Impulse page for Sins of a Galactic Empire for Sins of a Solar Empire

12/12/2009

Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire Entrenchment
A Star Wars total conversion mod for Sins of a Solar Empire
12-12-2009

TEAM
=============================================
Models, textures, ship stats: Evillejedi
Abilities and tons of debugging: Psychoak (It would have taken another year without this help)
Swrebellion.com Web support and general debugging: Evaders
Interface icons: Ozwolf
SW Music: Pedro
Many many beta testers, many who didn't do a damn thing thanks to those that gave us valuable feedback!
Probably some other people I am missing, thanks

CONTACT
=============================================
Development website http://warlords.swrebellion.com
Development forum http://warlords.swrebellion.com/forums/viewforum.php?f=593&sid=d9baa3b5114c49929088ca5b1506e866
bug tracker http://warlords.swrebellion.com/mantis/view_all_bug_page.php
sins forum https://forums.sinsofasolarempire.com/331584


INSTALLATION
=============================================

The zip file should be around 225mb

Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\<username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\
Example for Vista/win 7 C:\Users\<username>\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\
open the game and go into options and select the mod from the list of available mods and then activate it.

THIS MOD HAS NOT BEEN TESTED WITH ANY OTHER MOD AND PROBABLY WILL NOT WORK WITH ANY OTHER MOD BECAUSE OF THE NUMBER OF FILES IT ELIMINATED TO BE STABLE.

The mod should be working fine if the only races you can select are the star wars races. If this is not the case you have not properly installed the mod in your mods folder.

NOTES
=============================================
This release is a compiled version of 1.0e, there are newer builds on the SVN, however these may be unstable or perform poorly, so download at your own risk

If you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest version

This release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent systems and Galactic Republic

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

Since it is a total conversion this mod does not contain the stock races (advent, vasari, tech), this
decision is driven by the hardcode limits imposed by ironclad and by eliminating them makes the mod
much more stable. If you want the star wars races with the standard sins races check out
Star Wars Requiem at http://sins.imperial.cc/

If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to do development of many detailed aspects of research/ability coding and 2d artwork
and do not need general help. Please post on the development forum if you feel that you can help us.

Please check the development website for updates on news, new content or official patches

If you would like to participate in beta testing the mod you can post in the beta testing forum to get access, we are looking for testers
that will provide detailed feedback of items they find in the game into our bug tracker.

SOME STRATAGIES
=============================================
Planetary defenses are great starting elements to protect your planets, especially when upgraded, build lots of turrets!

There are a few planet hardening upgrades in the defense research, these are crucial if you want your colonies to survive.

Capital ships need to be protected before they gain a few levels, once they have a few levels they will become very potent.

The ranges for weapons have been greatly extended. If you want more epic battles move your ships into closer range and many
abilities and other weapons will be used by the vessels.
Remember even Admiral Ackbar thought that it was suicide to move so close to the imperial star fleet!

The Imperials focus on Heavy firepower, Ion weaponry and command and control. It is best to lead groups of star destroyers
with a flag ship. The Empire does not have a low cost colonizer, but the gladiator and ISDs are very capable. The Executor
really has no equal.

The Alliance is focused on survivability, the mon calimari vessels may not have a lot of firepower, but they will be able to
last the engagement. Mix the mon cal vessels with their other vessels for a mixed fleet and protect the Diplomatic vessels,
they have excellent high level abilities

The CIS starts off weak, but has some extremely powerful abilities after a bit of research, build lots of trafed II's at the
beginning and then progress to Lucrehulks with buzz droids.

The republic is based off of mass production of its vessels, use support vessels to supplement homogenous fleets and Lead the
fleets with a Jedi cruiser.


KNOWN BUGS
=============================================
Some abilities may not work exactly as described, may have conditional issues or may be over/underpowered. This is being worked
on and some of it requires Ironclad to release a new patch

Research costs have not been finalized, they will change in the future

Some ships may be unbalanced this will be addressed as we get specific bug reports

some descriptions are too long and cause the text to spill out of the description box, this is especially true on lower resolution
screens like laptop screens. We are working to fix this

On some ships it may be possible to zoom in to the point that the models mesh disappears slightly this is being addressed.

some vessels such as the subjugator and some fighters may have no texture or may have incomplete textures, this is being addressed
in future versions

Ywings are currently being displayed as bwings, this will be fixed soon

Some abilities or effects may require work, this is especially true of abilities like Sprint

Some icons are being reworked and will require some adjustments

Fighters fly through ships and bounce around, this is something that needs to be fixed by ironclad, it is an engine issue.

The AI likes to spam some ships, right now there is no fix for this.

Compatibility
=============================================
Entrenchment 1.041+ (until ironclad breaks it again)

model files and textures are compatible with older versions of Sins, however Ironclad made
many changes to the SINS code that require 1.041, if you want to backport the mod to a previous
version feel free, but it is a tremendous amount of work

Download Links
=============================================

http://www.filefront.com/15122655/SOGE1.0e.zip

 


Comments (Page 10)
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on Dec 05, 2008

Thank you

on Dec 05, 2008

derenek
frankly I think permanent invisibility is a game breaker.

 

You make a good point.  And now that you mention it i can't recall a time that a ship in SW (novels) made a hyperspace jump WHILE cloaked.  perhaps just invisibility when sitting in a grav well... To take that further if it jumps into an "ambush"-type defense and is immediately under fire it cannot engage it's cloak (eville please feel free to use "my" Golan 3 file).  That would make the ISD3 more of an ambush command/capital ship.  it was also equipped with top-of-the-line shields and "long-range" turbolasers... If only i could remember important things as much as SW cannon... sigh...

on Dec 05, 2008

I could go along with invisibility just in grav wells when there is no weapons fire or ability use (besides the invisibility)

I don't think it's a game breaker. But having ships cruise around and kill and not be stopped is not that great.

on Dec 06, 2008

decimal points wouldn't change the number of calculations, they are all 32 bit floats so the code and processor won't see a difference, especially since the percentage modifiers will make them non integers anyway. I don't see how the accumulation buffer for the damage would run any faster or slower with less decimal points. So I can't think of any technical reason the decimal points would matter. It must be in the parser rather than in the calculations, but that would only be on load (make sure you trim any spaces at the end of your lines, the source files don't have them)

if the minidumps are caused by effects I wouldn't be suprised though.

 

you can easily triangulate a cloaked ship once it fires so an ISD 'III' is only only good for suprise attacks. Besides truely cloaked ships in the SW universe need jedi/sith guidance because of the double blind effect of the cloaking. I don't believe there has been any usage of cloaking on ships capable of cloaking (late model remnant ISDs and the Anakin solo) that didn't involve jedi coordination or time dependant orders in station keeping. The ships in the game that will have cloaking will follow this example. (cloaking will be a manual ability that makes the ship untargetable, it will have a cooldown time to prevent fast toggling and the untargetable status will be turned off when the ship fires.) also zaarins corvette test bed exploded when the cloak was used in conjunction with the hyperdrive. All cloaking after the palpantine era is not crystal based and therefore has extreme operational limitations. Besides for cloaking to work properly you have to contain all of the ships emissions inside the sensor horizon, that means drive exhaust. so you will have very limited manuvrability (in fact probably have to coast with a long setup time from a very long distance, which was implied by the carrack cruiser example)

 

 

on Dec 06, 2008

I just posted this in the "cloaking possible?" thread, thought you guys may be able to come up any ideas based off it...

SUBJECT THREAD: https://forums.sinsofasolarempire.com/330733 EDIT: mine was reply # 26 if anyone cares to look

I'm an avid novel reader, only a few star wars novels i haven't read... and they're new "prequels"... An Imperial III star destroyer (for example the "Anakin Solo") can remain cloaked indefinately. My assumption is that cloaking would require a constant power supply, therefore a charge using a "capacitor" (i work with electronics, sorry) would be insufficient for any kind of sustained cloaking, because the power supply would never be constant. In the Heir to the Empire trilogy by Timothy Zahn (my personal favorite), Grand Admiral Thrawn attacked a planet...

He sent a Carrack-class cruiser ahead of the attack that had an (obscenely) expensive cloaking system installed on it. He then attacked the world with the force of his main fleet. By the time the inhabitants powered up their "impenitrable" planetary shields, the carrack cruiser had already moved into orbit below the shield. Due to the inherent side-effect of cloaking being a total blackout of sensors/communications, a jedi was required. The insane jedi clone was able to control the (cloned) crew of the cruiser, timing their fire with that of Admiral Thrawn's flagship ISD, making it appear to the government/defenders that thrawn posessed a weapon capable of bypassing their defenses. they then surrendered with their shields, defenses, and infrastructure completely intact.

FOOD FOR THOUGHT.

Hey Duke - supposedly those guys putting together the Star Trek - Dominion Wars mod (Sacrifice of Angels, https://forums.sinsofasolarempire.com/?aid=173883) have managed a functional, but primiative cloak.  They haven't released it yet, but look for it in future releases.  The SOA mods are pretty, but as of yet unballanced.  If they get this cloak buff up and running, it could be a watershed for the whole mod community.

on Dec 06, 2008

By my logic more decimals=more calculations for player's computers to run.  0.000000 is the same as 0.0, it's redundant.

 

Using notepad++ is there a way to take all the integers in a file and remove 5 of those zeroes?

I'd hate to have to do it one line at a time

on Dec 06, 2008

there is a character replace plugin u can download at trhe notepad++ site. then set it to replace any number of zeroes higher than one in a row with empty space.

on Dec 06, 2008

derenek
there is a character replace plugin u can download at trhe notepad++ site. then set it to replace any number of zeroes higher than one in a row with empty space.

 

I just looked, so you know the specific file name?

I don't understand half of what those progs do, lol

thanks

on Dec 06, 2008

http://notepad-plus.sourceforge.net/uk/site.htm

the plugin is called convertext

however, if u r not sure how to operate sourcecode autoreplace settings, then it may cause u more headaches than u r solving

on Dec 06, 2008

well put

on Dec 06, 2008

EviliroN

By my logic more decimals=more calculations for player's computers to run.  0.000000 is the same as 0.0, it's redundant.
 

Using notepad++ is there a way to take all the integers in a file and remove 5 of those zeroes?

I'd hate to have to do it one line at a time

 

there's a button that looks like Ba right in the middle of my notepad ++ that says "replace..." when i put my cursor on it.  just put 00000 and nothing in the change to field, it will change any instance of 0.000000 to 0.0 by removing five 0s.  also there is a function in the same feature to change ALL open files that way.  i was able to convert all the empire entity files simultaniously.  naturally i didn't notice it until i had gone through about a third of the files lmao.

on Dec 06, 2008

if you can prove that the reductions in decimal points increases performance (I can't think of any code related reason why it would) or decreases minidumps ( I can think of some very few cases but would need proof) then I will.

 

 

btw if you are wondering what my desktop looks like right now this is it (I have a widescreen 24" lcd with a 22" CRT 4:3 next to it for a full desktop area of 3520x1200) currently working on updating the MC-80a and MC-80 star frigate textures and models.

work in progress

on Dec 06, 2008

well i don't know if the decimals are a factor or not, it just seemed prudent to me to make the changes i have.

on Dec 06, 2008

Hi um might you have a different place to download the mod such as filefront or fileplanet? This download link never works properly for me.

on Dec 07, 2008

the link rotates through the mirrors, there is a file front one in there.

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