ways, the changes made in the top priority one will override the changes in the lower priority mod and you'll end up with things being left out or things referenced that do not exist in the top priority version and causing minidumps.

-dolynick

Reply #1196 Top

ah, yes i see your point now. Is it possible to make a version of SGGalaxy that DOESNT have planet size in it?

Reply #1197 Top

Quoting riviaguy221, reply 1196
ah, yes i see your point now. Is it possible to make a version of SGGalaxy that DOESNT have planet size in it?
End of riviaguy221's quote

Possible?  Certainly.  Am I going to add yet another build version to try and update and maintain?  Not likely.  Four mods and a merge version are already a hassle to keep updated, in-sync and uploaded as it is.

Personally, I don't find the added gravity well space to be that much of an issue tactical unit wise.  And if the travel time is a huge issue, the normal/fast/fastest ship speed settings are greatly increased (moreso as you set it faster too) when using PlanetSize so you can nulify most of that if you so desire.  Things are certainly a bit slower at normal but having started to use the "fast" setting recently there was a marked improvement in delay time.  Stars are always going to be an issue when trying to fly around them but they were before too.

-dolynick

Reply #1198 Top

Hi. Sorry to be a bit picky here, but the "Ultionis Dreadnaught" is supposed to be spealt with an ou, not an au. Also, the ship is falsely named as it has different weapons; a true dreadnought would have the same weapons dealing the same damage throughout.

-Kris

Reply #1200 Top

Quoting kris159, reply 1198
Hi. Sorry to be a bit picky here, but the "Ultionis Dreadnaught" is supposed to be spealt with an ou, not an au. Also, the ship is falsely named as it has different weapons; a true dreadnought would have the same weapons dealing the same damage throughout.

-Kris
End of kris159's quote

Yes, you are being picky.  You also seem to be only partially correct:

http://en.wikipedia.org/wiki/Dreadnaught

Both spellings seem to be correct have the same meaning.  I recall searching and checking the spelling before I included it and "au" came up correct as well.  Microsoft word finds no fault with either spelling when using spell check either.

-dolynick