Stargate Races was originally released for vanilla Sins of a Solar Empire before any of the expansions landed. It was updated and expanded through Entrenchment and Diplomacy. Development stopped when Rebellion launched and it went on not updated... Until now.
The mod adds 5 new playable Stargate themed races to the existing 6 in the base game. They are the Ancients, the Asgard, the Goa'uld, the Ori and the Wraith.
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.
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 for further mobility advantages.
A parasitic race who pose as gods to their subjects. A powerful economy and formidable 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.
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.
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.
It's been a few months since r1.03 was released and while some progress has been made, the changes to Sins: Remastered are what's really prompting this release right now rather than later. Still, I think you guys will find that there are several noteworthy changes and additions this time around.
There aren't any huge changes to game play this update but there were a handful of fixes put in place for icons, zoom distances and a missing picture or two that slipped by in past releases. Just good old-fashioned house-cleaning type stuff.
For actual game play changes:
To begin with, you will find that a few of the custom skyboxes have changed a bit. They've had their brightness and intensities tweaked a bit and I think they are much better now. Specifically adjustments were made to the Nebula 4 & Nebula 5 skyboxes.
Secondly, tangent issues have been fixed on the up-sized planet models used in SGR. You may or may not have noticed that a line or seam was visible on planet models when facing the right direction. This was a side-effect of how I had scaled them up. For r1.04 I found a new (well actually old) method for doing so that avoids that issue. So I'm happy to say that the unsightly seams are now a thing of the past.
Finally, as with all good updates, this one comes with a fairly healthy dose of new art assets.
The Asgard received a handful of new custom planet module meshes with freshly made textures:
The Asgard weren't the only ones to get new structures for r1.04 though. The Wraith also got a selection of all new models and textures as well:
There were also a few older assets brought over from Stargate Invasion and updated to work under PBR. The Wraith research labs were both generously lent to the mod as was a brand new model and textures for the Ancients Aeolus capital carrier:
Lastly, there is a little bit of bad news this time as well. With the addition of this latest content, SGR finally ran into the 32 bit memory limit. So as part of this update a large number of higher resolution textures were downsampled to lower resolutions. This of course means that you may notice some things being a bit more blurry or pixelated than they were previously, but it also cut about 600 MB from the texture load and leaves more space to grow yet. There are still a fair number of custom meshes and whatnot that need to be added yet so I'm afraid this sacrifice was necessary even if it was somewhat painful and disheartening to do.
As always, I invite you to give feedback and share your thoughts on any of the changes and/or new content. It's always nice to hear what people think.
Stargate Races r1.03 for Sins of a Solar Empire: Rebellion v1.94 has been released.
Stargate Races r1.01 has been released for Sins: Rebellion v1.93.
A few words concerning the latest r1.00 release of Stargate Races for Sins of a Solar Empire: Rebellion v1.93.
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Full version of Sins: Remastered v0.91 Beta for Sins of a Solar Empire: Rebellion v1.94.
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