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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

3,750,112 views 1,775 replies +10 Loading…
Reply #876 Top

No it is possible to have a weapon not end when it hit its target. Eomega as been succesfull in creating beams weapons like the one on the bc 304 if those are the same beams your refering too.

Reply #877 Top

Quoting akkan117, reply 1
No it is possible to have a weapon not end when it hit its target. Eomega as been succesfull in creating beams weapons like the one on the bc 304 if those are the same beams your refering too.
End of akkan117's quote

How?

And yes it is, but i stand by my point that the ancients didn't have any type of beam.

Reply #878 Top

I have no idea how to install the mod and enable it! Can someone help me? I am a gamer, but a noob to mods. :)

Reply #879 Top

I have no idea how to install the mod and enable it! Can someone help me? I am a gamer, but a noob to mods.
End of quote

Looks like you don't even know how to use the Search top right side of the page.

 

 

Bug:

Asgard, the Eir Restore's Ability Shield Restore don't work correct. I manualy let them restore some shield but nothing happen on the target's shield. It boost it own shield instead.

 

Reply #880 Top

Quoting Canute000, reply 4

Bug:

Asgard, the Eir Restore's Ability Shield Restore don't work correct. I manualy let them restore some shield but nothing happen on the target's shield. It boost it own shield instead.
 
End of Canute000's quote

Which ship is that on???

Reply #881 Top

Asgard, the Eir Restore's Ability Shield Restore
End of quote

The Asgard Cruiser "Eir Restore"

 

Reply #882 Top

Quoting Canute000, reply 6
Asgard, the Eir Restore's Ability Shield Restore


The Asgard Cruiser "Eir Restore"
End of Canute000's quote

it's because there is no file that makes the buff go onto the target, it only effects its' self, unless your are willing to do it yourself because i'm not going to tell you how to, u would have to edit mant files, the most you can do is wait for it to be fixed.

Reply #883 Top

Quoting kris159, reply 2



Quoting akkan117,
reply 1
No it is possible to have a weapon not end when it hit its target. Eomega as been succesfull in creating beams weapons like the one on the bc 304 if those are the same beams your refering too.



How?

And yes it is, but i stand by my point that the ancients didn't have any type of beam.
End of kris159's quote

You start at a small set of code in the weapon that says Movethrutarget. Normally it is set to false, but in some cases you can put it as True.

Reply #884 Top

Just got done playing the mod for three hours, I was the Ancients, pretty awesome.  I love the Atlantis city, the model is pretty cool.  The fleetsize mode is nice also, going to have to try it one other mods as well.  Great job.

Reply #885 Top

hey, ive just downloaded all the mod files... SG Galaxy-e1.00, Fleetsize, Volumetric and Bailknights... i enabled them in the order noted in the OP, but it seems nothing is happening... i have a feeling the volumetric and/or bailknights mods are working, but i havent played long enough with the mods enabled to know for sure...

so... is there something im missing? im sure with all the different types and versions of mods involved something somewhere is messed up...

so am i missing something?

Reply #886 Top

I love the Atlantis city, the model is pretty cool.
End of quote

 

I dont like it. Compared the build cost, reseach need, firepower and abilitys the City is pretty useless. From the Cost,support you can build 2 Infictus Juggernaut and you are more flexible then with an Ancient city.

 

Reply #887 Top

Its not useless , In fact it can be one of your most powerful capital ships especially when you look at its abilites

 

Reply #888 Top

Quoting Canute000, reply 11

I love the Atlantis city, the model is pretty cool.


 

I dont like it. Compared the build cost, reseach need, firepower and abilitys the City is pretty useless. From the Cost,support you can build 2 Infictus Juggernaut and you are more flexible then with an Ancient city.

 
End of Canute000's quote

Reply #889 Top

Are there going to be Ori in the mod?

Reply #890 Top

Also, how do i download the mods? Im pretty noob at this, since this would be my first mod.

Reply #891 Top


Reply #892 Top

Does anyone have problems upgrading hull and armor for the Wraith?! Please help, like 85% of the time the research is broken, and 15% it works.

Reply #893 Top

Maybe you otta redownload it :P  

Reply #894 Top

Quoting SGC-1, reply 17
Does anyone have problems upgrading hull and armor for the Wraith?! Please help, like 85% of the time the research is broken, and 15% it works.
End of SGC-1's quote

Hmm,a name duplicate,

 

 

But sgc-1 you got the latest version right?

 

Reply #895 Top

Well, now that we have working a developer.exe for the latest patch version I have discovered quite a few new entity errors associated with the 1.03 patch.  These are non-crash causing, which is why I didn't catch them initially but I will be releasing newer versions to correct it.  The affected mods will be:  SGRaces, GalaxyMod, PlanetSize and SGGalaxy.

I believe I have already corrected the 100 or so entities affected but I should do a little testing first to be sure I haven't messed up anywhere while recombining the various mods.

Quoting Canute000, reply 4

Bug:

Asgard, the Eir Restore's Ability Shield Restore don't work correct. I manualy let them restore some shield but nothing happen on the target's shield. It boost it own shield instead.
End of Canute000's quote

This should also be corrected in the next release versions.  Thanks for spotting the bug.

-dolynick

Reply #896 Top

Does anyone have problems upgrading hull and armor for the Wraith?! Please help, like 85% of the time the research is broken, and 15% it works.
End of quote

Ok, i just started a new Wraith game to watch that.

But i can't confirm that, all Ships,Starbases and Structure got the HP bonus after the reseach. Same with the Armor research.

 

2 more Bugs/Anomalies.

- Anti-strikecraft frigs don't focus on Jumper/Dart's. They just attack regular ships instead.

- Look at the Asgard Capital, Freyja Class mothership.  The Regenerate Shield ability. When you activ it, the Antimatter get drained but thats it. The own shield dont regenerate nor the shields from ships close to the Cap.

And lvl 2 and 3 of these ability don't show any improve, anyway the Ability tooltip just show the 5 Antimatter/sec drain no positiv effect.

 

Please modify the amount of Squadrons a Wraith Hive ship got. I am playing at 1280x800 resulotion, and when the Ship got lvl 7 i can't see anymore the top of the tooltip, because of the large list of the fighters.  I would say let the Hive start with 3 Squadrons and +1 each lvl. and increase the fighter each Squadron from 2 to 4.

 

 

 

 

Reply #897 Top

Quoting Canute000, reply 21

- Anti-strikecraft frigs don't focus on Jumper/Dart's. They just attack regular ships instead.
End of Canute000's quote

To which strikecraft in particular are you refering to?  Give me the name.  Simply put, what fighters target is determined automatically by their weapon type and the armor types on the available targets.  They just go after what they are most effective against.  There isn't some field somewhere where I put in "Attack other strikecraft" or anything like that.  I've already checked and they're all set up properly.

- Look at the Asgard Capital, Freyja Class mothership.  The Regenerate Shield ability. When you activ it, the Antimatter get drained but thats it. The own shield dont regenerate nor the shields from ships close to the Cap.

And lvl 2 and 3 of these ability don't show any improve, anyway the Ability tooltip just show the 5 Antimatter/sec drain no positiv effect.
End of quote

This ability isn't an instant recharge of shields, it's a very slow effect.  You're basically trading spare antimatter for quicker shield regeneration.  Every second the ability is active you trade 5 antimatter for 5, 7.5 or 10 shield points.  Now it could come in handy during a fight (if you have a tone of extra antimatter or disable all other abilities) but it's main idea is to be used after a battle to quickly get back up to full shield strength.  Don't expect to see the shield point jump right up, it's a sublte effect that should show up as the shield points get updated automatically by the game engine (not sure what the interval for that is).  It affects only the ship using it.

 


Please modify the amount of Squadrons a Wraith Hive ship got. I am playing at 1280x800 resulotion, and when the Ship got lvl 7 i can't see anymore the top of the tooltip, because of the large list of the fighters.  I would say let the Hive start with 3 Squadrons and +1 each lvl. and increase the fighter each Squadron from 2 to 4.
End of quote

Sorry, probably not going to happen at this point.

-dolynick

Reply #898 Top

Anti-Strikecraft Frigs, like the Garda from pirates at example. Normaly these Garda are following Strikecrafts to shoot them down.

But against Ancient/Wraith they ignore the Strikecrafts and attack straight the Ships. That means the Jumper/Darts are no "targets" for these ?

 

Freyja, i dont even notice this small shield regen effect.  And there is no positive "green" effect shown just the negativ "red" one.

And when the Freyja is using the ability its stoping to move.

 

Reply #899 Top

Anti-Strikecraft Frigs, like the Garda from pirates at example. Normaly these Garda are following Strikecrafts to shoot them down.

But against Ancient/Wraith they ignore the Strikecrafts and attack straight the Ships. That means the Jumper/Darts are no "targets" for these ?

End of quote

Ah, I see what you're getting at now.  The reason for that is the armor types on the strikecraft themselves.  Strikecraft usually "Very Light" for fighters and "Light" for bombers.  The Wraith Darts use "Light" armor type on both the fighters and the bombers.  The Ancient Puddlejumpers use "Medium" armor types.  Since anti-strikecraft frigates use "AntiVeryLight" weapons they may be targetting other "light" or "medium" armor type frigates instead (the target choice is random based on proximity and focus firing).  There is no fix for target aquisition as it's hard coded and I chose the armor types I'm using purposely for various reason (though the flak frigate targetting wasn't one of them).

It's not that they are "no targets" for the flak frigates, it's that every light/medium frigate is also an equal opportunity target for them as well since they're the same armor type as well.  Couple that with the fact that strikecraft are so fast and dart in and out of range and it's not surprising that the flak frigates are aquiring a different equal armor type target as they get out of range (and sticking with it since they're no gain in retargetting again against them).  This wasn't actually a desired effect but it does make sense now that I know what exactly you're talking about.

Personally, I'd suggest using fighters of your own to counter.  Armor types will still play a role but at least fighters are fast enough to be able to stay on the enemy strikecraft once they target them.  In the case of the Ancients, "medium" armor on the jumpers is about the lightest armor type in their fleet to target anyways so they should be attacked.  In my own games, the AI stock race fleet fighters seem to go after the jumpers just fine.

Freyja, i dont even notice this small shield regen effect. And there is no positive "green" effect shown just the negativ "red" one.

And when the Freyja is using the ability its stoping to move.
End of quote

You're correct.  The positive effect doesn't display but that's due to the engine and the type of buff that is being applied.  It's not a constant effect but an instant regen applied every second and the engine doesn't show it because it's only there for a split second while firing that interval.

As for the ship not being able to move... I'm not sure about that.  It was the way I intended it to work but I rarely use the Freya either.  It's the same ability as the Thor Battleship has though, which I do use extensively when I play as the Asgard and I don't recall the Thor's not being able to move while regenerating their shields.  The ability is not "channelling" or "interuptable" so there is no reason why it should require staying still.

-dolynick

Reply #900 Top

i hope you will eventually get back to working on this mod properly sometime dolynick, as fun as the goa'uld are right now it would be great to have them finished :)