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 #426 Top

Quoting SpardaSon21, reply 22
Dolynick, have you included Mansh00ter's Volumetric Explosions in this?  Would make blowing up Hiveships so much cooler.

 

Aside from that, the new models really add that extra bit of "awesome" to this mod.  Hopefully you can get at least one full race in soon so we can have fun blowing completely new ships up.
End of SpardaSon21's quote

SpardaSon,

I am trying to keep the base mod "pure", as it is easier to maintain and update that way.  I have not tried Mansh00ter's Volumentric Explosions yet but I keep seeing it on the lists of many mods so I may have to check it out when I have time.  If I were to include them it would be in the "merged" version of the mod along with Sins Plus and anything else that might get added.

I don't know if any race will be completely remodelled for the next release, especially since it may be soon given 1.14s arrival and the fact that the download files are currently unavailable.  Currently though, there are at least a dozen custom models spread out across the 3 races more or less ready to roll out and they cover pretty much all the major ships from the TV series.  Given the large number of models it would require to cover all ships (combat and otherwise) and structures I can't say right now if or when any of the races will have a truly complete custom set of models.  I'm doing my best though to at least bring some visual customization to the mod.

Awesome mod but someone recognize that both download links are not working?
End of quote

RioReiser,

I am aware of the current state of the download links/files and have commented regarding that a little up the thread.  I could replace the missing files but there may be an updated version coming in the near future so I've held off in hopes of releasing that instead.  Please be patient as the update release date is currently somewhat at the mercy of Ironclad and their updating of the Forge Tools.

-dolynick

Reply #427 Top

Also, I have good news.

Davide Sandona has very graciously given permission to use and release those models of the Ancients Aurora and Cruiser I previously posted screenshots of.

I have not yet received a response from SGA-3D, creators of the Atlantis model I used for a base of the Atlantis model I have posted screenshots of but the download post was more allowing in terms of usage.

-dolynick

Reply #428 Top

Quoting dolynick, reply 2
Davide Sandona has very graciously given permission to use and release those models of the Ancients Aurora and Cruiser I previously posted screenshots of.
End of dolynick's quote

 

Maybe you can have your glory time too...

 

Davide wroted in his read_me : THIS IS AN HIGH POLYS SHIP AND IT'S NOT SUPPOSED TO BE USED IN A GAME, SO PLEASE DON'T ASK FOR MY HELP TO USE THIS MESH IN A GAME!!!

 

Now Davide can wrote in his read_me : THIS IS AN HIGH POLYS SHIP AND IT'S NOT SUPPOSED TO BE USED IN A GAME, SO PLEASE ASK DOLYNICK FOR ANY HELP TO USE THIS MESH IN A GAME!!! 

 

:rofl: :rofl: :rofl:

Reply #429 Top

Hey dolynick,

Huh just wandering will u put a Daedalus class battlecruiser in the mod? Cuz that would awsome. Just a though.

Akkan117

 

Reply #430 Top

Even if a "near future" new release is like a few weeks or more away.....That's Exciting!!!!!

 

Almost makes me forget the fact that I hate college so hard right now.... heh

Reply #431 Top

Quoting akkan117, reply 4
Hey dolynick,

Huh just wandering will u put a Daedalus class battlecruiser in the mod? Cuz that would awsome. Just a though.

Akkan117

 
End of akkan117's quote

Akkan,

At this point there isn't much point in putting a Daedalus in the mod as there is no race/faction in place to use it.  At this point in time I cannot say when or if the humans will be added to the mod.  I've commented on the topic earlier in the thread if you'd like to know more on my thoughts there currently.

On the other hand though, SGI has been putting a ton of work into the Tau'ri/Humans for their total conversion mod.  EOmega and I chat regularly and he's already given me permission to use the SGI resources when they finalize and release part 1 of the SGI mod (and vice versa for them using content and models from this mod).  At that point, it may be much easier to simply borrow and customize those assets for inclusion in this mod rather than reinventing the wheel.  SGI still has a lot of work they want to do though so that is still a long ways off.

Quoting judisheshok, reply 5
Even if a "near future" new release is like a few weeks or more away.....That's Exciting!!!!!

 

Almost makes me forget the fact that I hate college so hard right now.... heh
End of judisheshok's quote

Well, I don't expect to be able to have all modelling finished anytime soon (heh, if ever).  If I'm going to do a release with partial model sets then there isn't much difference between waiting just a little while and waiting a lot longer.  The 1.14 patch also forces the issue for a new release sooner rather than later.  At the same time though, 1.14 is holding things back at the moment as well since I will not do a new release until I have the official Forge Tools and reference data for 1.14.  Once the reference data is available, you can likely expect a new release version within a few days as there does not appear to be too many drastic changes in 1.14's files.

-dolynick

Reply #432 Top

Hey Dolynick, you were saying about Atlantis being bigger than the facotry that produces it, couldn't you just have it buid directly from the planet, or build like an orbital structure?  or is that kind of not possible?

Reply #433 Top

Not possible.  All capitals have to be built from the capital factory, and all frigates and cruisers have to be built from the frigate factory.

Reply #434 Top

Quoting Archaon6044, reply 7
Hey Dolynick, you were saying about Atlantis being bigger than the facotry that produces it, couldn't you just have it buid directly from the planet, or build like an orbital structure?  or is that kind of not possible?
End of Archaon6044's quote

I've never tried anything like that but I don't think it would be possible given the way that the engine handles entity types.  It's fairly rigid in that regard.

Honestly, I don't think the issue is going to be confined to just Atlantis as I expect all custom models for Ancient capital ships will be significantly larger than the standard race's (and hence not fit the standard ship factories).  The typical capital ship in stock SoaSE is about 500m and the custom models for the Ancient cruisers are currently ranging from around 400m (Dirou) to about 625m (Aurora).  Atlantis is 1435m or so.  If possible, I would like the Invictus to be about 1000m and the rest of the Ancient capital ships to be in the 700m-900m range.

One possible solution would be to have ship yard structures that build the ship above themselves instead of inside them.  That would more or less elimiate the majority of relative size issues.  A discussion with EOmega last night about an alternate method using fleet beacons for extremely large ships might also prove to be feasible.

At this point though, I am prepared to accept a few visual flaws in this regard as I am more concerned with other aspects of the mod that will have more overall impact.  It would be nice to have it all perfect but I'm going to be a realist about what can be done in a reasonable time frame and I've always planned this mod from an incremental phase by phase approach.  I am not going to say that I plan on building this mod for another year or two as life and my own interests may not mesh with that in the future.  Instead I have been working with a few, more manageable goals per phase method.  That way I am able to release new content and goodies every little while in increments while I'm still willing to devote the time and energy to the mod instead of possibly getting 50% done and stopping without ever having released anything.  That's why you got coding only races to begin with and are only now getting some custom models, since it was beyond my knowledge at the time when I started the mod.

-dolynick

Reply #435 Top

A custom capital ship factory model would solve that problem, and it wouldn't be to hard to make either...

Reply #436 Top

I'm just excited, one way or another, that there is something in the near-ish future.  Even if it ends up a lot longer than near-ish. lol. 

I didn't mean to make you repeat yourself about the issues with the 1.14 patch....or if someone else mentioned it, heh.  I knoes that its providing its own special issues, and I'll just be happy when you get to it...after all, you are totally doing this for free, of your own volition. 

Heck, I'd prolly pay for it anyways, 'cause its waaaaay too much fun otherwise!  ^_^

Reply #437 Top

btw if someone gets 5 tantillus cruisers with replicate forces your all screwed lol in 100 mins i got from 5 to 150 will this be changed?

Reply #438 Top

Quoting BloodbraT, reply 12
btw if someone gets 5 tantillus cruisers with replicate forces your all screwed lol in 100 mins i got from 5 to 150 will this be changed?
End of BloodbraT's quote

Well, that's sort of why it's the Ancients "end game" ability and tier 8.  To be honest, I never really intended it to be able to surpass max fleet supply limits but there is no way to enforce the limit when ship creation isn't done through a frigate factory.

I've put resource costs on the ability (which I could increase I guess) and a very long (10 minute) cooldown on it to help mitigate things.  Of course, if you turtle up and concentrate solely on building up tantilli with that ability it can still become crazy in a very long game.

-dolynick

Reply #439 Top

It would be a crazy long game... I put that ability on auto once, and when i came back i was a little supprised to see it had replicated so many of itself...

Speaking of replicate, wouldn't that be a better replicator ability... I know the ancients created the replicators; but personally between Atlantis, the Invictus Juggernaut, and the lagragian point satillite, that's pretty much an end game right there!

Reply #441 Top

can u upload it to other place- rapid or ...

Reply #442 Top

Quoting RioReiser, reply 15
Please reupp or mirror!!!
End of RioReiser's quote
Quoting -Ravager-, reply 16
can u upload it to other place- rapid or ...
End of -Ravager-'s quote

dolynick's is trying to get a realease for version 1.14, so hold your horses.

Reply #443 Top

I have asked Blair (dev) when the new Forge Tools could be expected and he responded that they should be available either this week or next week.  Assume all goes as plan then you can all expect that to be the rough ETA on a new release version.

To all those kindly submitting models for the mod,

If have anything you've been working on that you would like to see make it into the next release then you should try to get it finished and sent/available within the above time frame.  I'm neck deep in a new model for an Ancient capital ship but I'll do my best to check it out and do what I may need to to get it in.

-dolynick

Reply #444 Top

just upload it to other host for 1.11 or send it to me and I'll do it

Reply #445 Top

Quoting dolynick, reply 18
I have asked Blair (dev) when the new Forge Tools could be expected and he responded that they should be available either this week or next week.
End of dolynick's quote

 

If new forge tools is released, i don't think that they will be for 1.14 since 1.15 is out today... since 1.15 is the base for install the final of Entrenchment ( who was released today too ), i think that 1.15 will be a reference like was 1.05 in the past...

 

For info, the mod directory struture is changed with 1.15...

Reply #446 Top

Well for 1.15 then.  That's just fine by me.  The changelog for 1.15 looks good.  I'd love to update my install to it today but that will cause too many problems for all the mid-build modding I'm in right now.

-dolynick

Reply #448 Top

Okay, this might be a slightly noobish question, but because this is the forum for this particular mod, and it's not like I might necessarily find somewhere else to discuss how to best utilize this wonderful mod's new stuff, and everyone plays different-ish(yay for run-on sentences!)....

What would be people's opinions of a good early game strategy with the Ancients?  I have a tendency to turtle...but then get impatient with the Ancients, especially after I have just finished playing the Wraith for awhile(heh). 

I'm aware that I can rush for an Atlantis--which I have done--takes me awhile because getting timing down seems to elude me--but what are other options that don't leave me getting my ass kicked if the Asgard decide that twenty plus ships is a good thing to make me go away and/or takes out my precious few ships(well, one or two, but still....I only had four)?

Thank you!:grin:

Reply #449 Top

I tend to play long games on large maps with many hard AI opponents.  My tactics may not be suitable for a different game scenario but I typically start like this:

1) Build all resource extractors,  usually 3 scouts and a colony frigate and a capital ship factory.  I may sell some metal if I have to to pay for all of that.

2)  Build two military labs as soon as I can while my scouts explore.

3)  I research destroyers and the Imperium Revenant.  I queue the Revenant to build as my free capital ship.

4)  Build two destroyers as income becomes available and research Excaliburs while they are building.  My third combat ship will be an excalibur.

-I expand using my colony frigate and Revenant.  An asteroid is usually first.  I will use the logistical slots on it to build at least one or two civilian labs so I can research colonization for arctic planets if necessary.  This depends greatly on the local planet composition though.

-I continue to build Excalibur battlecruisers as I can.  I try to get Auroras asap.  My task forces are usually 2 to 1 Excaliburs to Auroras with 1 or 2 destroyers per group.

-I expand very cautiously in such a way that I can defend at as few choke points as possible in the early game.  My capital ship typically defends one choke point by itself in the early game while cruiser task forces defend the other choke points.

-My 2nd capital ship often takes a while to get and it's usually an Invictus, Ultionis or another Revenant.  In that order of preference.

-Space gates are immensely useful but quite costly.  If you can afford them, the sooner you can build them at your choke point planets the better.  I also always have one at my home world as well.  They can allow you to cover more choke points with fewer task forces if you're having trouble keeping them all covered early/mid game.

-Trade ports are vital when you can afford them.  Often, as the game progresses, my trade income surpasses my tax income.  I usually have a trade port at every planet in my empire.

-Diplomacy and alliances are very helpful early game to reduce your combat fronts.  I tend to go for Subspace Transmitters as soon as I can and research Constant Communications to help keep my allies happier for longer if I'm having trouble completing their missions.

-Atlantis is a mid game priority.  Once I have it, it usually becomes my primary expansion force.  It's colonize ability reduces planet upgrade costs which is hugely helpful as you expand.  My Atlantis is almost always paired with my Imperium Revenant as they are an extremely powerful combination.  With this strategy, phase missiles and drones are your greatest threats so keep that in mind when you choose your factions.

Basically, my typical strategy forgoes the use of frigate version Puddlejumper and Corsairs unless I am in extremely dire straits and relys solely on cruisers and capital ships.  Aurora and Excalibur cruisers are your bread and butter but Adamas cruisers are nice for bolstering a fleet as they can soak up a ton of damage and their push can keep stikecraft off your back.  Ultimately, especially if your struggling, Tantillus and its Clone Frigate may be your end game if you find yourself facing too many hostile factions at once.

Hope this helps.

-dolynick

Reply #450 Top

Quoting judisheshok, reply 23
Okay, this might be a slightly noobish question, but because this is the forum for this particular mod, and it's not like I might necessarily find somewhere else to discuss how to best utilize this wonderful mod's new stuff, and everyone plays different-ish(yay for run-on sentences!)....

What would be people's opinions of a good early game strategy with the Ancients?  I have a tendency to turtle...but then get impatient with the Ancients, especially after I have just finished playing the Wraith for awhile(heh). 

I'm aware that I can rush for an Atlantis--which I have done--takes me awhile because getting timing down seems to elude me--but what are other options that don't leave me getting my ass kicked if the Asgard decide that twenty plus ships is a good thing to make me go away and/or takes out my precious few ships(well, one or two, but still....I only had four)?

Thank you!
End of judisheshok's quote

I build a cap ship factory and 4 military labs on my home planet

Research diro destroyer, aurora, and invictus juggernaut.

I build 2 or 3 aurora's, and build the IJ right away, (since it's about as powerful as 3 normal cap ships of any other race, it's more than enough to hold off any one for awhile.)

I expand to as many planets as i can take with these few ships, then I turtle for awhile.

Build civilian labs on other planets

I'll decommission one of the military labs on my home planet to build a trade port.

I'll stack my trade ports to get 40 to 50 credits per second.

Make sure you have stargates on all your planets!

At this point building 2 or 3 more Invictus Juggernauts is easy, and with at least 3 in your fleet with any other ships you want to build, beating a fleet of almost any size is cake.

When you want to start taking planets it's important to build atlantis, to defend your planets.

*A side note, I know that no one except me and dolynick have the new weapon turrets but trust me they are a lot stronger then the default ones... so hopefully in the next update you'll all have them.

At this point most of your other ships might get destroyed pretty easily, but all you have to do is keep building IJ's and you'll be fine.