Full release of Stargate Races r1.07 for Sins of a Solar Empire: Rebellion. **Requires Sins: Remastered v0.94b**
r1.07 Changes:
- Addressed various bad or missing asset references.
- Reduced the chance of Replicator Invasion occuring from 0.05 to 0.02.
- Adjusted random map generation to attempt to minimize planet gravity well overlapping.
- Updated Asgard Eir's description to be a little more specific as to it's role.
- Removed Advent voice lines from Ursini Cruiser.
- Ori missile particle effects are now blue.
- Tau'ri missiles and missile abilities now have their own set of particle effects (instead of continuing to share the Ori particles).
- Corrected the third diplomatic relationship improvement research for custom races to have 2 levels and tier cost increases in line with stock races.
- Reduced Ancients Nanotech Cloning research count requirement to 90 (from 135).
- Added two Ancients research entries for plasma weapon upgrades.
- Reduced Wraith Orbital Cloning research count requirement to 100 (from 150).
- Fixed Ancients Spacegate Trade not correctly applying the trade buff modifier.
- Increased Ancients Ultionis Raze Planet damage to 150/200/250/300 damage and 20/25/30/35 population killed per shot (was 80/80/80/80 and 10/10/10/10).
- Fixed Ancients star base Power Emitters third level upgrade not increasing ability level properly.
- Ancient Drone Swarm and Barrage abilities autocast changed to require at least one target in range (from OnlyInCombat).
- Ancient Mirus Magnetize ability antimatter cost reduced to 50 (from 80) and cooldown increased to 25s (from 15s).
- Ancient Revenant Nano-Dissassembler ability now has a constraint not to be cast on invulnerable objects (intended to prevent autocast on captured neutral resource asteroids).
- Ancient Ultionis Irradiate ability damage increase to 350/450 per second (from 250/350 per second).
- Ancient Aeolus Concentration ability reworked into new Exceptionalism ability. Buffs strikecraft damage as before but also buffs Aeolus owned strikecraft hull and armor.
- Replaced Aeolus Instant Build Fighters ultimate with new Telemetry Feedback ultimate. All Aeolus owned strikecraft buff all owned & allied ships within range of squad in weapon cooldown & damage.
- Reduced Ancients Battlecruiser (Excalibur) antimatter cost to build fighters/interceptors & bombers/light bombers to 60 & 90 (from 90 & 150).
- Ancients Atlantis Intergalatic Capital planetary effects (phase stabilizer node, etc) rewritten to create a more stable effect that does not cause fluctuating ship pathing issues.
- Increased cooldown of Asgard Heimdall Magnetize ability to 20s (from 15s) and decreased antimatter cost to 25 (from 80).
- Increased cooldown of Asgard Heimdall Jam Weapon ability cooldown to 45s (from 15s) and decreased antimatter cost to 50 (from 70).
- Changed Goa'uld Fear the Gods ability autocast condition to only cast when at least 4 targets are in range that do not already have the debuff.
- Changed Goa'uld Infiltrate Crew ability autocast condition to only cast on targets in range that do not already have the effect.
- Goa'uld Sokar Evil Presense AoE range increased to 4500/5000/5500/6000 (from 4000/4000/4000/4000).
- Ori Expurgation Cleansing Brilliance ability autocast set to enabled by default.
- Ori Perdition Expiation ability damage increased to 100/125/150/175 per wave (from 80/80/80/80).
- Ori Military Starbase Missile Barrage ability damage increased to 100/120 per wave (from 80/80).
- Ori Sovereign Punitive Strikes now deals additional damage (60/120/180/240) when the effect is applied by a missile attack. Also allows Heartseekers a chance to inflict extra damage and also pierce through the target to strike a second time.
- Ori Sovereign Heavy Strikecraft ability removed.
- Ori Sovereign Aura of Divinity moved to ability slot 3 and reworked into a 4 level ability. Cost reduction changed to 100%/200%/300%/400% & range to 7000/8000/9000/10000. Also buffs or debuffs host planet tax income & culture output by 20%/25%/30%/35% and all planets within one jump by 10%/15%/20%/25% based on if they are friend or foe.
- Ori Sovereing ultimate replaced with new Divine Intervention ability. Upon death, a new level 5 Sovereign appears at the planet where death occurs after a brief delay.
- Reduced Ori strikecraft experience value to 10 (from 15).
- Ori Expurgation missile damage type changed to Capitalship (from AntiVeryHeavy).
- Wraith Hiveship weapon DPS decreased to 30/0/0/0, 12/0/12/12 & 8/8/8/8 (from 40/0/0/0, 15/0/15/15 & 10/10/10/10). Weapon cooldown per level decreased to 0.02 (from 0.03) & weapon damage per level increased to 0.06 (from 0.05).
- Tollan Ion Cannons ability will now also target corvettes.
- Tollan Build Gate ability will now only work on the controlling factions owned planets.
- Ursini Cruisers will now apply a +15% Trade Income buff (stacking up to 4 times) on friendly planets instead of 1 credit/s per stack. (Fixes crash bug).
Eh ... I'm waiting for the ancients to be repaired, while they are losing to everyone due to imbalance, expensive ships and completely useless .... cry I would like to increase the damage from drone weapons
I have no idea what kind of balance you have in mind, but it's not likely to change radically. If you're expecting everything to just explode after a single firing of drones like in the show, that's never going to happen.
The Ancients have their own foibbles and playstyle quirks, but they're also one of the more popular races amongst the mod testers too.
And yes. I saw you post this exact same thing in Discord. The general conscensus was not to your liking so you figured you'd post it here as well?
The question was not from me, but from the person who asked to know! :)
Thanks for the answer !
why you being hostile? its a simple question. yeah I also agree in the show one drone kills a single ship OP. there EGO was there downfall.. I'm seeing the same thing in here right now. A EGO.
Where are Tauri?
The Tau'ri are a minor faction that can spawn on the map, if you have those enabled in your game.
no Tauri!!! sad minor faction smh they should be a major faction since you have the goa'uld.. I mean the goa'uld did not exist when the ancients was around but you have them doesn't make any sense. seems like every time I find a Stargate mod its not complete. but I respect your hard work. is there any plans on adding the Tauri? the ancients cost to much to build ships the damn as guard is annoying cuz all they do is bomb your planet. wraith is pretty cool good job on that one. the goa'uld first ha'tak frig that capture's mining areas you have to add them one buy one if you have any other ship just to form a fleet with since the game doesn't consider them as a fighting ship but a example colonize ship. Stargate is my fav movie and show I have the Tauri address tattoo on my arm. so when I see a mod that is not complete and that has not been updated in a while but obviously still active makes me very sad... I understand how hard it is to make mods with models and all that you have to do them one by one. Please if you have plans to fix these issues with the ha'tak frig. adding the Tauri. and decreasing the build cost of ships for the ancient's. I think it would be more popular yes the Tauri was OP on stargate invasion but that can be fixed easily.. Again keep up the good work!!.
Greetings and again balance claims from the same character :)
"As for the balance, for example, the titanium of the ancients versus the titanium of the raifs, 700 points of damage with the maximum pumping in Atlantis versus more than 1500 thousandth damage in the raifs, and this is not even fully pumped? comparison with the shields of the ancients at full pumping ...,and even about the speed of construction of titanium at raifs I am silent at all at 10-15 minutes of the game they build a plus with a huge fleet of hives, against one well, a maximum of two large large ships of the ancients, maybe at least a sub-faction of asuran in the branch of the ancients add, even with weaker ships extremely cheap, or increase the power of upgrading weapons and shields from the ancients, let them be even more expensive but more powerful..."
Translate from Russian, there may be mistakes ! Thank you for your attention)
No, that block of text isn't entirely clear but I think I can sum it up as chatter from someone who doesn't actually understand the mechanics of how the various stats interact and sum up.
A base Aurora has almost as much effective "toughness" as a level 1 Hiveship. I don't expect this person to accept that but that doesn't change the fact that it is.
Yes. The Wraith are strong. They should be. The Ancients are strong too, particularly with the most recent changes and additions in the last few updates. The Ancients have always had, and will always have, a less is more approach to ships. You are not supposed to have hundreds of ships as an Ancient. If he doesn't like that style of play, then perhaps they are not the race for him.
Thanks, a sensible answer :)
Well he also seems fixated on the damage stats of Atlantis vs the Superhive, so I will speak directly to that a bit.
First, technically Atlantis can put out more total damage with its base drones than the Superhive can - it just does so over many targets rather than being more single target focused like the Superhive is. That might change with research but my point is that displayed stats in game are not always showing the complete picture.
Secondly, and more importantly, Atlantis is not intended to be a real warship. It's a city ship and more of a support style titan. It's not intended to go toe to toe with a Superhive on its own (it's also 100 less fleet supply, so you shouldn't expect it to win anyways). An Atlantis with a handful of the right supporting ships is also likely unbeatable for a Superhive and equivalent fleet supply of Wraith ships. By design, the Wraith have no counter to Atlantis' shield and their only option is to attempt to brute force it. That's something you can make it much harder for them to do while they take losses and you don't.
Now... I'm not trying to claim that balance is perfect. I don't believe that is actually possible in a game like this with asymmetrical fleet designs. I do, however, think that the Ancient fleet is more than capable of putting up a fight when used correctly.
can you play as the minor races or no ?
No. You can capture/befriend them to be an ally but they aren't full playable races.
Hey I've been trying to play this mod and I keep on having a error when transferring files. I've played this mod before with no issues could you possibly tell me why the mod isn't working correctly?
I just tested it again and the mod downloads from the link above and extracts just fine. If you're getting an error then there may be an issue with your ISP connection, traffic between you and Moddb, or something going wrong with you local files/extraction software on your PC.