The full version of Stargate Races r1.08 for Sins of a Solar Empire: Rebellion. Requires Sins: Remastered v0.95b to function.
r1.08 Changes:
- Sins: Remastered v0.95b compatibility update.
- Planets updated to PBR shaders.
- Stargate Races mode will no longer start successfully if Remastered 1.00 or later is not enabled.
- Reduced Economic Upturn and Downturn events to be +/-35% tax & +/-50% trade income (from 50% & 70%).
- Reduced planet allegiance fall off to 5% per hop (from 10%) and 50% minimum (from 25%).
- Increased maximum allegiance gain from culture to 20% (from 10%).
- Delayed first pirate raid occurrence to 20 minutes (from 15).
- Delayed subsequent pirate raid intervals to 18 minutes (from 13).
- Replicator Invasion can no longer spawn until at least 1 hour into the game.
- Added new Terran home world textures (courtesy of Shiny_Man).
- Added new Terran world textures (courtesy of Shiny_Man).
- Added new Oceanic world textures (courtesy of Shiny_Man).
- Added new Desert world textures (courtesy of Shiny_Man).
- Added new Ferrous world textures (courtesy of Shiny_Man).
- Added additional Volcanic4 world textures (courtesy of Shiny_Man).
- Added additional Volcanic6 world textures (courtesy of Shiny_Man).
- Added new Dwarf planet textures (courtesy of Shiny_Man).
- Added addtional Barren planet texture (courtesy of Shiny_Man).
- Added new planet type Ringworld. Rare but powerful planet.
- Added new Savannah planet type (textures courtesy of Shiny_Man).
- Added new Swamp planet type (textures courtesy of Shiny_Man).
- Added iredescence effect to Asgard ships & structures.
- Added iredescence effect to Goa'uld ships & structures.
- Fixed a minor text label issue with Power Emitters upgrade for Ancients starbase.
- Updated some ability icons to reflect custom art assets now in place.
- Modified Ancients shield color.
- Modified Goa'uld shield color.
- Advent Iconus Guardian Repulsion field can no longer affect capital ships or titans.
- Ancient Aeoulus carrier now requires 2 completed research to unlock.
- Ancient Impererium Revenant now requires 8 completed research to unlock.
- Ancient Ultionis Dreadnought now requires 16 completed research to unlock.
- Ancient Invictus Juggernaut now requires 20 completed research to unlock.
- Added new Ancient research entry to allow allies to access owned gates.
- Added new Defensivie Formation passive ability to Ancients Excalibur Battlecruisers.
- Added new Escort ability to Ancients Alexo Corsairs.
- Added new researchable Triage ability to Ancients Alexo Corsairs.
- Ancients Lagrangian satellite Beam Blast damage increased to 3000 per second (from 2000).
- Reduced Ancient Scout DPS to 2.5 (from 3.0).
- Increased Ancients Corsair beam & laser dps to 14/0/0/0 & 8/0/0/0 (from 10/0/0/0 & 6/0/0/0).
- Removed Ancient Drone Defense non-functional side drone damage.
- Increased Asgard Starbase Population L2 upgrade to 300 (from 240).
- Asgard Kvasir battlecruisers now require 6 completed research to unlock.
- Asgard Tyr dreadnoughts now require 10 completed research to unlock.
- Asgard O'Neill battleships now require 16 completed research to unlock.
- Replaced Asgard Odin Ion Burst ability with new All-Father's Rally fleet buff.
- Revised Asgard Kvasir EMP Pulse autocast conditions.
- Revised Asgard Kvasir Siphon Antimatter autocast conditions.
- Revised Asgard Titan Chrono Blast autocast conditions.
- Reduced Asgard Scout DPS to 2.0 (from 3.0) and changed damage type to ANTILIGHT (from ANTIHEAVY). Reduced armor, hull regen & shield regen to 2.0, 0.5 & 1.0 (from 3.0, 1.0 & 2.0).
-Increased Asgard Valkyrie hull & shields to 300 & 650 (from 200 & 450). Increased laser dps to 11 (from 10). Increased supply cost to 7 (from 6). Increased credit & metal cost to 425 & 70 (from 350 & 50).
- Increased Asgard Gungnir hull & shields to 350 & 750 (from 300 & 650). Increased beam to 18 dps (from 14).
- Increased Asgard Odin hull and shields to 1575 and 2350 (from 1500 and 2250). Increased beam dps to 25/0/7.5/7.5 (from 20/0/7.5/7.5). Increased shields/level to 235 (from 225).
- Increased Asgard titan beam and laser range to 7000 and 6500 (from 5000 and 4500).
- Goa'uld Aphophis motherships now require 16 completed research to unlock.
- Goa'uld Al'kesh experience value reduced to 50 (from 80).
- Ori Perdition Dreadnoughts now require 4 completed research to unlock.
- Ori Salvation Dreadnoughts now require 6 completed research to unlock.
- Ori Expurgation Dreadnoughts now require 10 completed research to unlock.
- Ori Deliverance motherships now require 16 completed research to unlock.
- Ori Perdition battleships now require 20 completed research to unlock.
- Added new Ori research entry to allow allies to access owned gates.
- Removed Ori Defender flak frigate. Antifighter role filled by Crusdader carrier.
- Removed Ori Abolisher anti-module frigate. Anti-Module role added to Ori Justicar.
- Ori Justicar unlock moved to Tier 5 (from 6).
- Ori Justicar High Explosive Warheads unlock moved to Tier 7 (from 8).
- Ori Crusader Last Stand ability unlock moved to Tier 7 (from 8).
- Moved Ori Sacrifice ability to Templar (from Knight). Changed buff to weapon cooldown (from weapon damage).
- Added new researchable Guard ability for Ori Knight frigates.
- Ori Justicar Cluster Warheads AoE effect increased to 1000/1500/2000 (from 1000/1250/1500) and damage increased to 100/150/200 (from 20/30/40).
- Ori Perdition Mass Hull Repair hull/s reduced to 15/20/25/30 (from 20/25/30/35).
- Ori Salvation Regenerate Shields shields/s reduced to 25//30/35/40 (from 20/30/40/50).
- Ori titan Damnation ability autocast adjusted to better cast only when targets are actually in range.
- Ori Crusader carriers now also benefit from Shield of Faith researchable upgrade.
- Ori Auror Bolster Shield ability antimatter cost reduced to 50 (from 100). Shields restored increased to 100/150/200 (from 50/75/100).
- Ori Inquisitor Far Sight ability replaced with new Divination ability.
- Ori Inquisitor Energy Absorb ability replaced with new Subsumptiion ability.
- Ori Inquisitor Ion Blast ability replaced with new Smite ability.
- Ori Deliverance Call to Arms ability weapon cooldown and weapon damage buffs reduced to 5/10/15/20% and 10/15/20/25% (from 10/15/20/25% and 15/20/25/30%). AoE range increased to 5000/6000/7000/8000 (from 5000/5500/5000/5000). Reduced cooldown to 120/110/100/90 (from 120/120/120/120).
- Reduced Ori Scout armor, hull regen & DPS to 1.0, 0.5 & 2.5 (from 2.0, 1.0 & 3.0).
- Increased Ori Templar supply, credit & metal cost to 15, 950 & 150 (from 12, 650 & 120).
- Increased Ori Templar missile DPS 28 (from 24). Increased hull & shields to 650 & 950 (from 500 & 650). Lasers can now fire at fighters.
- Revised Ori carrier laser DPS to 8/12/12/4 (from 7/7/7/7).
- Increased Ori Justicar Missile range to 12,000 (from 10,000). DPS increased to 35 (from 30).
- Increased Ori Justicar Heartseeker range to 12,000 (from 7,500). DPS increased to 15 (from 10).
- Ori Inquisition hull, shields & shields/lvl increased to (from 2000, 2200 & 240). Missile dps increased to 12/0/6/6 from (6/0/6/6). Missile damage type changed to Capitalship (from AntiHeavy).
- Increased Ori Sovereign Heartseeker DPS to 15 (from 10).
- Increased Ori Military Starbase Heartseeker DPS to 15 (from 10). Range increased to 9,000 (from 7,500).
- Removed Ori Beam Defense researchable laser damage and added new Anti-Strikecraft Turrets researchable ability.
- Further reduced mesh bounding radius on Wraith Hiveships and Superhive.
- Wraith capitalship slot increases now require 8/15/21/26/30/34/38/42 completed research to unlock.
- Wraith Hive Malevolent Presence stacking limit reduced to 2 (from 3).
- Wraith starbase Incinerate ability autocast set to on as default.
- Reduced Wraith Scout supply cost, build time, credit cost, metal cost & DPS to 1, 10, 150, 10, 1, 2.0 (from 2, 20, 200, 20 & 3.333).
- Increased Wraith Light frigate hull to 1950 (from 1500).
- Increased Wraith LRF hull to 1850 (from 1300) and Plasma DPS to 17 (from 15).
- Wraith Marshal Support cruiser will now auto-join fleets by default.
- Removed Wraith Plasma Defense non-functional plasma side damage.
- Revised mesh and new textures for Ancients Dirou Destroyer.
- Revised mesh and new textures for Ancients Seedship.
- Revised mesh and new textures for Asgard Valhalla Station star base.
- Revised mesh and new textures for Asgard Beliskner.
- Revised mesh and new textures for Asgard Odin.
- Revised mesh and new textures for Asgard O'Neill.
- New mesh and textures for Asgard Daniel Jackson (Kvasir class).
- Revised mesh and new textures for Asgard Tyr.
- Revised mesh and new textures for Asgard Mjolnir.
- Revised mesh and new textures for Asgard Jotunn.
- Revised mesh and new textures for Asgard Gungnir.
- Minor texture revisions for Asgard Titan.
- Revised mesh and new textures for Goa'uld Osiris Mothership.
- Revised mesh and new textures for Goa'uld Ha'tak.
- Revised mesh and new textures for Goa'uld colony frigate.
- New mesh, textures and icons for Ori light frigate.
- New mesh, textures and icons for Ori long range frigate.
- New mesh, textures and icons for Ori carrier cruiser.
- Added new mesh, textures and icons for Ringworld planet.
- Asuran Minor Faction now has a titan factory to rebuild Atlantis with.
This is a really welcomed surprise, I can't wait to try it, downloading now.
Enjoy. I've certainly been waiting eagerly to be able to get the latest content out. I do think it represents some of my best work so far.
Sins: Remastered v1.00 compatibility update. where i download remastered v1.00?
Oops. That should be 0.95b. We were planning for 1.00 but it was taking too long. I simply forgot to update the readme in SGR.
Thanks for pointing it out.
The mod does not run on one map! Choose the race ancients choose a map, start and immediately Mini Damp!
Error, does not find Mesh:
Failed to find data file 'SinsRemasteredRequired.mesh'. (SubPath = Mesh)
Could not find Mesh: SinsRemasteredRequired
I just started a game on Art of War with the Ancients as my starting race (and the rest random AIs) and it took a few moments but it started the match.
Did you mean one map specifically? If so, which one?
"Error, does not find Mesh:
Failed to find data file 'SinsRemasteredRequired.mesh'. (SubPath = Mesh)
Could not find Mesh: SinsRemasteredRequired"
Because you don't have Sins: Remastered enabled (or in the right order). The mod will no longer function if it is not actually run in the manner intended for it to function properly.
"Did you mean one map specifically? If so, which one?"
No, not one map, but any map!
It's bad that the mod only starts with the SinsRemastered minimod!
"It's bad that the mod only starts with the SinsRemastered minimod!"
It most certainly isn't. Sins: Remastered is listed as required for a reason.
I have understood, the SG Races mod uses textures (PBR shaders) from SinsRemastered! I Launched the mod without SinsRemastered and all objects without textures! :)
It is a pity, that without SinsRemastered to not play properly! :)
Thanks for the mod, great job !!!
I get StringNotFound on all Stargate races, their ships, structures and research tree names. Original SoaSE races, ships and structure names are fine. Any ideas why?
Thanks
This is typically what happens when you have the mods enabled in the wrong order. SGR should be "on top" in the list, above Sins: Remastered.
You're correct. I have checked this twice before and read wrong both times.
No worries. It happens. It's an easy problem to diagnose and fix.
When I start the game with this new version and the new remastered enabled, the name of the races do not appear and display "string not found". The original races (TEC etc) are still optional. Can this be changed?
This is typically what happens when you have the mods enabled in the wrong order. SGR should be "on top" in the list, above Sins: Remastered.
This is an expansion mod. It does not remove the stock races and they will remain available to play.
I'm having an issue when zooming in after about mid game causes the whole game to crash, any ideas on a fix? Loving the mod by the way!
There can be some instability when the game has to swap textures because it has hit the 32bit memory limit. You're playing on Ultra details I'm guessing. Backing off a step on the detail slider should stop it. Some peopple have more issues with this than others.
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Nice mod, but there is allways crash problems (minidumb).
you need to download "Sins: Remastered v0.95b and activate both mods ingame (Stargate on top) After that, it will run !!!
In early versions of stargatemods you didn´t need this complecatet install, pls fix this, if its possible, thx.
best regards
DiDi
This is not a bug. Remastered is clearly stated as "required" for SGR.
I didn't even know this mod existed but wow this is amazing! You did a great job! I've only had one problem with it and I went into dev mode and got this
Required EntityDef not found: TITAN_MADVASARI. This could eventually crash the game.
Entity Ref not found: TITAN_MADVASARI
Assert @ d:\perforce_sinsrebellion\sinsrebellion\minorfactions\codesource\engine\datastructures\dynamicvector.h(170)
i >= 0
Is this something I can fix? Also is there somewhere I can donate some money to you, or is that frowned upon? I appreciate all the hard work and I've already played quite a few hours of your mod!
You must use Sins: Remastered with SGR in order for it to function.
Crash as soon as i try to launch a match, all other mods i have used in the past work, this is the only one that crashes on me.
This was me, just wanted to comment i figured it all out
funktioniert leider nicht sobald ich die mod installiere und starte kommt immer ne fehler meldung und ich installiere den mod mit dem mod manager von sins
You must have Sins: Remastered activated in order to use SGR. There is also an issue with Competitive maps in this release and you will not be able to start a game using one.
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I tried opening the game with SGR at the top of enabled mods and sinsremastered below it but the checksum remains 0 and the game is not affected, any idea how to fix?
Most likely you somehow extracted the mods into another subfolder below the first.
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Been playing this off and on the last month, probably played 20 separate random large single star maps and am loving the update. Some minor critiques if welcome, the vanilla factions seem a bit weak compared to most if not all of the SG races (Goa'uld and Ori being the easier to fight without allies) but it does introduce a great challenge, no super hive can handle a hundred corvettes or bombers after all ha.
The Asgard with their extremely high shield mitigation + phase missile immunity make them damn near unkillable, only the Ancients can barely manage due to sheer dps numbers. I suppose this does fit the lore though, those two races being the most advanced tech.
Overall great mod though, been having a lot of fun with it. Ah and please nerf the SG races base ship speeds to be in line with the vanilla races ships if they aren't, the wraith for example I swear is consistently able to send a hive to one of my first few planets on a 70 planet map within 15 mins ^^.
Can somebody help me I have fixed all the problems I can find but after using both mods I get a checksum of 633719228 and the sg races haven't appeared yet.
Your checksum is wrong, therefore the files being loaded are incorrect or incomplete. Most likely a problem with your mod installation.
The correct checksum is 795942912.
I keep hoping and praying that you'll give the Tauri minor faction an ability to buy Daedalus class ships! I know you can hire them to attack or defend worlds, but having those ships in my faction's fleet would be so much fun since they aren't playable themselves!
Amazing mod regardless, great job!
Not going to happen.
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Great mod but the only issue I keep getting, which seems to only be with the Ori faction is I get a minidump error pop up. I can play asguard race without issues. I tried reinstalling mod, but no go.
Is there anything specific happening or that your doing when it minidumps?
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So this is whats going on...
Map: Balance of Power
Game time: 1:41:05
Races{me ori}{goauldx2}
mini dump error: Local\temp\sin dump\sin-rebellion v1.96-2022-02-19-09-19-06-34896-27336.dmp
2 things in research que: crystal focusing/lattice restructuring
Hope this helps.
Do you have random events enabled for the game? There is a bug that slipped through that in 1.08 if the Mad Vasari event triggers (1% chance), it will cause a crash.
I do, so kill random events for games?
Given the low 1% chance of spawning, it may not affect all games but if you want a 0% chance of it happening then yes, turn them off until another update is released.
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