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 #51 Top
ok dolynick i will look
oh ok well i am looking forward to see a model
thank you for this modd
Reply #52 Top
maybe i am missing a folder or something cuz i only have 1793 entries but i did find playerancients.entity
Reply #53 Top
I meant 5409 entries inside the english.str file itself. If, for some reason, you do not have the correct english.str in the mod's \String folder, then you will be missing all the custom names and descriptions for the Ancient stuff. If you are loading the mod, going to start a game and selecting a team and you find a team that says "String Not Found" or something of that sort, then it's almost certainly the case that you have the incorrect english.str.

-dolynick
Reply #54 Top
i did do that it dosent say that at all
oh inside the string i didnt look in there
it just has the three origanal races then when start a game playing as any of them you start off with 2 frigate factories and 4 constructors
Reply #57 Top
Are you sure you have the mod installed correctly and loaded when you are starting a new game? If there is a player entity file loaded then you should see something or get a crash if there is a problem.

-dolynick
Reply #58 Top
yes i am sure i got it installed right and i have loaded it i have even started the game over i didnt get no crash or anything just seems like the regular version of the game but with some changes but there is no race
Reply #59 Top
i have the latest update for the game and when i go to play the class it works for a little then it crashes any idea?

it makes a file .bin i think and when you click it the game crashes
Reply #60 Top
Note to all people: The 1.1. BETA patch (1.9(b)) does NOT support modding or mods. If you want to play Sins of a Solar Empire with mods, the farthest patch you can go is 1.05. Thank You!
Reply #61 Top
i have 1.05 and i get

miniDump
C:\DOCIME~1\Ron\LOCALS~1\Temp\Sins Dump\Sins-v1.5-2008-08-03-11-5212-528.dmp

and i can hit ok and when i do the game crashes.
Reply #62 Top
Well, I wish I could help you. But, what do you mean by "play the class"?
Reply #63 Top
i was talknig as in using the class that the mod makes. but i do have one more question. i was hopping to tweak the mod a little to make it go more with the show. i was hopping to change the drone lancher for planet defence, to attack any thing in the gravity well rather than just the close distance. any one know if it can be done and if so what to look for so that i can do it?
Reply #64 Top
You need to go into the drone launcher's entity file, find the entry Weaponrange, and then make that to whatever size you want. Oddly, Sins won't allow attacks outside of a gravity well, so if you give it a range of oh, 999,999,999 it will only fire inside its gravity well. However, I wouldn't do that as it might break the game when you load it up. Maybe 75,000?
Reply #65 Top
im restoring my archive to version 1.05 from the beta just to play this lol. Im a big stargate atlantis and stargate fan so a stargate mod would be soo cool! keep up the good work.
Reply #66 Top
You may want to check this out about the hardcoded limits in the game:

https://forums.sinsofasolarempire.com/320215

WWW Link

DANMAN
Reply #67 Top
The "Jumper" moves btwn planets in slow motion, it barely moves.... If you click on the jumper ship then mouse over abilities, it will minidump every time. Cant get your gates to work perhaps explain how to use them, going into center of gate nothing happens. I have gates between my planets.

Thanks Awolf
Reply #68 Top
The Jumpers are supposed to be extremely slow phase jumping from one planet to another without a spacegate. The ability that is giving you the minidump is the "Sublight Engines Only" ability, which talks about the lack of hyperdrive engines and thus extremely slow interplanetary travel for the jumpers.

Once you have space gates built at each planet, jumpers will phase jump between the two planets almost instantly. You don't have to "do" anything to make gates work. Just build them and away you go. Ships don't actually fly through them when they phase jump afterwards (use a little suspension of disbelief) but the actual travel speed will be as though they had.

As for the minidump, I did locate a problem with the English.str entry for that ability. I'm packaging up an updated 1.01 version which should be available shortly that will fix the problem.

If you would like to just fix the issue yourself without redownloading it's fairly easy. Just modify two lines in English.str. Here is how:

-Open English.str with notepad
-In the last few entries you will find the line
ID "IDS_ABILITY_SUBLIGHTONLY_NAME"
-Change it to
ID "IDS_ABILITY_SUBLIGHTONLYANCIENTS_NAME"
-The next string entry will be
ID "IDS_ABILITY_SUBLIGHTONLY_DESCRIPTION"
-Change it to
ID "IDS_ABILITY_SUBLIGHTONLYANCIENTS_DESCRIPTION"
-Save the modified Enlish.str file

That will correct the minidump error on the Jumpers. Sorry for the miss on that one in testing.

-dolynick
Reply #69 Top
Ok, I've updated the thread with a new download for v1.01.

I forgot to update the readme.txt but the only change from 1.00 is a fix for a crash causing oversight in English.str.

Hopefully this solves the crashing for those of you who have been posting above.

-dolynick
Reply #70 Top
Thanks Dolynick, So only the "jumper ship" can use the "gates"?
Reply #71 Top
No, all ships benefit from the gates.

The Jumpers are meant to be small, short distance vessels though. They are essentially the same as strikecraft but with a few extra abilities strikecraft cannot have. They're cheap (for Ancient ships), fast to build and pack a decent wallop but they are basically limitted to one planet unless you have gates (or can wait a long time for them to travel between planets without).

They should definitely be able to stop a rush against an ancient player but are incapable of being used for a rush. They're an early game defensive tactic in a pinch until you can actually afford the bigger, "full" vessels or if you are in dire need of a little bolstering at a choke point.

-dolynick
Reply #72 Top
No, all ships benefit from the gates.The Jumpers are meant to be small, short distance vessels though. They are essentially the same as strikecraft but with a few extra abilities strikecraft cannot have. They're cheap (for Ancient ships), fast to build and pack a decent wallop but they are basically limitted to one planet unless you have gates (or can wait a long time for them to travel between planets without).They should definitely be able to stop a rush against an ancient player but are incapable of being used for a rush. They're an early game defensive tactic in a pinch until you can actually afford the bigger, "full" vessels or if you are in dire need of a little bolstering at a choke point.-dolynick


Nice tactic with the jumpers. I utilized this for my Atlantians back in the first BETA of my 2.0 mod. And they seem to be effective at defending a planet, but I like your idea of limiting them to defense around and Ancient planet, and not being used for a rush. Good work, and I plan on merging your new release in pending any more bugs that are found. Great work!

DANMAN
Reply #73 Top
I'm loving this mod, however, I'd like help in modding a certain aspect of the mod for personal amusement.

How can I change the Atlantis City Ship, or the feature in itself of "Drone Swarm", to fire 100 drones, as compared to about 20 as it seems now?

I'm playing against 5 enemies on Unfair settings, just when I thought I was doing good I got a 50+ ship fleet sent down my small fleets throat, and found myself just like the ancients in stargate vs. the wraith, but without the firepower to win the battles...

I have the mod tools and such just have never used them until now - help? :D
Reply #74 Top
Do you need help somewhere, then please contact me, your mod is great, but there is still much to do. ^^
I've got 3 years Photoshop skills, Modding experience with Empire at War and of course i'm a big Stargate SG-1 and Atlantis Fan.
Reply #75 Top
I'm loving this mod, however, I'd like help in modding a certain aspect of the mod for personal amusement.How can I change the Atlantis City Ship, or the feature in itself of "Drone Swarm", to fire 100 drones, as compared to about 20 as it seems now?I'm playing against 5 enemies on Unfair settings, just when I thought I was doing good I got a 50+ ship fleet sent down my small fleets throat, and found myself just like the ancients in stargate vs. the wraith, but without the firepower to win the battles...I have the mod tools and such just have never used them until now - help?


TxShadow,

While the drone swarms are a little different on each ship (there are actually 8 different versions), the drone swarms on the capital ships fire bursts at more targets as they go up in level.

The Atlantis uses the largest version of the drone swarm ability and fires 8 drones at each target when it launches. At level 1 it targets 8 ships, level 2 is 12 and at level 3 it fires a burst at 16 different targets. The math works out to effectively 64, 96 and 128 drones fired at the respective levels. It is already capable of firing the equivalent of the 100 drones you mention wanting to change it to.

If you still feel that you have to change it, the files for the drone swarm the Atlantis uses are AbilityAncientGreaterDroneSwarm8.entity (defines target count and visual burst count) and BuffAncientGreaterDroneSwarm8.entity (defines damage per burst).

-dolynick