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 which provide further mobility advantages.

The 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.

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.




  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Version r0.94b has been published so it's time to stop and say a few words about what's new and changed this time around in the mod.

Gameplay Changes

There were a few changes made to stats and whatnot with this update. While a couple of them are balance oriented (such as those affecting the Ragnarok Colossus), there were a considerable number of simple weapon range adjustments. The reason for this is due to the size of some of the models in play in Stargate Races. I have been using "full" scale settings for the models so some of them are very large. Due to the way that targetting and ranging is handled in Sins, it was helpful to increase at least some weapon ranges to cut down on the jostling and pushing between large ships. I may not have gotten everything but I think you will find that things go a bit smoother now.

As for the Asgard titan... Well in my recent play testing it was every bit as terrifying and problematic to go up against as I wanted it to be, but maybe a bit more so for its slot/cost niche than it should be. I didn't want to knock it down yet, so instead I've increased its slot count and cost. It's now officially sharing the "strongest ship in the game" title with the Superhive. As with all tweaking, this isn't necessarily final but I'm going to try it like this and see how things go.

Pictures & Icons

Development of the mod may well slow down going forward as I have move into things that are going to take more time because they may need to be developed from scratch. As such, I thought it would be a good idea to get the little details that were still missing for the existing content put in place. Or at least a first version of it all.

Unit pictures have been created for all (I think. It's possible I missed something) the custom assets currently included in the mod. You shouldn't find any pictures that don't match the in-game model anymore. Here's a sample of of the new Asgard unit pictures:

UnitPicturesAsgard1

Along with the unit pictures, a whole new set of icons were created. Main view, HUD and info card versions for all custom assets. With the exception of one old placeholder custom model, everything was redone. You can get a preview of a few of the new icons in play in this screenshot:

CustomIcons1

Sound and Visual Effects

There were some changes to weapon effects this update. The Ancient drones were tweaked to be a little bit less intensive on resources and I think they blend better visually at the new smaller size too. The Asgard also got a new, properly unique visual effect for their beam weapons with this update. They're still not widely used but their prominent enough an item from the original show that I think they deserved it. Here's a shot of the new beams in play:

AsgardBeamVFX1

Shields also got a visual change. I have implemented the directional shader for shield impacts (courtesy of RC-1290 Dreadnaught) which changes up the looks a fair bit. I also made a pass through all the shield using factions and adjusted colors and opacity so that they each have a bit more of a unique shield motif for themselves.

Lastly, a bunch of new sound effects were added for weapons. Most of the iconic weapon sounds you know and may or may not love from the shows have been implemented for the factions. From the Goa'uld ha'tak blasts, to the Wraith plasma barrages and the Ori beam, the mod should now not only look the part but sound it as well.

I think that about covers r0.94b. While it didn't greatly change the way the mod plays, I think it makes things feel a lot better overall. I hope you'll agree when you try it as well. As always, feel free to leave a comment of feedback on what you think.

Stargate Races r0.94b


r0.93b Release

r0.93b Release

News 1 comment

A few words about the new r0.93b release of the mod.

Version r0.92b Release

Version r0.92b Release

News

A few words about the latest version r0.92b release.

The First Update

The First Update

News

The first update to Stargate Races for Rebellion has just been released.

Better Late Than Never

Better Late Than Never

News

Only 5 years late... But still, better late than never.

RSS Files
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.

Stargate Races r0.92b

Stargate Races r0.92b

Full Version 6 comments

A new full version of the mod that contains tweaks, bugfixes and some new assets.

Stargate Races r0.91b

Stargate Races r0.91b

Full Version 3 comments

A new release to address some issues in the original beta release.

Stargate Races r0.90b

Stargate Races r0.90b

Full Version

The initial beta release for Rebellion. Compatible with SoaSE:Rebellion v1.85 and later.

Comments  (0 - 10 of 84)
Guest
Guest

i have the mod downloaded and enabled but the races do not show up when i start a game, what did i screw up? this is the only mod i have for this game

Reply Good karma Bad karma0 votes
dolynick Creator
dolynick

Most likely it's in the wrong folder, or the folder structure is wrong. You also have to enable the mod too of course.

You should grab the dolynick_SGRaces-r0.94b folder in the zip and just drag it to:
\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85\

In the end the path should look like:
\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85\dolynick_SGRaces-r0.94b

Reply Good karma+1 vote
Guest
Guest

could you list a step by step starting from extracting from 7zip?
every time i put it to extract to \My Games\Ironclad Games\Sins..... it doesn't show up there. this is the first time i've tried modding anything so i have no clue, so the simpler the instructions the better. i"ll try later i got to go to work

Reply Good karma Bad karma0 votes
dolynick Creator
dolynick

I just did.
1) Open zip.
2) Grab folder.
3) Drag to mod directory. Let it copy/extract.
4) Enable mod.

That's all there is to it.

Reply Good karma+1 vote
Guest
Guest

Do you enable from the file somewhere or in game options? And which folder in mods-rebellion v1.85 itself or create a folder within mods-rebellion v1.85 to put mods in? Thanks for the help to ;)

Reply Good karma Bad karma0 votes
dolynick Creator
dolynick

When you open the zip, the very first thing you will see is the root folder for the mod. Take the entire folder and put it in the mods-rebellion v1.85\ folder.

You can enabled it in-game via the mods menu (although you should restart the game after you do), or you can edit the EnabledMods.txt file in mods-rebellion v1.85\. A sample copy of EnabledMods.txt is provided in the SGRaces mod folder as well, so you can just copy it to the root folder if you like.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

I try it...and i discovered one 'feature':
-the duplicate abilty of the ancients.....can still produced duplicats even the fleet limit is reached..
after 8 hours of gameplay the NPCs ancients have replicate 265 adams battlecruiser and 500+ other ships..
Then the game was jsut laggy ..they used after 8 hours 15k fleet cap..xD
Please fix it ^^

Reply Good karma Bad karma0 votes
dolynick Creator
dolynick

You are correct in calling it a "feature", as it's not actually a bug. I am well aware that it can exceed the fleet cap. I could limit it, but it's also meant to be an end-game tech that is overpowering. I've debated imposing the cap and not, and so far I've been leaving it in the players hands to decide how crazy to let it get.

Granted, I never really planned on an AI taking it to that extreme either. Still, Nano frigate cloning is not free and you apparently let an AI sit there and clone away to a 15k fleet size. I could argue that you deserve to lose that game too ;)

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Sins of a Solar Empire: Rebellion
Creator
Contact
Send Message
Homepage
Olynick.net
Release date
Mod watch
Follow
Share
Community Rating

Average

6.3

4 votes submitted.

You Say

-

Ratings closed.

Style
Genre
4X
Theme
Sci-Fi
Tags
Embed Buttons
Link to Stargate Races by selecting a button and using the embed code provided more...
Stargate Races
Statistics
Last Update
Watchers
68 members
Files
5
Articles
5