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 #576 Top

Can't wait for the Entrenchment release!  I bought the Entrenchment expansion on release and just so happened I got this mod the same time and I still haven't played Entrenchment because I don't want to use any of the base races anymore.  Eagerly anticipating seeing how an Alantis or two will h old up against an enemy Starbse.

 

Great new on the other two mods stacking properly and cool on the larger fleets.  Keep up the good work.

 

Btw are we getting any new ship models in the upcoming release?

Reply #578 Top

Can't wait for the Entrenchment release! I bought the Entrenchment expansion on release and just so happened I got this mod the same time and I still haven't played Entrenchment because I don't want to use any of the base races anymore. Eagerly anticipating seeing how an Alantis or two will h old up against an enemy Starbse.



Great new on the other two mods stacking properly and cool on the larger fleets. Keep up the good work.



Btw are we getting any new ship models in the upcoming release?
End of quote

Sorry, no new models this release.  It's all code and rebalancing - and there was a lot of it to do.

Maybe I shouldn't say anything but I actually prepped the new zip for release this afternoon.  I just haven't posted anything quite yet as someone was given a little sneak preview of the latest version and I figured it might be wise to wait and see if there was any feedback or something I overlooked that may need to be tweaked before I start letting people download it.  It's also given me a few hours to take a break, just play myself for a change and assess things as they stand now.

-dolynick

Reply #579 Top

Ok, OP updated with download links for the initial Entrenchment beta release and the Fleet Size mod.

e0.90b Changes:
============

General:
--------
-Compatiblity update for Sins Entrenchment 1.01
-Fixed various small issues with a number of custom models.
-Resolved all known crash issues.
-Implemented preliminary custom HUD Icons for all three active races.

Ancients:
---------
-Significant reworking and rebalancing of the Ancient fleet.
-Battlecruisers, Warships and Adamas cruisers increase in substantially in power and cost.
-Drone damage reduced to 48 damage per drone from 60.
-Increased speed and turning rate of most Ancient cruisers, decreased speed of Adamas cruiser.
-Added Avalon star base (Deployed by Munio Cruiser).
-Added Nanite Bomb mines (Depolyed by Tantillus Cruisers).
-Secondary weapon upgrade added to Drone Defense Platforms.
-Squad upgrade available for Hangar Defense.
-Jumper squadrons now vary in jumper numbers to compensate for Entrenchment issue concerning squads and command points on frigates.
-Hangar Defense squad numbers reduced to 2 but squad size increased, overall increase 25% pre-upgrade.
-Revised weapon classifications on various Ancient ships.
-Revised armor classifications on various Ancient ships.
-Revised weapons selection for range on various Ancient ships.
-New custom beam weapon effects for the Ancient Fleet.
-Increased cost of Nanotech Clone Frigate ability to 1000 credits, 150 metal, 100 crystal.

Wraith:
-------
-Added Overlord star base (Deployed by Warmonger Cruisers).
-Revised old Stun Mines to use new Entrenchment style mines (Deployed by Warmonger Cruisers).
-Dart squadrons now vary in dart numbers to compensate for Entrenchment issue concerning squads and command points on frigates.
-Hangar Defense squad numbers unchanged but squad size doubled.
-Revised weapons selection for range on various Wraith ships.

Asgard:
-------
-Added Valhalla Station star base (Deployed by Freyr Cruisers).
-Added Beam Pod mines (Deployed by Freyr Cruisers).
-Redid texture for Thor class capital ship.
-Revised weapons selection for range on various Asgard ships.

End of quote

I'm calling this a beta because of the sheer number of changes that were made for the Entrenchment version, both obvious and behind the scenes.  While I am fairly certain there are no crash bugs left in it, there may be a few things here or there that are not quite right, were overlooked or could use some tweaking.  I did not add a lot of Entrenchment style structure upgrades in this release either, partly because I didn't have any ideas that really appealed to me for some of the races.

Anyways... Enjoy.

-dolynick

Reply #580 Top

Thank you!

Not even gonna lie, been F5ing the page about every hour lol

Reply #582 Top

I've updated the thread with download links to a new, optional Planet Size mod.  This mod varies the size of the planet types and generally makes them bigger to varying degrees.

e0.90b Changes:
===============
-Volcanic and Ice planets increased to 200% stock size.
-Terran and Desert planets increased to 400% stock size.
-Gas Giants planets increased to 600% stock size.
-Stars increased to 1000% stock size.
End of quote

Works really well and the only "bug" is that gravity wells for stars can get a little funky if a planet is very close to one.

I made it because I've seen numerous posts on the forums lately lamenting the size of planets compared to ships.  This mod was fairly easy to make and only took about 60 minutes all told to do up a nice Manifest stacking version.

-dolynick

Reply #583 Top

Cool, I'll give it a try again later. 

 

Been playing a 1v1v2 game with me as the Replicators against 1 Asgard and 2 Wraith.  So far so good, no crashes and no noticeable bugs.  Really liking the new icons for the ships. 

Just curious, how do I lay mines with the Replicators?

Reply #584 Top

With the Ancients you mean?  The Tantillus cruiser has the ability to lay down mines (Nanite Bombs) for the Ancients.

-dolynick

Reply #585 Top

Thank you for such a great mod and your super fast updates. I have been playing your and Ordians mods for entrenchment and they are a blast. I was trying to search but could not find it. Any chance sins plus will be incorporated into your mod or some type of variant?

Thanks

Reply #586 Top

This is great! works well with really good ship models! good job!

my only problem is it randomly crashes, and the thruster animations are off the thrusters, but other than that, its great! Keep up the good work!

Reply #587 Top

Sins Plus for Entrenchment seems to be in a bit of disarray.  There are currently two versions that I know of out there but neither of them is a "pure" Sins Plus.  Both have stuff from other mods or added changes to gameplay in them.  I may eventually just make my own version of Sins Plus (focusing on planets only) incorporated with the Planet Size mod eventually.  Unfortunately, my list of coding tasks seems to be growing ever longer lately.

I've been trying to keep mods separate as much as possible and allow Manifest to handle combinations.  Unfortunately, for any Sins Plus type mod that's not possible.  In that event, perhaps my own core version might be helpful as at least that way I can control it's updates and contents.  We'll see where things go.

Speaking of the Planet Size mod, I've already got a new version ready to go that should fix a couple issues.  I should probably wait for some initial feedback on the e0.90b release first before I update it though. :P

-dolynick

Reply #588 Top

Quoting wrath2552, reply 11
This is great! works well with really good ship models! good job!

my only problem is it randomly crashes, and the thruster animations are off the thrusters, but other than that, its great! Keep up the good work!
End of wrath2552's quote

Random crashes?  With which version?  The latest Entrenchment version should not be crashing randomly.  I put it through a 10 AI, 6000 fleet supply 8x speed FFA test and the game went near six hours game time before I stopped it with no crashing.

-dolynick

Reply #589 Top

yeah, my graphics freak out, and it minidumps. my versions are:

sins original 1.15

entrenchment 1.01

does it need special settings?

oh, and im using the current version of your mod.

Reply #590 Top

Hey there, awesome modding Job!!

I am having a total failure here so im hoping people can lend a hand.

I get minidumps/crashes every 2 minutes when using this mod. I use Entrenchment version 1.01.026 and your latest mod from your link in this post. I only use the races download.

Mod path I assume is correct since the MODS see your mod just fine. I named the folder "StarGate" without the " as the unpack didnt make a folder but rather emptied the whole lot.

The folder however is seen fine and checksum ect is loaded on the MOD function in the game.

I run Vista 64 bit completely upgraded and dont have any freak hardware items.

Anything im doing wrong/or should be aware of?

Sorry I am new at this!

Best regards

Reply #591 Top

The mod should be unpacked so that it sits as "Mods-Entrenchement v1.01/dolynick_SG-Races-e0.90b".  If you change the folder structure (subfolders) it may cause problems.

The zip is built directly from the installed copy on my own PC so it should work just fine if it's extracted in the same structure into your Mods directory.

I play at fairly high graphics settings without any problems.  I have heard of some mods (7DS for one) that require you to lower the graphics details to avoid crashes.  I suppose it could be possible that you may have to do so on your PC for this mod.  For reference I'm running a Q6600 @ 3.5GHz with an 8800GTX with settings at high or highest except for bump mapping which is set to low.

-dolynick

Reply #592 Top

dolynick,

I noticed a couple things while playing the mod:

-The Ancient Alexo Corsair's engine exhaust/trail appears way behind the engines

-The Ancient Assembly Drone has the wrong HUD icon

-The Asgard ships move faster than the ancient drones. i don't know if this was intentional but it makes it very hard to kill asgard ships as an ancient player since they can just outrun the main Ancient weapon.

 

Great mod, Keep up the great work.

-Theascended121

Reply #593 Top

i think i may have found a link to the crashes. soon after i start any research, it crashes. i don't think any 1 research subject is it. it just randomly crashes when completing any random research. anyone else have this problem?

Reply #594 Top

i had crashes when i had all graphics on highest..... set your graphics lower to like medium and some of these crashes should stop. i've played 3 real hrs(6 X4 or 6) hrs as anc.s without any dumps.

 

 

BTW, doly, i noticed when i was adding the new planet meshes that their was a mesh for the hatak in there....... what happened to it being in the game...... to many pages to go through.

Reply #595 Top

Quoting theascended121, reply 17
dolynick,

I noticed a couple things while playing the mod:

-The Ancient Alexo Corsair's engine exhaust/trail appears way behind the engines

-The Ancient Assembly Drone has the wrong HUD icon

-The Asgard ships move faster than the ancient drones. i don't know if this was intentional but it makes it very hard to kill asgard ships as an ancient player since they can just outrun the main Ancient weapon.

 

Great mod, Keep up the great work.

-Theascended121
End of theascended121's quote

I am aware of the Corsair's exhaust point issue.  I have not yet cleaned up that model though.

I'll take a look at the Assembly Drone's HUD Icon but that issue seems fairly minor as far as things go.

Asgard ships moving faster than Ancient Drones is not an issue with just the Ancients really.  The default speed for all missiles for TEC and Vasari is 1000.  The Ancient Drones were set the same.  In my build version of the mod I have succesfully updated the travel speed (and associated physics) for Drones but that isn't going to resolve the issue for the stock races.  Since this mod is not intended to touch the stock races at all, it's unlikely that I will be changing the speed on their missiles.

Thanks for the observations.

-dolynick

Reply #596 Top

Quoting ags19, reply 19
i had crashes when i had all graphics on highest..... set your graphics lower to like medium and some of these crashes should stop. i've played 3 real hrs(6 X4 or 6) hrs as anc.s without any dumps.

 

 

BTW, doly, i noticed when i was adding the new planet meshes that their was a mesh for the hatak in there....... what happened to it being in the game...... to many pages to go through.
End of ags19's quote

The Goa'uld are far from being ready as a playable race.  Basic entities have been created for their fleet (though they're missing abilities yet) but their Tech tree is basically non-existant at this time.  That means that it's not possible for them to be played very effectively right now as they couldn't even colonize Ice or Volcanic planets let alone keep up with other races for basic upgrades.  Rather than try and pull out the various Goa'uld entities, I chose to just disable them as a selectable race in the latest release versions.  I have no ETA on when they will be completed, but I'd like to do so eventually.

If you like, consider it as an Easter Egg bonus right now.  If you fire up Dev Mode, it is possible to spawn the Goa'uld ships and muck around with them for giggles.

-dolynick

Reply #597 Top

it would be nice to add the hatak(luican Alliance) to pirate bases.... since i have a 700 planet map and 25 pirate bases within it........

Reply #598 Top

Well right now I'm working on a few other add-on mods.

It looks like I have a working customized version of Sins Plus for Entrenchment now.  I used the Frontiers mod and removed the extra Solar Sins stuff from it.  It's called "GalaxyMod" and I will probably post it fairly soon.

My next step will be a large combo mod.  It will combine the PlanetSize, GalaxyMod and SGRaces mod into one.  It will also add some new things like, hopefully, variable sized planets for each planet time.  For example, not all Terran planets will be the same size and have the same stats, some might be smaller and others larger than normal.  In that mod I may also be able to include tweaks to pirates and things like that since I won't be concerned with Manifest stacking compatiblity so much there.  I've already had a couple things in mind regarding pirates and local militia groups anyways.

One step at a time though.

-dolynick

Reply #599 Top

10-4.

Reply #600 Top

Will you be releasing any of these mods for vanilla Sins?