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

3,742,971 views 1,775 replies
Reply #76 Top
Hi, I'm having problems with adding mods.
I've put the mod into this folder, but it doesen't show up in my option/mods.
XP: C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods
and I'm using version 1.05
I'm not use to this, is there something I'm missing?
Reply #77 Top
\username\

That should be your login for the computer, not actually "username". Additionally, on the mods screen, there should be a button to show mod path that'll tell you exactly where it is.
Reply #78 Top
Timelord,

That path sounds about right. To be sure start SoaSE and go Options > Mods. Click on the "Show Mod Path" button and the game will tell you exactly where it is looking for the mods.

If you've extracted this mod properly you should have a folder named dolynick_SG-Ancients-1.01 and the same showing up under the mods section in game.

-dolynick
Reply #80 Top
Hey dolynick,

played a few games with 1,0 and think most bugs are fixed (no crashing for me, anyway).

There are still some minor things I thought you'd like to know:

- lagrangian beam's auto fire still doesn't work, even if a full-fledged enemy fleet including caps jumps in it doesn't react. Is it possible to enable auto-fire against enemy caps and maybe frigates only or something?
Also I feel the structure could use mor hitpoints/better shields, as it goes down rather quickly

- frigate cloning of the nanotech cruiser bypasses fleet cap. I built 10 nanotech cruisers and just for the fun of it, disabled all their abilities but the cloning and left it for half an hour.
When I returned I had a whole gravity well full of frigates and like -3000 fleet :D

I like the overall balancing, you still have to fight hard (at least until you get 2-3 caps to a decent level, then it's pretty much done) but that takes time due to resource and fleet cost, which is fine.
Reply #81 Top
therealjcool,

I don't think the lagrangian beam will ever auto fire properly. It's essentially the same as the Radiance's Cleansing Brilliance which never auto fired properly either from what I could tell when I played Advent. Personally, I don't think you'd really want it to auto fire for you anyways. It's too important of a blast and too long to recharge to let the auto fire AI pop it off at some silly little target. The next update will see the width of the area of effect reduced, as I've noticed it is far too wide in 1.01. Given the hit or miss nature of auto fire, I left it disabled by default on the structure, you can turn it on manually easy enough if you like though. I may adjust hull and shield points yet in a future update.

I am aware that the clone frigate ability bypasses the fleet cap. It's more or less intentional. Aside from making clones temporary (which was not what I wanted) there is no way to change it anyways. The Clone Frigate ability is more or less the Ancients "super weapon" and much like Returning Armada is an end game strategy. If the enemy has allowed you time to research it and collect the resources necessary to build 10 Tantillus cruisers then they should expect to encounter difficulty, just as you would with the Vasari or any other race which a half decent super weapon.

I have been thinking about increasing the cooldown time on the clone frigate ability to 10 minutes from 5 but we'll see. 5 Minutes seems reasonable to me but as with any ship or ability, mass usage of it really tips the balance of power. Come the 1.10 patch it appears we can assign credit, metal and crystal costs to abilities and I may also add some cost to the ability so it's not completely free ships.

Hehe. You should see the Wraith "super weapon" in the half-finished Wraith mod I was working on. It was far more dramatic than the Ancient's Clone Frigate.

I'm currently working through a huge 10 player 5 system FFA myself using the Ancients. It's a mod merge with 7DS and a fleet size mod I made ages ago but I'm still having a blast. My findings so far are that the Ancients become far more effective with a larger fleet cap, they also seem to benefit more respectively from higher resource income than the standard races. I think I'm almost set to pacify the galaxy with my my 5 Atlanti with supporting Revenants but holding the ground may be tough given the smaller number of ships to hold the many choke points. Granted I have the cloning to help me out but that takes time.

Glad you are enjoying the mod and thanks for the feedback and comments.

-dolynick
Reply #82 Top
Yeah I really like your mod, in my book there's only one (real) thing missing: an individual model for the Atlantis city ship. It would so much more fun to move around the giant city we all know and love, plus it might make more sense that it's moving so slowly, looks kinda odd if way bigger ships always overtake the small robotics cruiser.

Can you maybe enlist the help of another modder to create a new model? I'm afraid I can't help there, no idea of model design and texturing myself :(
I'd also like to see your mod integrated into 7DS, I'm part of the beta test program and think it would really fit nicely.

Just like you said, the Atlantians need higher fleet capacity and huge incomes to truly shine, which is consistent with most races from 7DS.
Reply #83 Top
this sounds pretty cool, and i look forward to it's release with anticipation.

i think that the 7DS mod (Danmans' massive conglomorate mod) Atlantians aren't supposed to be the Stargate Ancients, but hey whatever.
Reply #84 Top
No, but he's adding these in as well. Dolynick used some of his models without permission, so DANMAN gets to merge. And he will.

The 7DS motto: "All your mod are belong to us."
Reply #85 Top
"All your mod are belong to us."

Maybe 7DS will be the new BORG (or Skynet on Terminator)

Following quote from Louis Black: root of all evil:
..... :HOT: k-boom, c-ya :HOT: (caused by Skynet going online)

Keep up the good work, Dolynick

Reply #86 Top
A quick question,
Dolynick could you tell me how to increase the range on the drone platform?
Thanks
Reply #88 Top

Hi, I'm having problems with adding mods.
I've put the mod into the right folder, it showes up in my option/mods.

After i try to take the ancients but i can't and when i selected the mod and i do enabled mod the computer closed Sins of a solar empire and after a small window open where we can read this :


Saved MiniDump

C:\Users\Francois\AppData\Local\Temp\SinsDump\Sins-v1.05-2008-08-28-18-10-57-2780-4040.dmp

So do you know what is the solution to my probleme

 

Reply #89 Top

sheppard93,

 

Two things, if you are running the French version of Sins, you'll probably need to find the strings file used by the mod (Would probably be something like English.str) and change it to what the French version is called. (Check your Sins install to find your .str file.)

 

Also, the 1.1 Beta (AKA 1.09) breaks most mods.

 

:fox:

Reply #90 Top

Sheppard93,

Kitkun's advice is good.  I would start there.

I can't tell what the specific problem is exactly from the Minidump message but a minidump when enabling the mod is almost a sure sign that it cannot find a file it is expecting and trying to load.  If you are indeed using a different language version of Sins then that is the likely cause.  This mod comes with only an english version string file.  You should be able to rename the file as Kitkun suggested and it would then load properly.

Causes other than the string/language issue would be something out of place in the installation.  Check where you installed the mod and make sure the proper subdirectories are in the dolyinck_SG-Ancients-v1.01 folder (gameinfo, string, mesh, particle, etc).  Aside from the string file, the mostly likely cause of a dump at load would be something missing from the gameinfo directory.

Sorry you are having troubles but I hope this helps get it sorted out.

-dolynick

Reply #91 Top

Is it possible that the demo i don't remove is the probleme and my version is an english version of sins

 

Reply #92 Top

Are you using 1.09? (Start the game and see what's in the bottom right corner of the menu.)

 

:fox:

Reply #96 Top

Quoting FAPotato, reply 18
I get a mindump error when atlantis levels up to level 2

I'm at a loss with this one.  The Atlantis is the first capital ship I build in every game I've played with the mod so far and I have not had any minidumps in play from the Atlantis.  I've had several up to level 10 with no problems.

Are you sure you extracted and installed the mod properly?  Are you using the latest version (1.01)?

Quoting The, reply 19
I get a minidump when I select the most powerful weapon for the Ancients, pity.

Are you refering to the Atlantis?  Please be as specific as possible, right down to the last click/mouse-over that causes the minidump.

-dolynick

Reply #98 Top

Quoting The, reply 22
The Atlantis race, it has the same avatar as the TECH Novalith Cannon.  Once researched, if you select to build one it crashes.

You mean the Lagrangian Point Satellite?  I've been building them in my own private games without a problem...

So you research it and the icon becomes buildable right?  You're able to mouse over it without a minidump I assume.  You click to build and then place it?  Does it crash when you click to place it?

-dolynick

Reply #99 Top

Thats the same with me, if I click on the button once Ive reaserched it , it crashes.

Reply #100 Top

Hey Dolynick i might have a person who could do some models for you if you would like.