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

3,741,165 views 1,775 replies
Reply #251 Top

Those models are no the best ones i have seen, but you guys have worked hard, i love onwing thing with drones. nice job

Reply #252 Top

Okay, first silly question:  Firstly, is it alright if I combine--well, attempt--your mod with Uzi's Sins Plus Mod?

More specifically, if I were to attempt to do so, what would I need to do? (And, if this hasn't already been done by someone...lol)

I have begun to mess around with combining them and I can get the main menu to pop up with the "Sins Plus v 1.3" blurb, so I know that superficially I have made that change in combining them.  I also have your SG races working...but I have no new planet types....

So, I started wandering around the String files, and seeing what I needed to shift into a new, more inclusive string file.  I started with your string file as the base and then shifted what looked necessary for the planets, ie, strings for research, the planet types themselves, the new bonuses.

Do the strings have to be in any particular, or at least clustered together to operate?

I'm a lil above my head, as I have not played with this stuff before, and Im sure that I havent supplied enough information to really be helpful in creating an answer for me.

If any of the above makes any sense, and you can form an answer that isn't "You stupid noob" or some derivation of, I would be extremely thankful. :-D

 

EDIT:  I AM a silly noob/newb....whichever you prefer.  Why?  Because I actually have read this thread in it's entirety and forgot that this has been discussed once....or twice or so.  I guess it comes down to, what do I need to do, to make it work so I can play the Ancients, which I love to play over about anything else with the pretty planets of Sins plus?  *Brain needs sleep*

     Thanks pre-emptively! :)

Reply #253 Top

With or without Bailknight's Graphic mod?

It should be very easy to combine them.  I'm just not sure if I will have a chance tomorrow to do it or not.

-dolynick

Reply #254 Top

Quoting judisheshok, reply 2

I have begun to mess around with combining them and I can get the main menu to pop up with the "Sins Plus v 1.3" blurb, so I know that superficially I have made that change in combining them.  I also have your SG races working...but I have no new planet types....

 

Maybe a good idea to use Solar Sins 2.0 since Danman have take over the work or Uzii ( sins plus )... it is 7DS without the any new races...

 

feature : 11 New Planets ( 8 from Sins Plus ); 6 SYSTEM stars, including a white star and a Black Hole, and each star has alternate colors and textures; 5 Colonizable Stars - Red, Yellow, Green, Blue, White (these are rare, with lots of resources); 2 fully funtional Black Holes, and yes, they will "eat" your ships! ; New skybox backgrounds, including deepspace and matching nebulaes to go with the color of the stars - part of Sins Enhanced; Weapon Graphics by Bailknight, WLD, and DANMAN.

 

download link for sins 1.05 and sins 1.12 is here

 

For integrate SolarSins ( or only Sins plus ), 3 thing need to be change in any mod... English.str ( who add description of new things ), the research tree ( for colonize gas giant/rogue star, for capture derelict ship in ship graveyard ) and the GalaxyScenarioDef file...

 

In your case, if you have the new races but not the planet, it is due to these last file... these GalaxyScenarioDef is used for generate the game map, without the new planet inside, they will not appear in game...

Reply #255 Top

Yay for help! lol

To Dolynick:  You know, I'm not sure?  I have it with the combo with BailKnight's on my computer, but I also downloaded the version that someone ramped up to work with 1.1 and up, and Im not sure if Bailknight's is in that one or not(And that is the one I am using as I have v 1.12).

To Thoumsin:  I have done some String work, primarily on transferring the planet, bonuses, and research strings into Dolynick's.  I then when and copied some stringwork for the coloniziation and edited it for the three new SG races.  If I still have work somewhere else, then that would explain why there are no new planets showing up and the researches do not show up in the research areas for the new races, or even the vanilla races, either. 

So...I'm missing something. lol 

Next stop:  GalaxyScenarioDef files!      

 

Is it bad that I have been absolutely enjoying learning how to do this?

 

Oh...and Dolynick?  It appears that the first level hull Research for the Wraith does not work?  I can roll over it, and click, but it doesn't do much of anything.  Which makes me sad.

Reply #256 Top

Quoting judisheshok, reply 5
If I still have work somewhere else, then that would explain why there are no new planets showing up and the researches do not show up in the research areas for the new races, or even the vanilla races, either. 

So...I'm missing something. lol 

Next stop:  GalaxyScenarioDef files!   

 

GalaxyScenarioDef will put the new planet in the game... for the research, you need to modify each playerXXX.entity ...

Reply #257 Top

Wahl....Now I have a runtime error.  Where would be a good place to start looking to fix it, in a general sense?

Reply #258 Top

Quoting judisheshok, reply 7
Wahl....Now I have a runtime error.  Where would be a good place to start looking to fix it, in a general sense?

 

Dificult to say... but do you use the Sins_DEVELOPER.exe found in the modtools ? It is a "must have" when you start modding... simply copy it to your sins folder ( where you have the normal sins.exe ) and start the game with it... everything is logged and if your have some error, you simply need to read the last few line of the log... usually, you will be able to find the problem... not everything in the log is critical but you will find error related to mesh, to harpoint, etc...

 

Myself, i am not a modder but a modeler... but since i have begin work with the 7DS team, i have learn a lot... there, we have people who master the english.str, other people who master the GalaxyScenarioDef, etc... maybe by making a post on the 7DS forum ( http://sri-corp.com/Forum/index.php ), you will find someone more able to help you that me...

 

Uzii have give the sins plus to 7DS team, solar sins is from the 7DS team too... so, i think that they can help you better that me... myself, i have made model for the EvilTesla pirate mod here, part of the 7DS team there... for the Canadan man Halo mod here, part of the 7DS team there... and more...

Reply #259 Top

Actually, no, I haven't been using the mod tools, which I have, which come to think of it, is pretty doofy of me not to be doing.

I have read through most of Uzi's thread and that of DANMAN's which is why I chose Sin's Plus over the other options....Colonizable stars just doesn't do it for me.  Now, the Blackhole, that would be cool, lol.

Thank you for what help you have given me though, I'm alot closer than I was to begin with.

Thanks again!

Reply #260 Top

Quoting judisheshok, reply 9
Actually, no, I haven't been using the mod tools, which I have, which come to think of it, is pretty doofy of me not to be doing.

I have read through most of Uzi's thread and that of DANMAN's which is why I chose Sin's Plus over the other options....Colonizable stars just doesn't do it for me.  Now, the Blackhole, that would be cool, lol.

Thank you for what help you have given me though, I'm alot closer than I was to begin with.

Thanks again!

 

The dev exe is a great tool, maybe the more interesting and needed that Stardock have give us... mini-dump are no help for modders... log from the dev exe are plain text...

 

About the colonizable stars, simply remove them from the galaxy file... but in real life, it is very possible to put orbital station around a stars... same is true about gas giant... Uzi last version is only 8 planet... now, the last version is 13...

 

Black hole and ship graveyard are only fun with human player... AI don't know how to use it... in case of graveyard, they put there a huge fleet, thinking that the derelict ship are a danger but they don't capture them... in case of black hole, they choose the short way who put them near the black hole and destroy them...

 

But who care... the fun with modding is that you will be able to make the game that YOU wish... and these mod, with stargate race is great... only a problem with the research tree of the Asgard... not yet found where but it is the only race that i was not able to play fully...

 

Maybe something interesting for you... in Uzi mod, you have a lot of planetory bonus... something around 75, i think... with solar sins and 7DS, it have grow a little to 89 planetory bonus... i have made a list of them at  http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Planet_bonus ... you can maybe print the page and use the info for when you game with your Stargates races mod + Uzi mod...

 

Good luck and have fun

Reply #261 Top

hi guys i love what you have been doing here dolynick but i have a question. i extracted the file to my mods folder but when i try and enable the mod the game just freezes. any1 got any ideas?

Reply #262 Top

If you are looking for any really high quality mods visit this website

http://www.scifi-meshes.com/forums/downloads.php?do=cat&id=7

Also check out the gallery and if you want to message the quthors and ask if they would let you use the files.

Reply #263 Top

he i have tryd the mod and the decrease researrch cost from the asgard dont work correctly in place of it it INCREASE the cost in place of DECREASE it

Reply #264 Top

Those are way to high in poly count for games. Even Coxxons work has its issues in some games. If hes looking for high quality models for games need to look about the BC , Freelancer or Eaw/foc communitys for higher poly models. Some there will alow converting to other games. 

Reply #265 Top

Quoting rexan1989, reply 13
he i have tryd the mod and the decrease researrch cost from the asgard dont work correctly in place of it it INCREASE the cost in place of DECREASE it

That's a known issue already Rexxan.  It is already fixed in the build versions but there hasn't been many other changes yet to warrant a whole new release.  It's quite simple to fix though, I can provide instructions to fix it if needed.  Basically it's just adding or removing a "-" from in front of a number in a couple places.

-dolynick

Reply #266 Top

Now I'm not sure where I need to fix things to make it work.  I've confused myself. lol.

Awesome mod, I have to say that.  Its waaaay too much fun.  To my detriment.

Reply #267 Top

I've been working on merging Sins Plus with the mod and everything seems to be working fine.  I still have to do the research entries for the Sins Plus stuff though but that shouldn't take too long when I actually find time to sit down and do it.

-dolynick

Reply #268 Top

Quoting dolynick, reply 17
I've been working on merging Sins Plus with the mod and everything seems to be working fine.  I still have to do the research entries for the Sins Plus stuff though but that shouldn't take too long when I actually find time to sit down and do it.

 

If the ship graveyard, with derelict ship is in your version of Sins Plus, better dissable it... it break the game playwith the AI, they store huge fleet at these place, waiting, waiting, waiting...

Reply #269 Top

and sorry to say how must i change it i dont hae modding tools on my pc for sins

Reply #270 Top

Quoting rexan1989, reply 19
and sorry to say how must i change it i dont hae modding tools on my pc for sins

 

You don't need them... file are plain text...

 

Will try to help you but i am not a coder... so, i am not sure at 100% that it will work...

 

Go to your "mod" folder, go to "dolynick_SG-Races-1.11", go to "Gameinfo"... open a file called "RESEARCHSUBJECT_RESEARCHCOSTDECREASEASGARD.entity" with your notepad... at the end of the file, you will find the following :

 

MaxNumResearchLevels 2
priority 1.000000
researchBoolModifiers 0

researchFloatModifiers 1
researchModifier
    modifierType "ResearchCostAdjustment"
    baseValue 0.000000
    perLevelValue 0.050000

 

It mean that for each level, cost increase of 5% ... normally, changing the "0.050000" by "-0.050000" will resolve the problem... Since the max level is 2, it mean that you can spare a max of 10% on your research expenses...

 

Yet, once modified, don't forget to save....

Reply #271 Top

tthx i will try it our if it works you hear from me

Reply #272 Top

Thoumsin is correct.  That should be all you have to do to fix that bug.

-dolynick

Reply #274 Top

and plz dont ask i will not abuse it you have my word

Reply #275 Top

Quoting rexan1989, reply 23
ok its workin muts thx

 

Be carefull... the modification have certainly change the mod checksum... it mean that you will not be able to play online with people who have the original version... unless, they made the identical correction, the system will see your modified mod like a other mod...

 

For single player, it is not a problem...