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.

The 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.

The 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 for further mobility advantages.

The Goa'uld:

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.

The 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.

The 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.




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Stargate Races r1.01 Release

News

Stargate Races v1.01 Released


So it hasn't been that long since v1.00 was released and I am generally pretty happy with what I'm seeing in further playtesting with it, but unfortunately a nasty game-crashing bug was found. Because of the nature of the issue, an updated version with the problem corrected needed to be released as soon as possible.

Bug Fix


The problem was with the Subspace Beacon ability on the Goa'uld Apophis Mothership. Simply mousing over the ability would cause a hard crash, every time. The ability has been reworked and the inner workings of it replaced with something that, while not as slick as the old version, works safely, reliably and retains the spirit of the original ability.

While there wasn't time to get any new art assets ready, a few other gameplay changes did get implemented. The Asgard saw their mobility upgrades shift down a tier and their Tyr capital ship now requires research to unlock. Several Ancient capital ship abilities saw their autocast re-enabled (good for the AI). The Wraith Hiveship Cull Planet ability also saw a minor number adjustment at max level.

I know... That's not a big list. But I felt it was more important to get a stable version without a serious crash bug out now, rather than wait for more features and leave people with a crash-prone mod. I hope you'll agree on that decision.

Stargate Races r1.01


Stargate Races v1.00 Release

Stargate Races v1.00 Release

News

A few words concerning the latest r1.00 release of Stargate Races for Sins of a Solar Empire: Rebellion v1.93.

r0.96b Release

r0.96b Release

News

A few words on the new 0.96b release version of Stargate Races.

r0.95b Release

r0.95b Release

News

A few words on the latest r0.95b release version of the mod.

r0.94b - Filling in the Details

r0.94b - Filling in the Details

News

A brief run down of all the latest changes included in the new version of the mod.

RSS Files
Stargate Races r1.01

Stargate Races r1.01

Full Version 6 comments

Full version release of Stargate Races v1.01 for Sins of a Solar Empire: Rebellion v1.93.

Stargate Races r1.00

Stargate Races r1.00

Full Version 5 comments

Full version of the Stargate Races r1.00 mod for Sins of a Solar Empire Rebellion v1.93.

Stargate Races r0.96b

Stargate Races r0.96b

Full Version 1 comment

A new full version release compatible with Sins Rebellion v1.93 and the Minor Factions DLC.

Stargate Races r0.95b

Stargate Races r0.95b

Full Version

A new full release version which brings small updates but includes compatibility with Rebellion v1.92.

Stargate Races r0.94b

Stargate Races r0.94b

Full Version 2 comments

A new full release version of the mod containing a number of detail additions that help round out the content.

Stargate Races r0.93b

Stargate Races r0.93b

Full Version

A new full version release with the latest changes to the mod.

Comments  (0 - 10 of 135)
admiraljeffe
admiraljeffe

Super good mod so far thank you for your work, did you know the wrath weapon animations don't for most of there ships? Any plans to add custom voice overs to the new races?

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dolynick Creator
dolynick

Thanks.

"did you know the wrath weapon animations don't for most of there ships?" I'm afraid I don't quite follow what you're trying to get at with that.

"Any plans to add custom voice overs to the new races?" That would be nice eventually. It hasn't been high on my priority list right now in terms of things most needed though.

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admiraljeffe
admiraljeffe

Worded that wrong sorry. In one match only the hive-ship was firing its weapons you could hear the other wrath ships firing but not see the visuals. So far its only happened in one game. might have just been my shity laptop

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dolynick Creator
dolynick

They all had weapon effects last time I looked. Unless it had something to do with viewing range (that big hiveship often means you are zoomed out a bit more) but it's odd that you could see all of the hiveship's fire in that case.

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darkyuri
darkyuri

Can be stargate music?

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tibaoque13
tibaoque13

no Tau'ri and no alliance ~~ how sad this is but i hope that you guy are going to put those 2 in this mod

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_Manix_
_Manix_

I just want to say that I appreciate all of the work you have done with this MOD.

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Brie390
Brie390

You think the weapons graphic is a Problem.
a problem that I like to overlook

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Brie390
Brie390

Milky way SG1

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Brie390
Brie390

I Love your mod
Are you Planning to add the replicator at some point?

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dolynick Creator
dolynick

Thanks.

Which replicators? I assume you mean the Milky Way ones and not the Pegasus Asurans (who are a minor faction now).

They've crossed my mind a few times over the years but I can't say that I really see the replicators as becoming a full player race in SGR. Maybe an event could work though. There are also potential art asset issues.

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Herr_Von_Kuchen
Herr_Von_Kuchen

I really wish Sins had an endgame crisis mechanic like Stellaris. It would be awesome to have a massive Replicator or Ori invasion in the late game that everyone has to band together to defeat.

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