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

3,750,293 views 1,775 replies +10 Loading…
Reply #526 Top

Quoting ags19, reply 25
i will say, some of the anc. ships don't fight off the bat..... that wait until their engaged.. exc, aru, the destroyer...... the destroyer one doesn't want to fight worth a damn.
End of ags19's quote

I never noticed this problem. Could be you set their tactics so they will only fight when engaged?

 

 

Reply #527 Top

Hmm know that i think about it, your right. I recal the wraith placing their turrets very close to each other, around the frigate factory and all that stuff. I really hope this is the cause cuz its anoying.

Anyway great work once again.

Akkan117

Reply #528 Top

Also i finished up a new warship model well, not totaly finished but close heres a pic.

ancientwarshipaurora.jpg picture by akkan117

Reply #529 Top

I like it.  Model looks great and the front of it definitely fits the known Ancient ship design.

-dolynick

Reply #530 Top

thx

Im gonna finish up some some other ships and ill display some pic later on this week

Akkan117

Reply #531 Top

i think wraith ships should fire sort of on the side so they can use all of their plasma weapons on the same target same thing with ragnarok if it turns just a lil bit you can get it to fire 6 pulse guns and more laser and beam weapons

Reply #532 Top

hey dolynick,

 

first sorry for my english :P

 

dude u made already a good work but u need to do a bit more after all. i got a little list from the "atlantis" race only atm with some fixes and ideas from me :)

Ancients race

- capital atlantis can use only drones so revoke the 2 orther gun effects (look in buttom by *0.1 there is my fix code wich i self use atm)

- all ancients capital ships wich got allready a moddle using only drones  (made it only for atlantis and support capital ship)

- cap ship atlantis shilds each lv up boosted up (*0.1)

- better textures, moddels and details for capital ship Atlantis (got no idea how to do that atm)

- support capital ship needs name fix to "Aurora hull class"

- Support capital ship only use drones (*0.2)

 

 

here now the explain for the *0.1 and *0.2:

 

*0.1 (Capital ship Atlantis)

 

entityType "CapitalShip"
ability:0 "AbilityAncientsCapitalShipColonize"
ability:1 "AbilityAncientGreaterDroneSwarm16"
ability:2 "AbilityAtlantisShieldProjection"
ability:3 "AbilitySpaceGateCapital"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 40.000000
basePopulationKilled 1.50000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
    weaponType "Beam"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound ""
    hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1
        sound ""
    beamEffectSounds
        soundCount 1
        sound "WEAPON_PHASEPLANETBOMB_LOOP"
    beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
    beamCoreTextureName "PhaseCapitalBombingBeam_Core"
    beamWidth 120.000000
    beamGlowColor ffffffff
    beamCoreColor ffffffff
    beamTilingRate 3.000000
mainViewIcon "MAINVIEWICON_FRIGATE_TECHUTILITY1"
basePrice
    credits 25000.000000
    metal 2000.000000
    crystal 2400.000000
slotCount 50.000000
BuildTime 100.000000
MaxHullPoints
    StartValue 5000.000000
    ValueIncreasePerLevel 150.000000
MaxShieldPoints
    StartValue 20000.000000
    ValueIncreasePerLevel 5750.000000
HullPointRestoreRate
    StartValue 1.500000
    ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
    StartValue 5.000000
    ValueIncreasePerLevel 0.500000
ArmorPointsFromExperience
    StartValue 3.000000
    ValueIncreasePerLevel 0.375000
maxMitigation
    StartValue 0.65
    ValueIncreasePerLevel 0.011111
MaxAntiMatter
    StartValue 1500.000000
    ValueIncreasePerLevel 250.000000
AntiMatterRestoreRate
    StartValue 1.000000
    ValueIncreasePerLevel 1.500000
CultureProtectRate
    StartValue 0.500000
    ValueIncreasePerLevel 0.075000
NameStringID "IDS_CAPITALSHIP_ANCIENTATLANTIS_NAME"
DescriptionStringID "IDS_CAPITALSHIP_ANCIENTATLANTIS_DESCRIPTION"
picture "PICTURE_FRIGATE_TECHUTILITY1"
Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_FRIGATEACCESS_ATLANTISANCIENTS"
        Level 1
roleType "Invalid"
statCountType "CapitalShipUtility2"
numRandomDebrisLarge 4
numRandomDebrisSmall 18
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_FRIGATE_TECHUTILITY1"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHUTILITY1"
infoCardIcon "INFOCARDICON_FRIGATE_TECHUTILITY1"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 240.000000
    DamagePerBank:BACK 240.000000
    DamagePerBank:LEFT 240.000000
    DamagePerBank:RIGHT 240.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 240.000000
    DamagePerBank:BACK 240.000000
    DamagePerBank:LEFT 240.000000
    DamagePerBank:RIGHT 240.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 240.000000
    DamagePerBank:BACK 240.000000
    DamagePerBank:LEFT 240.000000
    DamagePerBank:RIGHT 240.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
mass 100000.000000
ShieldMeshName "Shield_AncientsAtlantis"
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 300.000000
squadTypeEntityDef:0 "SquadAncientsCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadAncientsBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "CAPITALSHIP_PSICOLONY_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PSICOLONY_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PSICOLONY_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PSICOLONY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PSICOLONY_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PSICOLONY_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PSICOLONY_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PSICOLONY_ONSELECTED_0"
SoundID "CAPITALSHIP_PSICOLONY_ONSELECTED_1"
SoundID "CAPITALSHIP_PSICOLONY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PSICOLONY_ONSTARTPHASEJUMP_0"
MeshName "AncientsAtlantis"
ExhaustParticleSystemName "Exhaust_PsiColony"
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 4.000000
    ValueIncreasePerLevel 0.500000
weaponCooldownDecreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.020000
weaponDamageIncreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.060000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
formationRank 1
minShadow 0.000000
maxShadow 0.500000

 

*0.2 Support Capital ship

 

entityType "CapitalShip"
ability:0 "AbilityAncientGreaterDroneSwarm4"
ability:1 "AbilityNanoDisassemblerAncients"
ability:2 "AbilityShieldRestoreAncients"
ability:3 "AbilityLowCostAbilitiesAncients"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 60.000000
basePopulationKilled 2.750000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
    weaponType "Beam"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound ""
    hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1
        sound ""
    beamEffectSounds
        soundCount 1
        sound "WEAPON_PHASEPLANETBOMB_LOOP"
    beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
    beamCoreTextureName "PhaseCapitalBombingBeam_Core"
    beamWidth 120.000000
    beamGlowColor ffffffff
    beamCoreColor ffffffff
    beamTilingRate 3.000000
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PSIPLANETPSIONIC"
basePrice
    credits 10000.000000
    metal 700.000000
    crystal 900.000000
slotCount 50.000000
BuildTime 50.000000
MaxHullPoints
    StartValue 5000.000000
    ValueIncreasePerLevel 250.000000
MaxShieldPoints
    StartValue 6000.000000
    ValueIncreasePerLevel 1000.000000
HullPointRestoreRate
    StartValue 2.250000
    ValueIncreasePerLevel 0.150000
ShieldPointRestoreRate
    StartValue 4.000000
    ValueIncreasePerLevel 0.300000
ArmorPointsFromExperience
    StartValue 4.000000
    ValueIncreasePerLevel 0.320000
maxMitigation
    StartValue 0.65
    ValueIncreasePerLevel 0.01111
MaxAntiMatter
    StartValue 450.000000
    ValueIncreasePerLevel 75.000000
AntiMatterRestoreRate
    StartValue 2.250000
    ValueIncreasePerLevel 0.500000
CultureProtectRate
    StartValue 0.300000
    ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPITALSHIP_ANCIENTSUPPORT_NAME"
DescriptionStringID "IDS_CAPITALSHIP_ANCIENTSUPPORT_DESCRIPTION"
picture "CAPITALSHIPPICTURE_PSIPLANETPSIONIC"
Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_FRIGATEACCESS_ANCIENTSCAPITALSUPPORT"
        Level 1
roleType "Invalid"
statCountType "CapitalShipUtility0"
numRandomDebrisLarge 3
numRandomDebrisSmall 15
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PSIPLANETPSIONIC"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PSIPLANETPSIONIC"
infoCardIcon "INFOCARDICON_CAPITALSHIP_PSIPLANETPSIONIC"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 120.000000
    DamagePerBank:BACK 120.000000
    DamagePerBank:LEFT 120.000000
    DamagePerBank:RIGHT 120.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 120.000000
    DamagePerBank:BACK 120.000000
    DamagePerBank:LEFT 120.000000
    DamagePerBank:RIGHT 120.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
Weapon
        WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 120.000000
    DamagePerBank:BACK 120.000000
    DamagePerBank:LEFT 120.000000
    DamagePerBank:RIGHT 120.000000
    Range 5500.000000
    PreBuffCooldownTime 6.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 1000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_AncientDrone_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_AncientDrone_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_AncientDrone_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
mass 15000.000000
ShieldMeshName "Shield_AncientsImperiumRevenant"
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 525.000000
squadTypeEntityDef:0 "SquadAncientsCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadAncientsBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONSELECTED_0"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONSELECTED_1"
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONSTARTPHASEJUMP_0"
MeshName "AncientsImperiumRevenant"
ExhaustParticleSystemName "Exhaust_PsiPlanetPsionic"
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 4.000000
    ValueIncreasePerLevel 0.450000
weaponCooldownDecreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.030000
weaponDamageIncreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.050000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
formationRank 1
minShadow 0.100000
maxShadow 0.400000

 

both of them using only drones without bugs and looks very funny after all :P ok i overpowerd a bit atlantis but it has now one weak point too fighter units from carriers or hanger defence

 

if i found out how i can edit the textures from the ships then ill give atlantis and the orther capitals wich got allready a moddle a way much better looking :)

 

i hope this helps u and sorry again for my english

 

Reply #533 Top

Um... Feel free to mod the mod as you see fit for your own personal use but I'm afraid the above versions of the Ancients capital ships will never make it into my release version.  The balance on those is completely out the window.  You've got them using only 50 fleet points and the shield point gain at level up is way out of balance.  You've got atlantis gaining over 25% shield points per level and the Revenant 16.7%, where a stock capital ship gains about 9.7% per level.  Weapon damage is also overboard with Atlantis doing 480dps and the Revenant 240dps at level 1.  The TEC battleship does 51dps at 50 fleet points.

I know you are trying to help and simply giving feedback, which is good.  I appreciate you taking the time to make suggestions, although in this case I can't see myself implementing these changes.  If you want to use those stats in your private version though, all power to you.

You could make the Ancients one trick ponies with all drone weapons but I chose to keep drones standardized.  If they only had drones as weapons on everything they'd have serious problems because drones, as the stats are above, are limited in what they work best on.  By having multiple types of weapons that are a little more flexible they're fleet is better suited to handle the various types of ships they have to face.

Oh, and btw, the Support capital ship is not meant to be the Aurora.  The Aurora is in the mod as a powerful cruiser already.  The Revenant looks similar to the Auroa and uses some of the same ship design but it's not the same.

-dolynick

Reply #534 Top

I'm not advocating this because I absolutely love the big beams from the ancient's ships but seeing them just tossing massive volleys of drones all the time would be awesome!  I know one of the captial ships already has a drone swarm ability (and it looks so cool) or maybe more than one has it not sure. 

 

Speaking of which, shouldn't the Asgard have beam type weapons like the Ancient Captial Ships?  I realize they have "beam weapons" now but it's not a long single stream like the Ori.  I can't recall but I just rewatched an episode of Alantis and we had a super single stream beam that ripped Michael's Hive ship to bits and pieces and I was under the impression we got that tech (along with shields) when the Agard finally "passed on". 

 

Atm I'm too lazy to pull out my DVDs and check so anyone could come and correct me if I am just imagining wrong.  Anyways, keep up the good work!

Reply #535 Top

i know doly i told u allready its overpowerd ^^ its for testing some thinks for the balance and with the fleet support the same .. ill change it later back higher as urs cause atlantis is the ultimate cap ship so i make it only 1 or maybe 2 times buildable if u want to use another caps. with the shield ill fix this later cause i use atm atlantis only 1 system and all enemys are AI unfair and vs me to see what to get and to see what need to be changed. im quite sure u will later when im finishd with my work agree with that ^^ it was only for the missiles thats why i posted my version allready that u can plug it in in ur next version :) i fixed allready all bugs out of it thats why :) it looks for the first a bit weird if u saw the orther gun effects and from where they was comming on atlantis but it looks pretty funny when from this spot comes drones out :)

 

ill also nerv the dmg from atlantis from 240 to 200 (found it out by this set up to testing stuff) ill post here again a bit when im done with my current work (focusing hard on balancing atlantis)

Reply #536 Top

Dolynick, I know you took out the secondary weapon one the Ancients defense turret, which is fine, but they are seriously underpowered. They make take out a couple of small frigates before getting completely overrun.

I know you're coding for Enrichment now, which was the whole idea behind the second weapon. I hope you put it back in as an upgrade option once you get things running in Enrichment.

Reply #537 Top

Quoting dewing12, reply 11
Dolynick, I know you took out the secondary weapon one the Ancients defense turret, which is fine, but they are seriously underpowered. They make take out a couple of small frigates before getting completely overrun.

I know you're coding for Enrichment now, which was the whole idea behind the second weapon. I hope you put it back in as an upgrade option once you get things running in Enrichment.
End of dewing12's quote

Yeah, I've been thinking I will add beam cannons to the Drone defense turrets as an upgrade.  I'll also take a look at the current damage currently on stock turrets and if it's changed I may beef up the drone launcher compliments on the turrets as well.

Unfortunately, I'm having a few problems with the Entrenchment version of the mod.  While it plays just fine when I use the Ancients, the AI causes crashes when they are using them and I have no idea exactly why yet.  Things were fine in 1.15 so I'm not sure what has changed.

-dolynick

Reply #539 Top

Alright guys.  I have updated the OP with a download link for a new release version (1.151) for Sins 1.15.

No new content, features or changes in this release.  It's purely a bugfix release.

1.151 Changes:
============

Wraith:
-------
-Fixed a crash causing bug that may have be responsible for the issue with the Wraith listed in the Known Issues section.

Asgard:
-------
-Corrected travel speed of Galatic Probes.
-Corrected modifier value of Biological Mastery research.

Hopefully this finally resolves that pesky crash bug.

-dolynick

Reply #540 Top

so what did you discover the possible culprit was for the crashing then dolynick? i'm very curious to what it actually was, at least what you think it may have been :P

Reply #541 Top

Two Wraith structures had the same "role" type.  This was not a problem when I was playtesting and was manually placing them but when auto-placement is turned on it would cause a crash once one of each structure was built and you then tried to build another of the first.  The AI uses auto-placement for everything and one of the structures in question was the Stun Mine.  As Stun Mines are fairly high up in the tech tree, that would explain why it only seemed to happen mid to late game in larger, longer running games.

Hopefully fixing that resolves all the crashing problems as that one was a tricky one to find and with luck there aren't any others.

-dolynick

Reply #542 Top

awww good good, hey i said it happened with the mines :P i guess i found that out by accident cus in larger games i use auto placement to make things faster lol, oh well, glad you solved it (well hopefully) for good :p

Reply #543 Top

dolynick,

 

If you have interest, i have maybe a other model for you... i have begin work for a other mod, making some new missile mesh... on the way, i have made a atlantian drone...

 

In one your previous version of the mod ( have not yet check the recent one ), you was using the "Weapon_PhaseCapitalMissile.MESH" in the Weapon_AncientDrone_Travel.particle file ... will be more fun to use a real drone mesh...

 

Preview of the mesh :

Reply #544 Top

Awesome, thanks for the bug fix.

 

Time to kill me some Wraith!

Reply #545 Top

I've been pretty busy with this new job, but i should have some free time this weekend to make a few things... I have a few ideas that I think will work out pretty well.

Reply #546 Top

dolynick

love the mod,

I've been playing around in photoshop and made new HUD Icons for all the new models you have in game as of the last release. So when you're trying to build the ships you can see the actual ship (ex. See a picture of the Aurora instead of the TEC ship it replaces, atlantis instead of the Hikosho robotics cruiser.)

You can take a look at it and decide if you want to use it / if you want any changes made. How do you want me to get you the file? PM me your email address and I'll send it? Other way?

As more models are put in-game I can continue to make more buttons. If you're interested I could also make buttons for the research trees and the ship icons. Let me know.

Reply #547 Top

Quoting BloodbraT, reply 6
i think wraith ships should fire sort of on the side so they can use all of their plasma weapons on the same target same thing with ragnarok if it turns just a lil bit you can get it to fire 6 pulse guns and more laser and beam weapons
End of BloodbraT's quote

 

sorry for saying this again but didnt get answered after d gray man put his huge post there hehe :)

Reply #548 Top

The Hive might be changed to turn like that but we'll see.  The Asgard Colossus won't be changing.

-dolynick

Reply #549 Top

Hey Dolynick,  thanks again for a great mod, love it .   I have noticed a few bugs or glitches that you may not be aware of, or maybe thats the way you want it either way figured I would drop you a line and tell you about it .   The ancients planetary defense cannon  "gagarian " I think does not auto fire when activate it to do so. When you build a tantilas class crusier is you fleet points supposed to increase by a hundred or so, cause it does. Also when you build a stargate from the munio crusier it builds just fine but does not serve its purpose ie no quick jumps??    Last when you build a drone turret from the munio cruiser it does not look like a planetary turret .   Once again love the mod and thanks a million for all your hard work .  josh

Reply #550 Top

Little update on the ship progress i finished that asgard ship in the episode "lost tribe" here's a pic

asgardtribe.jpg picture by akkan117Akkan117