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

3,742,535 views 1,775 replies
Reply #1601 Top

Well the 1.31 hotfix didn't quite fix all, and Yarlen has stated they are working on a proper hotfix/patch 1.32, not sure on the release date but I think its the next week or so (no promises though), I just know definately they are working on a 1.32 patch.

 

If you read yarlen's posts on the 1.31 change log, you can read it yourself.

 

P.S. No worries Dolynick, just thought you might like to know in case the day you release your fixed version is the day they release the next update XD

Reply #1602 Top

Thanks for the heads up.  With my luck, I would get them posted and the patch would come out the next day.  I did go over the 1.31 thread when it started but it must have been before he posted that or whatever.

I guess I will just playtest the current round of changes until 1.32 then.

Here's a preview of the v1.05 change log (as it stands) if you'd like to know what's in the pipe:

 

d1.05 Changes:
==============

-Compatibility update for SoaSE Diplomacy v1.31.
-Fixed ommission of intial racial diplomatic modifiers between several races.
-Implemented Dunkelzahn63's list of error correction changes across mod entities.

Ancients
--------
-Revised Pacts:  Trade, Metal/Crystal, Research, Phase Jump, Mass Reduction, Supply.
-Excalibur Battlecruiser Ion Blast can no longer affect capital ships.  Increased antimatter cost, cooldown and duration.

Asgard
------
-Revised Pacts:  Efficiency, Armor, Antimatter, Beam, Shield, Weapon Cooldown.
-Reduced range of Loki Trickster Usurpation ability from 5000 to 3000.
-Added 2 new research entries:  Structural Refinement and Ultra-Light Materials, which reduce mass of Asgard ships.

Wraith
------
-Revised Pacts:  Metal/Crystal, Armor, Antimatter, Tactical Slots, Thrusters, Weapon Cooldown.
-Hive Ship:  Increased hull points gained per level.
-Hive Ship Malevolent Aura:  Stackabled to 3.  Halved miss chance and damage debuff but added ability cooldown debuff.
-Added new Multi-Targetting research:  Allows Hives to fire at 2 targets per bank.
-Doubled size of Hive ship model.
-Spire Battleship:  Increased base hull points, added forward firing damage on secondary weapon.
-Spire Bolster Fleet:  Stackable to 4.  Halved Miss chance buff.
-Added Psycho Metamorphosis ability to Mindshredder Cruiser:  Stackable to 5, grants bonus armor.
-Added ability access research for Psycho Metamorphosis.
-Added Psychic Rejuvenation ability to Marshall Support Cruiser:  Stackable to 5, grants antimatter restore and ability cooldown
-Added ability access research for Psychic Rejuvenation.

Goa'uld
-------
-Revised Pacts:  Trade, Metal/Crystal, Market, Tactical Slots, Energy Weapon Cooldown, Weapon Cooldown.
-Jan'Tak Ion Blast antimatter cost increased, duration decreased.

Ori
---
-Revised Pacts:  Culture, Market, Metal/Crystal, Phase Jump, Tactical Slots, Supply

The Wraith are getting a late game kick in the pants this update.

-dolynick

Reply #1603 Top

Quoting Yarlen, reply 111
Quoting GoaFan77, reply 109Awesome Yarlen! Now if you could just tell us when 1.32 will be released I think that will be all I have to bug a programmer about for the time being.

Aiming tentatively for this Thursday. It'll depend on how well the above mentioned server maintenance goes.

 

Apparently its tentively scheduled for this thursday, unless the Server Maintenance doesn't go as scheduled, I think this patch will be the last patch until rebellion is released (unless serious bugs are found again, or if Devs are introducing new features and they need to patch Diplomacy for Rebellion).

 

Good stuff with the update to your mod, I don't know if you realise but your mod is quite popular I even have it installed, you have done a fantastic job with it and I hope you have the time/energy to keep it going. Well done :)

Reply #1604 Top

Quoting Yarlen, reply 122
Yeah, we're actually a couple weeks delayed now - sorry gang. An unfortunate cluster of server movement, build issues and vacation time.

Reply #1605 Top

Yeah, I went looking the other day and found that post as well.  Thanks for the update though Ben.

-dolynick

Reply #1607 Top

Quoting shermantanker, reply 1606
is there a way to make this mod work with v1.31 or do i have to wait for the updated mod?

I have a working version of all the mods for 1.31 but I am not releasing it.  There is going to be a new 1.32 patch out within a week or two and updates are most likely going to be required for it as well.  I will just wait rather than having to upload a version now that will have an effective lifespan of a couple weeks.

As for "making it work" for 1.31 yourself... well if you know your way around the entities and the changes required by the 1.31 patch you could make the necessary changes yourself.  Feel free to do so if you desire.

-dolynick

Reply #1609 Top

You really need a better connection dolynick, so uploading isn't as much of a hassle. The uploading part really shouldn't be an issue.

If I may recommend a filehoster - rapidshare has recently lifted any size constraints on uploaded files, you can also download one (or a few) files with unlimited speed as free user :)

As shermantanker said, keep up the great work! Haven't played SOASE in a while, came back to it now only to find that one of my favourite mods wasn't working any more...

Reply #1610 Top

Quoting therealjcool, reply 1609
You really need a better connection dolynick, so uploading isn't as much of a hassle. The uploading part really shouldn't be an issue.

If I may recommend a filehoster - rapidshare has recently lifted any size constraints on uploaded files, you can also download one (or a few) files with unlimited speed as free user

As shermantanker said, keep up the great work! Haven't played SOASE in a while, came back to it now only to find that one of my favourite mods wasn't working any more...

Yes, a faster connection would be nice.  That might actually happen in a little bit too as my local ISP has been running fiber through the city this summer and will hopefully offer some much better internet/tv plans soon.  If the upload is high enough I might actually start hosting the files myself but we'll see.

I switched to Megaupload for the last update (v1.21) and it worked alright.  I had some complaints about the one download at a time and the countdown before the download they impose.  I may switch to MediaFire for the next update because of that as it's been recommended by a friend who's judgement I trust.  The only problem with MediaFire is that there is a 200 MB filesize limit on free accounts right now... and the mod is pushing that size now in SGGalaxy form.  It would be fine as it stands at the moment but it doesn't leave much room for additional custom models.

I'll have to make a decision once v1.32 is released.  Since I've already updated the mod to 1.31 privately, it hopefully won't take long to implement any changes necessary in v1.32 and there will be a release in short order.

-dolynick

Reply #1611 Top

dolynick, another possible (but advertising heavy & one file at a time limited, but able to take files over 200mb) is filefactory.

harpo

 

Reply #1612 Top

Megaupload is fine. Mediafire on the other hand sucks, please don't use that. It's slow, down half the time, and yeah the file size limit is ridiculous.

I could also offer you ftp access to my server - don't have that much space left, but traffic is free and ppl could directly download your mod with no wait (and speed is pretty good too, usually a few MB/s)

Reply #1613 Top

Well v1.32 is out now and it looks like the changes are fairly minor in terms of relativity to the mod.  That means that I shouldn't have much patchwork to do on the 1.31 versions... mostly just finalizing any new or other game changes I am looking at this update.  I'm relatively happy with what I have in place so hopefully that means I will have new versions up for download in not too long.

 

therealjcool,

That's a generous offer.  I will keep in mind.

-dolynick

Reply #1614 Top

Great to hear. Sent you the ftp access data via PM, feel free to use them. Advantage over one-click hosters is obvious - just use filezilla or something to drop in all your updated mods at once, hit go and let it upload while you're gone.

Reply #1615 Top

So I've been Jumping back and forth between this mod and Stargate Invasion. I read on one of their posts that Epytron_Omega and yourself may be combining your mods into one.  1) Has that occurred at this point or is it still just a possibility?  and 2)  If it has not yet happened are the two mods able to be run together or is it one or the other?

Reply #1616 Top

Hey i just recently bought sins trinity updated it all last night and downloaded one of your mods 
i extracted it to the right place but then in game in the mods screen it gives me
gameinfo 
particle
string 
textures
and window
i activate all of these and it makes no impact on the game so i tried a combination and also no impact what am i doing wrong


thankyou for the help  

Reply #1617 Top

well for one they should all be one folder

if ur using 7zip there should be an option "extract files" and "extract here" its a lot easier to do "extract files" because if u use "extract here" they will be extracted out of the folder and some of the files may be missing

and one more thing

this mod does not yet work with diplomacy 1.32 but from what dolynicksaid it shouldnt be to much longer before we can play it again 

if u really wanna play this mod now get the entrenchment version

edit: i completely forgot the entrenchment version is no longer up 

please accept my sincerest apology

Reply #1618 Top

Yes, v1.32 versions are coming... I've just been a little busy with my home business this week so finding the time to finish things up has been difficult.

As for installing the mods, I find the easiest way is to just expand them with the +/> icon beside the mod zip in Windows Explorer, grab the root folder name and drag it to the proper mod directory location.  It will all go over in the proper folder structure with no mucking about if you do that.

Quoting qweasd458, reply 1615
So I've been Jumping back and forth between this mod and Stargate Invasion. I read on one of their posts that Epytron_Omega and yourself may be combining your mods into one.  1) Has that occurred at this point or is it still just a possibility?  and 2)  If it has not yet happened are the two mods able to be run together or is it one or the other?

I'm not sure where you read that but if you can direct me to that post I'd be interested in seeing it myself.  EO and I have helped each other out over the years and we've talked about sharing resources (they may currently be using some of my models but I haven't seen any recent info on the state of their mod contents lately) but we haven't been in contact much as of late.  I know I would love to get my hands on some of the models SGI has come up with but I'm not aware of any plans for a merged version.

-dolynick

Reply #1619 Top

as far as mods go sgi and stargate races are very very different and would kinda be hard to merge as most of the ships in each are very unigue but it would be nice if they were compatible with each other i would love to play ur ancients vs the pegasus replicators of sgi

Reply #1620 Top

Quoting noing, reply 1619
as far as mods go sgi and stargate races are very very different and would kinda be hard to merge as most of the ships in each are very unigue but it would be nice if they were compatible with each other i would love to play ur ancients vs the pegasus replicators of sgi

You're right.  Balance wise they'd be nearly impossible to merge.  We had very different goals for the mods when we started.  This mod is meant to add to the stock game and balance (or imbalance as the case may be) is based off of the stock races and playstyle.  SGI on the other hand is a total conversion and has handled their balance mechanics with their own unique take.  I was more getting at some of the mod assets that could be shared/reworked for each other.

-dolynick

Reply #1621 Top

and i like both takes on the stargate universe

Reply #1622 Top

yea thankyou for the help guys could u please post the link the version of this mod that will work with entrenchment version 1.051 
thank you  

Reply #1623 Top

Just an fyi here...

The current download links are dead.  I accidentally deleted them trying to sort them into folders on megaupload (grumble...).  On the plus side, I'm currently uploading the new v1.32 compatible versions.

-dolynick

Reply #1624 Top

yay!!!

i'll play it as soon as its downloaded to my pc :)

are there any new ship models added in?

Reply #1625 Top
Is this up already? Looking forward to it, I've only played SGI but this one seems interesting. Is there no humans in this mod?