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

3,746,767 views 1,775 replies
Reply #451 Top

What may also be a highly effective strategy (but may require some prep) would be the the following:

-Use Corsairs and colony frigates as an expansion force.  Build mass amounts of puddlejumpers for local planetary defense.  Add in a few destroyers if the planet is already colonized.

-Build an Atlantis, level it up to get the onboard space gate.  Technically, you could wait and get it for free if you're willing and able to do without a capital ship for a while.

-Build a space gate at your factory planet(s) and build huge numbers of puddlejumpers if you haven't already.  Take your Atlantis to your target planet and activate the onboard gate.  Directly jump your hoard of puddlejumpers to the planet you are attacking via the gate link.

Puddlejumpers are cheap and do a lot of damage for their cost.  With their low fleet supply you should be able to build hundreds of them which would be a force capable of wiping out just about anything that might oppose you.  Puddlejumpers die fast but you could even use Atlantis' Shield Expansion ability to cover them and end up with a fleet that is highly resistant to attrition, at least until Atlantis' shields fail or it runs out of antimatter.

You'll suffer high attrition rates in defense of your planets and probably weak on offense until you get your Atlantis but once you do I imagine you'd have a nearly unstoppable attack force if you can mass enough jumpers.

-dolynick

Reply #452 Top

I have a new screenshot to share with everyone.

I present the new model for the Imperium Revenant (large ship in the middle):

I was able to successfully take elements from the Davide's Aurora and Cruiser models and combine them along with various custom geometry of my own.  The ship is finished but my prelimary in game showed some weapon point wackiness that should probably be addressed.  The Revenant weighs in at around 860m long, about 1.5x - 2x the length of a stock capital ship so it's quite large despite not looking all that big when placed next to the Aurora (itself larger than a stock capital ship).  For reference, the battlecruiser on the left is roughly the size of a stock capital ship.

Also, you can probably see that I have revised the texturing on the Ancient ships again.  It looks much better I think and gives them that somewhat patchwork plating look that Davide's original models have.

-dolynick

Reply #455 Top

it looks like a "Planemissile"!!!!!!!!!!!!!!!!!!!!!!!!!! just a little funny...

Reply #456 Top

Thank ya' for your advice guys!

I've never played with the Revenant really...So maybe I should. :grin: :grin:

And for the models.....:drool: :drool: :drool:

Reply #457 Top

does anybody have a link to the latest version? i just reinstalled sins and dont have the mod on my HD.

the links in OP are dead :\

 

thanks!

Reply #458 Top

hi can you make the mod for the 1.15 the mod files are differend then form 1.11 till 1.14

Reply #459 Top

looks great mate any idea when well be able to give it a try?

Reply #460 Top

hey dolynick, great mod, can't wait for the next release

i recently started moddling with XSI , I don't have that much experience but I'm willing to try, do you have any models you need done? Structures maybe? Any Ships still need to be done? I'm willing to help out in any way I can with my limited experience.

Keep up the good work,

-Theascended121

Reply #461 Top

4 things, 1: I LOVE STARGATE. 2: clicking the link at the first post doesnt take me to download. 3:this mod rules. 4:whwen is this going to be available for entrenchment?

Reply #462 Top

maybe sometime next week... or there after... waiti9ng for forge tools.

Reply #463 Top

Quoting ghoohg, reply 11
4 things, 1: I LOVE STARGATE.

Good man!

Quoting ghoohg, reply 11
2: clicking the link at the first post doesnt take me to download.

we know, someone's working on it

Quoting ghoohg, reply 11
3:this mod rules.

doesn't it just

Quoting ghoohg, reply 11
4:whwen is this going to be available for entrenchment?

i don't think it is, but don't hold me to that

Reply #464 Top

4:whwen is this going to be available for entrenchment?

i don't think it is, but don't hold me to that

It's hard to say just yet what will happen there.

I do not personally have Entrenchment yet, or 1.15 for that matter as getting either would break my ability to mod effectively right now due to a lack of working tools.  Once the new Forge Tools are released and an updated version of the mod (in whatever state of progress it happens to be in at the time) is released for 1.15 I may pick up Entrenchment.

I will say that I really do not want to split development between vanilla and Entrenchment versions.  I will avoid that at all costs if possible.  I guess you can read that as saying that the mod will probably be for one or the other, and only that.

Having said that, Entrenchment does appear to add a lot of cool things to Sins.  Both gameplay-wise and behind the scenes for modding.  Noteworthy are the ability to have models that change based on research, new weapon upgrades available through research, Starbases, figther physics for ships, target numbers for weapon banks and the ability to run more than one mod at once (eliminating the need for merged versions of a mod).  Some of these features may make it into vanilla Sins but that is not the case at the moment.

All the above are compelling reasons to move to Entrenchment but I am also aware that doing so may leave some players out in the cold.  Unfortunately, that may be what ends up happening but we're not there yet.

-dolynick

Reply #465 Top

hey dolynick, great mod, can't wait for the next release

i recently started moddling with XSI , I don't have that much experience but I'm willing to try, do you have any models you need done? Structures maybe? Any Ships still need to be done? I'm willing to help out in any way I can with my limited experience.

Keep up the good work,

-Theascended121

Theascended,

You're offer is very appreciated.  There are tons of models that still need to be done, particularly when it comes to frigates and structures as the majority of models that are likely to roll out in the next update will be primarily partial capital ship coverage for the three current races.

You are welcome to submit models if you'd like to help out but you may want to hold off until the next release.  That way you can get an idea of the visual style of the current models.  They're a little inconsistent at the moment but that has to do with the sheer volume that are needed.  I have done some revising and refining of models that have been submitted but for the most part it's been mainly about getting what I do have ready to go while building my own custom models as well.

-dolynick

Reply #466 Top

Just to update everyone...

ForgeTools3 has been released.  This means that I will be begin the process of updating the mod for 1.15.  Hopefully that will not take to long and I expect to get a release out this weekend if not within 24 hours.  Of course, that's just my guestimate and it will be influenced by any new wierdness introduced in the new patch as well as if and what I decide to try and squeeze in at the last minute custom content wise.

Dewing,

You'll be happy to know that I completed a go over and re-texturing of your Invictus Juggernaut model today so it will be making it into the new release.  I made a slight error when I was updating it a bit which I may correct yet but otherwise it was working just fine in my in-game test.

-dolynick

Reply #467 Top

awesome cant wait! gogogogo!

Reply #468 Top

Ok.  The new ForgeTools3 appear to have some issues but after some fiddling and use of the original install binaries it appears that I have a working version of the mod for 1.15.

I gave my self the weekend or at least 24 hours timeframe in my previous post though so I have not packaged up the new release just yet.  I may use some time tomorrow to do a little more clean-up (the mod's a little messy with all the various versions of models, etc that have been submitted) and maybe make a last minute addition or two.

All-in-all though, it does look like you'll all have a new version to download and play with very shortly.

I've been grabbing newer versions of various mods like Bailkight's and Volumetric Explosions to do a new merged version as well.  I cannot say when that might actually become available though as Sins Plus does not appear to have been updated for 1.15 yet and it's probably the most major component of the merged version.

-dolynick

Reply #469 Top

Unfortunately, from what I had been reading of the Sins Plus thread(which was a bit ago, granted) was that Uzi was not going to be releasing any new versions and devoting completely to Danman's project, Seven Deadly Sins, I believe.  In fact, if I recall, the latest version that is in your merged is one that someone else did the conversion for.

No fun...complicates things.

Yay for release!

I haven't played Entrenchment yet...but I would buy it, only to play this mod. :grin:

Reply #471 Top

Alright everyone.  I have uploaded the new 1.15 release version of the mod and updated the OP with the new download link.

I did not get any extra content in but I did make some balance changes to the Ancients pre-upload.

1.15 Changes:
===========

General:
--------
-Compatibility update for Sins v1.15.
-Updated textures for annubis.mesh and capitalship_assassin.mesh for SoaSE v1.1 compatibility.

Ancients:
---------
-Added custom models for some ships.
-Rebalanced Ancients capital ship stats and costs.
-All Ancient capital ships now have some anti-strikecraft weaponry.

Wraith:
-------
-Added custom models for some ships.
-Autocast enabled by default on Hive Dart Frenzy ability.
-Autocast enabled by default on Hive Harvest Planet ability.

Asgard:
-------
-Added custom models for some ships.
-Fixed Formulized Processes research entry to properly reduce research costs instead of increasing them.
-Autocast disabled by default on Thor and Freyja Shield Regeneration ability.
-Autocast enabled by default on Thor Deconstruction ability.
-Autocast enabled by default on Ragnarok Consume Planet ability.

Enjoy,

-dolynick

Reply #473 Top

TY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i've been addicted and i'm like going through withdrawl symptons!

Reply #474 Top

Just an update on the mod's direction...

I've picked up Entrenchment and had a look at the changes to the various file structures, etc.  I believe at this junction this mod will go Entrenchment for future releases.  My first order of business is to convert the mod resources to Entrenchment format and fill in the missing parts with at least initial, if temporary assets (starbases etc).  Once that is done, there will probably be an intial release for Entrenchment, possibly as a beta.

With the move to Entrenchment, the Ancients will see some changes in the balancing of some of their ships.  As Entrenchment adds better control for multiple targetting for each direction you will probably see the major combat ships in the Ancient fleet move up in cost, power and probably a little bit in versatality as well.  I expect Aurora will become about a 60 supply ship, the Excalibur about 50 and the Adamas about 75 supply.  Remember that supply cost vs power is not the same for frigates/cruisers as it is for capital ships.  In reality these ships will be statistically more powerful than stock race capital ships at level 1 and capable of effectively engaging multiple enemy ships at once, at least in larger groups than they can in their current forms.

At least that's my current thinking... ;)

-dolynick

Reply #475 Top

hey dolynick how long do you figure till you got a entrenment vrs ready? dieing to play the new ships ingame :) also great work excited to see whats in store for the future