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 104)
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on Mar 25, 2011

And they will die. Filthy rebel scum.

on Mar 25, 2011

Yes, though I am also referring to the Strident-class, the Corellian Star Defender, which got betrayed by canon, while the Viscount-class, the Mon Calamari Star Defender, is as well portrayed as the Executor-class.

on Mar 25, 2011

Until Stardock introduces a way to destroy planets, I don't expect to see a Death Star in-game.
There are models for some of the KOTOR era ships, but there aren't enough yet to make one faction. If there are enough from TOR, perhaps you'll see them.

on Mar 25, 2011

Zeta1127
Yes, though I am also referring to the Strident-class, the Corellian Star Defender, which got betrayed by canon, while the Viscount-class, the Mon Calamari Star Defender, is as well portrayed as the Executor-class.

The Strident-class isn't in currently, and I'm unsure if it is planned to be put in, I do know for sure that there's no model of it. Also star bases are now in the beta.

on Mar 25, 2011

Searching Warlords gallery, I found this...

on Mar 25, 2011

CF105mk4

Quoting Zeta1127, reply 1547Yes, though I am also referring to the Strident-class, the Corellian Star Defender, which got betrayed by canon, while the Viscount-class, the Mon Calamari Star Defender, is as well portrayed as the Executor-class.
The Strident-class isn't in currently, and I'm unsure if it is planned to be put in, I do know for sure that there's no model of it. Also star bases are now in the beta.

Does this mean the svn has been updated?

on Mar 25, 2011
Hey guys, another question. Which Cap Ships can colonize? Just curious, it's very annoying having a frigate that won't stay with the main fleet because the game thinks it's just a colony ship. Thanks
on Mar 25, 2011

That's right, I remember someone once tried to put a pick of the Strident from Warlords on Wookieepedia as a canon image, when it isn't. Though, I must say, it is a great model design.

It just doesn't make any sense to me for a Strident-class to be as long as a Imperial-class Star Destroyer or comparable ship with the Star Defender designation when the Viscount-class, the other Star Defender, is 17 km long. I am not saying they need to be as big as the likes of the Executor, the Eclipse, or the Viscount, but 1.6 km just seems too small for the designation.

on Mar 26, 2011

CatInALawnMower
Hey guys, another question. Which Cap Ships can colonize? Just curious, it's very annoying having a frigate that won't stay with the main fleet because the game thinks it's just a colony ship. Thanks

ISD-Command and Lucrehulk DCS. The Rebels have the MC80 SRFS, which the game treats as a normal cruiser, and I believe the CIS' Trafed Carrier also is treated as such. The Vong's Avelik Vuno (their frigate colonizer/carrier) is treated as a normal frigate.

on Mar 27, 2011
What about the Republic? I only see the Acclamator I and the converted freighter. No cap ship? . And on a side note, do you guys have an estimate on when the beta will be ready for us all? I can probably speak for all of us when I say that I'm so excited for all the new awesomeness you guys are packing into this already top notch mod.
on Mar 27, 2011

CatInALawnMower
What about the Republic? I only see the Acclamator I and the converted freighter. No cap ship? .

Yup, that's all.

And on a side note, do you guys have an estimate on when the beta will be ready for us all? I can probably speak for all of us when I say that I'm so excited for all the new awesomeness you guys are packing into this already top notch mod.

No estimate. I can't see the beta being done for awhile, sadly. Besides the fact that I simply can't code that quickly, due to RL constraints (yay college), there are still a handful of models and skins to be done... And who knows when EJ'll get around to those.

on Mar 27, 2011

Ah I see. Well good luck to you guys, in the meantime I might just have to sign up for the beta if it's still open.

on Mar 27, 2011

The beta is open, and as far as I can see, will be open as long as there still is a beta.

on Mar 28, 2011

Signed myself up a few hours ago. How will I know if I was accepted? 

A couple more questions, if you'll be so kind to answer

Is there any maps I can download that will work with the mod?

Are any GalaxyForge maps supported as well?

Finally, do any planet mods work with SOGE? (I know in the discription it says most other mods don't work, but it doesn't hurt to be sure.)

 

 

on Mar 28, 2011

The SOGE beta contains a ton of new planets, so a planet mod won't be needed once you get the beta.

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