An expansion that adds several Stargate themed factions to Sins of a Solar Empire: Rebellion.

Report RSS Stargate Races r1.05 Release

A few words about the new r1.05 release version of Stargate Races for Sins of a Solar Empire: Rebellion.

Posted by on

Stargate Races r1.05 Released

I am pleased to announce that the latest r1.05 release of Stargate Races is now available for download. This update has been a little while in coming, as I was busy with some major work on the Star Wars: Interregnum project for a few months before I could turn my attention back to SGR. This update also became a bit more extensive than I had originally planned as well. As part of development this time around, there was a significant amount of multiplayer play and balance testing, which also led to a number of revisions along the way to help smooth out rough spots in both new and existing content. In the end though, I believe it was all well worth it as this new version contains over 190 items in its change log and moves the mod forward in significant ways I think.

Balance & Gameplay Tweaking

A great many changes were made to stats, and other aspects of the mod. Some of these were the result of content changes, some were just new ideas being implemented and yet others were the result of potential play issues spotted when players went up against each other over the course of several dozens of playtests. They include:

  • General stat rebalances across all races.
  • Research items shifting or with revised pre-requisites.
  • Revised abilities.
  • All new abilities to replace some placeholder or re-used abilities.
  • The ability to now protect envoys at minor factions with Starbases.
  • Adjustments made to damage types to address bomber and corvette spam.
  • Some mesh tweaks that may help fleet movement with hiveships and the super hive.

Art Assets

As usual, there are a healthy collection of new art assets. This time around there are over 25 all new assets as well as a handful of improved versions of existing custom assets.

The Goa’uld were the primary focus for orbital structure work this update, and received custom assets for the majority of their orbitals.

Goa'uld Frigate Factory Goa'uld Culture Station

Goa'uld Frigate Factory & Culture Station


Goa'uld Combat Lab Goa'uld Non-Combat Lab

Goa'uld Combat & Non-Combat Labs


The Goa’uld also saw several of their capital ships and starbase get new revised and more efficient textures. They also received a few all new models & textures to round out their fleet.

Goa'uld Sokar Goa'uld Hok'kesh

Goa'uld Sokar mothership & Goa'uld Lun'tak cruiser


Goa'uld Aphophis Goa'uld Anubis

Revised Goa'uld Apohphis and Anubis motherships


The Wraith see a custom mesh for their titan factory & tradeport this update, as well as their frigate fleet rounded out with custom assets and textures. The Wraith also get a new custom particle effect for their weapons.

Wraith Tradeport Wraith Psionic Support Crusier

Wraith Tradeport & Psionic Support Crusier


Minor Factions

There were some pretty significant developments in terms of minor factions in this update. To begin with, I should state that the goal for custom Stargate themed minor factions in Stargate Races is to be potentially more impactful and game-changing than the stock minor factions. They help flesh out the galaxy and make the game feel more Stargate-like, and so, I wanted them to play a more major role in games where they appear.

To that end, the two existing factions were revised. The Asurans were already a powerful faction but now benefit from the new Atlantis ultimate ability as well as gaining the ability to deploy the infamous “gate satellite” seen in the Stargate Atlantis season 3 finale. The Tok’ra also get a major lift in their new ability to provide widespread intelligence over a large portion of the galaxy.

SGRMinorFactionLogos 105

New Stargate Minor Faction Icons


In addition to the Asurans and the Tok’ra, four all new minor factions were added as well.

The Tau’ri

The forces of Stargate Command are available to the empire that befriends them. The Tau’ri are a powerful economic force for their allies and can provide strong strategic support with military forces when called upon. They also bring with them some nice new art assets to enjoy.

Tau'ri BC-303 Tau'ri BC-304

BC-303 & BC-304 Battlecruisers


Tau'ri F-302

F-302 Fighter-Interceptor


The Free Jaffa

Those among the Jaffa ranks who have thrown off the yoke of oppression are now also a potential ally to the empire who supports them. The Free Jaffa home world is well defended and the Jaffa are hard workers able to assist your empire. When the need arises, Bra’tak may also be dispatched to help turn the tide of battle at a contested battleground.

The Vanir

A rogue offshoot of the Asgard seen in Season 5 of Stargate Atlantis, the Vanir are a cunning faction and a menace to those who must engage them. Their advanced technologies allow them to assist your empire and its ships, as well as cause havoc in the enemy with their ability to seize control of enemy frigates.

Michael’s Hybrids

The renegade Wraith Michael and his hybrid army are now also potential allies or foes in the galaxy. Always seeking to advance his research, Michael is willing to sell you Wraith Heavy Cruisers in order to fund his ongoing experiments and machinations. If necessary, he is also able to unleash his modified Hoffan Plague upon your enemies.

Sound and UI

Beginning with this update, elements of the UI and sound aspects have been added. While the additions are by no means comprehensive, they do help flesh out the look and feel of the mod. This process will hopefully be ongoing as further updates come, but for now they include:

  • 121 dialogue clips for the Goa’uld.
  • 121 dialogue clips for the Asgard.
  • 40 dialogue clips for the Wraith.
  • 12 additional custom Stargate themed loading screens
  • 4 additional Stargate Races mod specific load screen tips.

Replicator Event

The replicators have been added as a random event. These are the classic Milky Way block-type replicators as seen in Stargate SG-1. When random events are enabled, there is a small chance that the galaxy may be invaded by a Replicator Battlecruiser – a powerful titan that will travel from planet to planet destroying all in its path and consuming planet resources in order to replicate more ships.

Replicator Battlecruiser Comp1

Replicator Battlecruiser


Feedback & Downloads

As always, I invite you all to let me know what you think. Found a bug? Think something can be improved? Leave a comment or drop by the Stargate Mods Discord and start a conversation. I think that r1.05 moves Stargate Races forward in some very significant ways and I hope you find the same.

Stargate Mods Discord


Remember that in order to play Stargate Races, you will need the Sins: Remastered support mod. Version 0.93b continues to be the current release version but if you don’t have it yet, make sure to download it. It is mandatory in order for SGR to work properly.

LogoSinsRe small


And of course, don’t forget to grab the r1.05 release version of Stargate Races itself.

Stargate Races r1.05


Post comment Comments
Guest
Guest - - 689,081 comments

Question will Tau’ri ever be playeble as full faction?

Reply Good karma Bad karma0 votes
dolynick Author
dolynick - - 629 comments

No current plans for that.

Reply Good karma+1 vote
slipoy321
slipoy321 - - 4 comments

Hi. I'm having trouble figuring some things out with the Ancient faction. Whenever I activate the Munio Class cruiser's ability to deploy tactical structures at remote locations, it doesn't do anything, but still costs money. Another problem I'm having is figuring out how to link two stargates. Is there like a keybind for this? Also, I'm confused about what the interstellar travel upgrade even does. Can you explain that please?

Reply Good karma Bad karma+1 vote
dolynick Author
dolynick - - 629 comments

The Munio construction ability has a delay for "building time" during which the ship must be left alone. If you move or order it, you will cancel the deployment. Be patient, it will spawn.

Stargates are automatically linked to other eligible stargates. You don't have to do anything. Remember that they aren't actually active until they are fully constructed and your planet displays the "Phase Stabilizer" status. Also remember that you cannot node jump between systems - only within the local star system.

Interstellar travel enables phase jumping between stars if you are playing on a multi-star map. This is refering to actual standard phase jumps, it doesn't affect gates/phase nodes.

Reply Good karma+1 vote
The_Gray_Chapter
The_Gray_Chapter - - 16 comments

I do Love this Mod. It plays well and the work done on all content is excellent. The Minor Factions part adds a new twist within the game and definitely makes a difference.

Reply Good karma Bad karma+1 vote
dolynick Author
dolynick - - 629 comments

Thanks. I'm glad you're enjoying.

I should note that you are commenting on an older version and a newer release is out now.

Reply Good karma+2 votes
The_Gray_Chapter
The_Gray_Chapter - - 16 comments

Yep, I have that one. Put this comment in the wrong place is all. Thanks though.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: