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

3,750,036 views 1,775 replies +10 Loading…
Reply #951 Top

and rather

Quoting Whiskey144, reply 950
though, it WOULD be interesting to see if it CAN be done; a custom mod where there are a bunch of unarmed carriers that launch squadrons across the map would be VERY interesting IMO.
End of Whiskey144's quote

 

And rather easy I might add

Reply #952 Top

Interesting; There is promise in you yet.

Reply #953 Top

I find that s actually the greatest mod out there !  The ancient is actually what i want to play, less and better ship...  That s what i want with the Star Wars Empire SSD but they are not in the mod...

I just use races... 

 

QUESTION :  is there a description of what these 3 ad-on do ????? (i need to know before i use them !):

 

1- Galaxy Mod (Standalone, customized Sins Plus version for Entrenchment):

2- Planet Size mod:

3-  Fleet Size mod:

 

 

TY guys, good work -dolynick

 

Reply #954 Top

the Galaxy Mod is an Entrenchment version of Uzii's Sins Plus.

Planet Size resizes the planetary (Ice, Volcanic, Desert, Terran) planets, Gas Giants, and Stars to be more realistic (GWs might also be different).

Fleet Size just increases the fleet supply. SG Galaxy packs them all together.

Reply #955 Top

I've been doing little changes to the mod, like graphics or tweaks with weapons, and I'm getting MiniDumps nearly all the time. So i tested and it's the asgard, the Dev Tool wont tell me anything, and i can't find a problem with them.... Accept these lines in the PlayerAsgard file:


isPsi FALSE [...]


raceNameParsePrefix "PSI"

..... I changed the raceNameParsePrefix to TECH, and the raceNameParsePrefixFallback to TECH, and still no change.... I really don't know what to do and i was wondering if there was any other options before I reinstall the mod. Anyone?

Reply #956 Top

are you going to programm a Version of the Mode for SINS without Entrenchment?? would be great

Reply #957 Top

i dont think they will, but ive already begun converting the latest entrenchment one, and it would be a biggggggg help if anyone could post the 1.15 files so that it would be easier for me to convert the research and abilities!!!!!!!!!!111

the mesh files and game info files aren't that hard to convert but the all the other files are a little tougher

Reply #958 Top

hmm im sure dolynick has the original version just doesnt post it cuz usualy no one downloads it and it ends up being the deleted by the hosting website. But just ask doly im sure he will work something out.

Reply #959 Top

Yeah, I still have a copy of the last vanilla version I released but it's seriously out of date now and if there isn't a lot missing that's in the current Entrenchment versions then what is there is probably quite different anyways.  I did some rebalancing and changing up of stuff when I converted to Entrenchment, particularly with the Ancients.

-dolynick

Reply #960 Top

Hello,

First love this mod. Is it ok if i replace a ship with  the Daedalus? (love that ship thinking bout givin it to ancients iknow it doesn't fit with canon)

Fairly new to modding is there a way to make the Lantean defense satellite shoot into other gavity wells?

Thanks

Reply #961 Top

you mean the Lagrangian Defense Satellite? No, it cannot fire into another gravity well....., as-is. It would have to be reworked to do so.

As for the Daedalus, create a new ship entity (just copy one of the originals&make changes). For the weapons, I suggest the following loadout- 1st slot- Beams, 2nd slot- Autocannons/Plasma/Laser (some kind of projectile weapon), and for the 3rd- Missiles/Phase Missiles.

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Reply #962 Top

I suggest the following loadout- 1st slot- Beams, 2nd slot- Autocannons/Plasma/Laser (some kind of projectile weapon), and for the 3rd- Missiles/Phase Missiles
End of quote

Yeah i got the Daedalus working with autocannons,missiels, and beams. (working on a clickable beam ability as opposed to the normal weapon) 

As for changinging Lagrangian defense satellite i just need to adjust entity file? If so which aspect

Thanks

Reply #963 Top

the Lagrangian satellite uses an ability for its damage. Abilities must target enemy/neutral (and/or friendly) planets to be able to be fired at another planet's gravwell.

Unfortunately, it is difficult to make the Lagrangian Satellite work in that way I think you want (a long-range anti-ship weapon). Also, the #3 weapon slot on the Daedalus is meant for Missiles. My suggestions are based on the readme file of the version I have.

Of the Daedalus, which version do you have? The Filefront or the ModDB version?

Reply #964 Top

Quoting nmohr1, reply 960
Hello,

First love this mod. Is it ok if i replace a ship with  the Daedalus? (love that ship thinking bout givin it to ancients iknow it doesn't fit with canon)
Thanks
End of nmohr1's quote

If all goes well you'll be playing with that ship and some new ones soon. :thumbsup:

If you've made a custum model let myself or dolynick know, it might be a part of the game for everyone to play.

Reply #965 Top

no, EOmega, who is leading the StarGate:Invasion mod team made the BC304. He then released it as a mini-mod that is, for all intents and purposes, open-source.

Reply #966 Top

been playing this mod for a wial now and the only real complaint i have is that the hiveship really dosent look all that much like a hive ship other then that tho its a really good mod and i can look past that bit. havent been able to get to the city ship tho as i eather die to fast or it just wasent worth it to get up to that point in the amount of resorses.

 

 

also i made a map in galaxy forge and it works in all other mods but yours for some reason i dont know if im doing someing wrong or if you mod just doest work with galaxy forge made maps.

 

Reply #967 Top

Of the Daedalus, which version do you have? The Filefront or the ModDB version?
End of quote
been playing this mod
End of quote

 

Not sure which version i had downloaded two but was told one of them didn't work porperly

But missles are third all works well!

Whiskey's right not my model SGI guys made it thank god Fav. ship design ever!

 

P.S. thanks for Satellite info!

Reply #968 Top

the FileFront version will show up as your team color (in a very GLARING fashion).

the ModDB version might also show up as team color (my ModDB version is), but it may be because of the texture reading changes in 1.1, so what may need doing is just swapping the cl/da textures.

I'll report back on that.

Reply #969 Top

Quoting Whiskey144, reply 965
no, EOmega, who is leading the StarGate:Invasion mod team made the BC304. He then released it as a mini-mod that is, for all intents and purposes, open-source.
End of Whiskey144's quote

I know all about that one... it's inspired me to do some things for this mod.

Reply #970 Top

been playing this mod for a wial now and the only real complaint i have is that the hiveship really dosent look all that much like a hive ship other then that tho its a really good mod and i can look past that bit. havent been able to get to the city ship tho as i eather die to fast or it just wasent worth it to get up to that point in the amount of resorses.
End of quote

Yeah, I am aware that the hive texturing appears to have some issues.  I haven't figured out how to correct it yet... or rather I haven't put the time into it that might be required to fix it.  At first blush, there doesn't look like anything is all that seriously wrong with it, so I suspect it will require some elbow grease to fix.

-dolynick

Reply #971 Top

also i made a map in galaxy forge and it works in all other mods but yours for some reason i dont know if im doing someing wrong or if you mod just doest work with galaxy forge made maps.
End of quote

If you're using SGGalaxy (or anything that incluses GalaxyMod or PlanetSize) then you will likely run into issues.  PlanetSize will just simply screw up the spacing between planets on a pre-made map.  I know there have been some GalaxyForge mods put out that allow 7DS/Sins Plus to work with the mapping tool, I have no idea if they will be compatible with GalaxyMod but it's basically the same thing.  You may want to look into that if you want to map with the new planets.

-dolynick

Reply #972 Top

so my question is more code based. i was playing with a friend the other day and as i played the atlantians and he played the tec we noticed the vanilla race ships are horribly underpowered in comparison to the new races, as well as travel speed. i went clear across a galactic system and in the same time frame he using tec got from one side of a gravity well to the other. was wondering if that was ment to be like that or that was an unknown error, cause even with the atlantians in possibly faster ships and doing more dammage in no way should they be that fast or powerfull compared to the other races...it takes the fun out of it for anyone who wants to play the vanilla races.

Reply #973 Top

he should have picked tha advent. ive played against the ancient as advent i kick ancient but! :rofl:  

Reply #974 Top

anyone play this modonline

Reply #975 Top

Quoting MoonHeaven, reply 972
so my question is more code based. i was playing with a friend the other day and as i played the atlantians and he played the tec we noticed the vanilla race ships are horribly underpowered in comparison to the new races, as well as travel speed. i went clear across a galactic system and in the same time frame he using tec got from one side of a gravity well to the other. was wondering if that was ment to be like that or that was an unknown error, cause even with the atlantians in possibly faster ships and doing more dammage in no way should they be that fast or powerfull compared to the other races...it takes the fun out of it for anyone who wants to play the vanilla races.
End of MoonHeaven's quote

A few ancient ships are faster in a gravity well than the stock races, but most are the same speed if not slower.  They do have a slight (very slight) advantage in phase jump travel speed but it's small enough that it should be more or less neglible (30,000 vs 29,500 or something).  So yeah, something doesn't seem right in your description.  Unless of course you were using space gates, but that would be the obvious result of doing so as that's their purpose.

The Asgard, on the other hand, do have significant advantages in both gravity well and phase jump charge/cost/speed.  They are by far the most nimble and mobile of the races, stock or custom.  They have no speedy strikecraft or gate type travel though, so this is by design.

As for balance... I will make no claim that things are perfectly balanced between the custom races or with the stock races.  Yes, a lot of effort was put into striking some sort of balance but I won't guarantee it.  The custom Star Gate races will likely have an advantage at the late stages of the game because their "end game" techs are likely a fair bit nastier than the stock stuff.  On the other hand, in most of my games against multiple hard AIs, it is quite often one or more of the stock races that ends up being the main adversary, having gained dominance over the other AIs including ones using the custom races.  It's a bit hard to judge balance when playing against AIs though, as it just isn't as clever or adaptive as a human player.  But yeah, when it comes down to it, there was a whole lot of math put into the various stats of the custom ship stats, etc to keep some semblance of balance.

-dolynick