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

3,741,921 views 1,775 replies
Reply #26 Top
i'v had a quick go on this mod like most people i have been waiting for a SG mod. when i try to build the big def satalite i get a mini dump error is anyone els having this problem.
Reply #27 Top
I had built it during my testing and it was working but I will take another look at it. I may have made a change since I last tested and mucked it up.

-dolynick
Reply #28 Top
i never got a mini dump and i think it was awsome I would recmomend changing it range to the entire gravity well and also expanding it to any neighboring gravity wells if possible its current range makes it practically useless.
Reply #29 Top
i never got a mini dump and i think it was awsome I would recmomend changing it range to the entire gravity well and also expanding it to any neighboring gravity wells if possible its current range makes it practically useless.


It was never intended to work like the other race's super cannon but instead be more of a super-powered defense satellite for the planet hosting it. That said, after testing it again following martaq's report (could not get it to minidump either), I have greatly increased the range of the cannon/beam and also increased the damage a bit more. It still doesn't cover the entire gravity well, but I may yet increase the range some more to do so.

The way it works now, it cannot be made to fire at another planet's gravity well.

-dolynick
Reply #30 Top
Yea..The Satellite like in the SGA was never intended to be an offensive weapon. It was there merely for defensive purposes. Therefore it makes more sense to have it cover one planet.
Reply #31 Top
Thanx for looking into my problem im still getting the error but im realy enjoing the mod it would be nice if you was able to add Uzii sins plues to the mix
Reply #32 Top
Hey dolynick,

how's the update coming along? I would love to see an updated version with small fixes (manual exploring is a real PITA), your new drone effects etc. as I'm playing your mod a lot.

Also like the ships (cruisers/caps) very much, no need to use individual models for every one. Maybe only the Atlantis city ship, it would be great to have a real flying city.

Regards

Edit: I don't get a minidump when building the defense sattelite, haven't seen it fire though. Range is way too short...
Reply #33 Top
Yeah, sorry for the delay. Life has been throwing me a lot of curv balls lately and really sapped my desire to mod as of late.

I know I really need to release and update. I'll probably call it v1.00 and that may be it for a bit. I have tested with the dev mode already and everything is fixed up about as good as it's going to get in that regard. I will try to get v1.00 soon. I suspect Danman is waiting for it as well for 7DS.

-dolynick
Reply #34 Top
No sweat, life always comes first.
Would love to get the bugfixed V1,0 though, so if you can make it, that'd be great.

The def satellite doesn't auto-fire for me by the way.. it's shooting fine if I tell it to fire manually.
Reply #35 Top
Yeah, I played around with the autofire settings on the defense sattellite and it doesn't do a very good job of firing on it's own. I did fire once or twice automatically for me but generally speaking it seems to be best when manually fired. Cleansing brilliance is the same way on the Radiance, which the basically what the defense sattellite has so it's not really a big surprise. With such a high mana cost and cooldown period, I suspect most people will want to manually target it anyways.

-dolynick
Reply #38 Top
Hi guys how come the atlantean city ship is appearing as a tec repair ship you guys said earlier it was amazing is there a problem with my download otherwise amazing!!!!!!!
Reply #39 Top
has anyone managed to merg sins plus with this mod im not very good at it and getting errors
Reply #40 Top
Well he needs a model for it he keeps saying in the initial post. Anything, including a bigger Hoshiko.
Reply #41 Top
This is good work! well done, however I have a few nit picks.
I am assuming you are familiar with the Stargate universe****
All you really need is 2 types of capital ships for the Lanteans. Based on what I have seen on the shows, I would choose the Akkan and Dunov Battlecruisers. as for Cruisers you could have used only the Marza dreadnought. I did like what you did with the Atlantis city ship, that was great, but it need more powerful planetary bombardment weaponds. The other ships I think was just a too much, the upgrages were nice too. On the show the Lanteans had only a few classes of ships.

I played 3 hours yesterday: Lanteans vs (4)Teamed together Advents at unfair difficulty. Let me tell you it was like the Lanteans vs the Wraith...I won most battle but could not win the war, they just kept coming.

I would of really loved this MOD with the changes above. Maybe you can help me change it to how I want it ?

Again great work and thanks
Reply #42 Top
This is good work! well done, however I have a few nit picks.
I am assuming you are familiar with the Stargate universe****
All you really need is 2 types of capital ships for the Lanteans. Based on what I have seen on the shows, I would choose the Akkan and Dunov Battlecruisers. as for Cruisers you could have used only the Marza dreadnought. I did like what you did with the Atlantis city ship, that was great, but it need more powerful planetary bombardment weaponds. The other ships I think was just a too much, the upgrages were nice too. On the show the Lanteans had only a few classes of ships.

I played 3 hours yesterday: Lanteans vs (4)Teamed together Advents at unfair difficulty. Let me tell you it was like the Lanteans vs the Wraith...I won most battle but could not win the war, they just kept coming.

I would of really loved this MOD with the changes above. Maybe you can help me change it to how I want it ?

Again great work and thanks
Reply #43 Top
Nice mod... The ancients might be a little over-powered but still a great mod. If you wanted to get some models for your mod you might ask jorgen10062 who has a good looking aurora class made in sketchup. If you look in sketchup at the models people have already made you might find some you like... I saw some jumpers, an atlantis city model, some stargates, and a lot of Tau'ri ships (I know Tau'ri aren't in the mod, but maybe in the future ;) ). You might be able to use some of those for the mod. You could also try looking at Scifi-meshes.com, they have some great models, I don't know if they'll let you use them or if they'd work for sins though, you'd have to ask.

A beautiful Atlantis model

Just an idea.
Great mod.
Reply #44 Top
Ok... A little overdue but better late than never.

I have updated the thread header with the download link to the v1.00 release.

Version 1.00 Changes:
---------------------
-Adjusted range and damage of Lagrangian Point Satellite.
-Adjusted fleet supply cost of capital ships
-Adjusted toggle on/off antimatter cost of Atlantis shield expansion/collapse.
-Adjusted Atlantis shield expansion to provide 100% shielding of recipient vessels.
-Created custom particle effects for Ancient Drones and Drone Swarms
-Customized particle effects for Ancient lasers
-Removed the ability to fire at fighters from Destroyer
-Granted the ability to fire at fighters to Adamas, Mirus, Aeolus and Imperium Revenant
-Corrected a problem with Reconnaissance Probes. Explore ability should now work.
-Many other changes and tweaks that escape my memory.

Given circumstances lately, this may well be the last update for a while, barring any major bug reports or other developments. This official release has undergone testing in Dev mode and all correctable issues have been addressed. As always, if you spot a problem please post it and I will try to fix it up as time allows.

Enjoy and thank you to all those who have provided positive feedback so far.

-dolynick
Reply #45 Top
i get a mini dump when i build the point satellite and then try to build drone platforms
Reply #46 Top
Just did a quick test in dev mode. Built 8 military labs, a drone platform, a lagrangian satellite and then another drone platform. No mini dump.

Not sure what is causing the issue for you.

-dolynick
Reply #47 Top
im going to redownload the newer version but when i enable it the race dosent appear on the faction seleting menu
btw did u get a model for the city or no
Reply #49 Top
To use this mod (or any mod) go in game, go to the mod tab, click on show mod path and then put your mod folder in the folder it tells you to. To activate the mod go to the mod tab, click on the mod you want to use (if you have multiple mods) and click enable mod.
Reply #50 Top
Kosher,

No, I haven't got any new models for use in the mod. Yet.

I'm not sure why you're not seeing the new race. Everything was, and continues, to work fine for me.

Verify that playerancients.entity is in your gameinfo folder. If you're getting a "String not found" error then make sure english.str is in the String folder. It should have 5409 entries I think.

Sandwmike,

Instructions for installing the mod are in the readme.txt although they do very a bit depending on which OS you are running. I believe the readme has the path for Vista in it.

-dolynick