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 #976 Top

Well said dolynick :thumbsup:  

Reply #977 Top

thats exactly what i thought. however from the game we played he was using mostly frigates to defend his home world and i was outrunning them by alot, all my ships were. now dont get me wrong, I love this mod. its one of the only ones i use. im thinking i may have miscombined the different mods however he mentioned it to me, as iv been playing so long with this race iv never really noticed, that in the time it took him to get from one side of a grav well to the other, I was 4-6 jumps with fleet engagements at all of the jump points. when we switched to a vanilla game everything was fine again, and we did it several times to test it. im going to look through the code and see if i cant find something, if i do ill let you know but it was beyond explinations to us that it was the mod that caused it. i honestly hope it was a miscombine of the mods above that did it cause i love this one.

Reply #978 Top

Quoting MoonHeaven, reply 977
thats exactly what i thought. however from the game we played he was using mostly frigates to defend his home world and i was outrunning them by alot, all my ships were. now dont get me wrong, I love this mod. its one of the only ones i use. im thinking i may have miscombined the different mods however he mentioned it to me, as iv been playing so long with this race iv never really noticed, that in the time it took him to get from one side of a grav well to the other, I was 4-6 jumps with fleet engagements at all of the jump points. when we switched to a vanilla game everything was fine again, and we did it several times to test it. im going to look through the code and see if i cant find something, if i do ill let you know but it was beyond explinations to us that it was the mod that caused it. i honestly hope it was a miscombine of the mods above that did it cause i love this one.
End of MoonHeaven's quote

Very well.  Report back on your findings I guess.

I'm pretty positive that there is something wrong with the mod or combination in your installation.  The behavior you report is not something I am seeing on my end and I have been playing the mod with a friends in multiplayer lately.  As I had said previously, the Aurora and Excalibur ships are faster than stock frigates but no so much that it should make a massive difference as you report.  Also, the big antimatter pools on the ancient cruisers may mean that they can phase jump sooner than a stock frigate, but they also tend to use a lot more antimatter in combat so they may not have the reserves anyways.  What it does mean is they will likely be able to make multiple jumps in succession without running out of antimatter where a stock frigate might be out after a jump or two.

-dolynick

Reply #979 Top

I havent downloaded a new version of this mod in a while. Does the new version have a texture for the ancient city?

Reply #980 Top

Quoting zexw, reply 979
I havent downloaded a new version of this mod in a while. Does the new version have a texture for the ancient city?
End of zexw's quote

Depending of when you last played the mod you may be in for a suprise

Reply #981 Top

Has much changed from entrenchment 1.02?

Reply #982 Top

Quoting kris159, reply 955
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?
End of kris159's quote

Sorry if someone else already answered this, but check the Ragnorak. It often causes mini-dumps for me.

Reply #983 Top

Does anyone know what is going on with the Stargate Invasion mod 9/8/09 mod forum?  I open it up but it only displays the title and nothing else.

 

Is this happening to anyone else or is it just me? 

Reply #984 Top

This is also happening to me!

Reply #985 Top

It was happening to me as well, I just reloaded the page a few times and it worked.

Reply #986 Top

@Bloodember....It's now official...reloading the page cntinuously has resulted in no improvement on the Stargate Invasion page ( atleast not for me ).

I'm thinking about deleting cookies and such to see if that works.  If anyone has any clues to the problem i'm all ears.

Reply #987 Top

hey the reason it wasnt working is cuz eomega updated his post look better too 

Reply #988 Top

Hi, can i play with Goauld? Files are in Gameinfo folder, but when i can new game play, Goauld are unavailable. Thanks

Reply #989 Top

where could i get 1.01 entrenchment version of this?

 

Reply #990 Top

Neruthea, I suggest using Impulse to update to 1.03. I believe that dolynick isn't hosting hte 1.01 version because it is 'obsolete'.

Reply #991 Top

I was just thinking about the space gates and while I don't think (or at lest know of a way) that instantaneous travel is possible in the game, I did think it might be possible to do a hack job and make it sort of work like that.
End of quote

wormholes give instant travel... i dont know if you've since found another solution to the problem, but im just throwing in what i hope is some assistance

good luck and well done in any case =)

Reply #992 Top

Hi, can i play with Goauld? Files are in Gameinfo folder, but when i can new game play, Goauld are unavailable. Thanks
End of quote

Yes, yes you can but they are unfinished and have very few models however, it will work. If you truely wish to play as the goauld go to the mod file

C:\Documents and Settings\ (YOUR NAME)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\dolynick_SGGalaxy-(FILE VERSION)\

Go to the GameInfo folder and go to the PlayerGoauld entry file. From there, the first few lines look like this...

TXT
entityType "Player"
raceNameStringID "IDS_PLAYERRACENAME_GOAULD"
canColonize TRUE
isPsi FALSE
isSelectable FALSE
selectablePriorty 1
capitalShipNameType "CapitalShipPhase"
starBaseNameType "StarBasePhase"
...

Now change the isSelectable command from FALSE to TRUE and you will be able to play them in game. Like I said before they are not developed yet. So, ya.

Reply #994 Top

lol just a warning when playing against the go aould you will lose if u let them acumulate a fleet too big happen to me <_<   so take them out ealry even if their your allie. Ther not quite balance so its obvious for them bieng over power just like in the show 8O  

 

Reply #995 Top

hey can anyone give me a link to the volumetric explosions mod mentioned in the post that works for entrenchment v1.03? i can only seem to find the one that works with v1.02

Reply #996 Top

insaneindian, download the 1.02 mod then download my modding utility pack that has the MOD UPDATER v1.1 that can update any sins 1.15-6 to sins 1.17 AND entrenchment 1.01-1.02 to 1.03 from this thread's op

harpo

 

Reply #998 Top

is this mod going to be update to entrenchment 1.04

Reply #999 Top

Hi, dolynick, when i try to play as the ancients  the HUD gets all wonky, the infocard is off the screen, and i cant build a ship

i'm running version 1.04 of entrenchment, please tell me (thrugh email: [email protected])how to either get the things back onto the screen or how to revert back to v1.03, ps. i dont know how to mod, so if you could explain it step by step, really slowly, and as clear as possible how to do that, that would be nice, ty.

check that, the kbuttons are there, i just cant see them or read the info card saying what it is, is there supposed to be an image on the button?

Reply #1000 Top

hmm interesting they said it wouldnt be a mod breaker update i think :|   so i guess they tweak around with the race files here and there. im sure its an easy fix