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 108)
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on Apr 10, 2011

Well... TBH it IS done... I'm just deciding if I want to put in stars as planets as well... Oh and I need to remake the random groupings....

on Apr 19, 2011

I’m sure these improvements are already in the works but if not here are some suggestions.


-Replace the Cruiser class ISDs with Victory Star Destroyers.

-Make the Capital Imperial class ISDs larger in scale; nearly double the size, victory star destroyers are around 900 meters (ISDs are large ships, approx 1,600 meters). I noticed that the dreadnaughts are nearly the same size as the ISD and those are supposed to be 600 meters in length, anyways I'm sure you guys get the idea

-Make the Victory SD II and Imperial SD II a researchable upgraded ship. From all lore that I have encountered, Imperial class star destroyer II’s are always better ships (not just a ship with alternate stats as seen in this mod).

-Add a criminal faction might be nice (ex. The hutts, zaan etc. or something comparable) and maybe another one from the extended star wars universe.

-Maybe some star wars models for the laser emplacements/missile platforms

-Buildable space colonies like the ones seen in X-Wing alliance that add logistical support to the planetary system.

Otherwise I think the mod is superb even without adding anything else, I’d give it an “A”, nice work!

 

on Apr 21, 2011

- I think the loss of the Victory was to differentiate from the Republic faction. I think there are some tweaks to the lineup of cruisers so that they are better balanced.

- Scale won't be changed. Trust me, we can discuss all day what is or isn't canon. But unless someone gets Eville to redo them (and he's said he won't), it is sized as intended.

- Research is slowly being worked on - but it isn't a priority. I know Lavo and NovaCameron have some stuff done in that area

- No. This is focused on mass-produced military ships. I know Eville is trying to avoid "hero" and unique units. Consortium is largely overpowered (and my own personal opinion is that their designs are almost non-canon), there aren't too many Hutt sources. I don't think this mod needs another race, as we're already extended it beyond the scope of the Sins engine with the New Republic and Vong factions.

- Starbases still have to be worked on. Expectations are for additional defensive units as well.

Don't take any of this the wrong way - I do appreciate the suggestions. If you really want to get involved, you should check out the beta test version. Lavo, NovaCameron, and sloosecannon are making lots of enhancements. So if you want your feedback included, now is never too late.

Cheers!

on Apr 21, 2011

I'll just note, about the space colonies, that a logistics slot booster as described by your post simply isn't possible, due to engine restrictions. The ISD I and II are considerably superior to the VSD II, due to stronger shielding, three times as many fighters, and the heaviest laser armament of all the cruisers in the game; with only the Nebula SD nearly matching the ISD I. Starbases are indeed being worked on, and are currently ingame in an alpha state.

 

Feedback is also always welcomed, I enjoy seeing feedback on the beta, it makes a big influence on the changes I do.

on Apr 21, 2011

I'll just note, about the space colonies, that a logistics slot booster as described by your post simply isn't possible, due to engine restrictions. The ISD I and II are considerably superior to the VSD II, due to stronger shielding, three times as many fighters, and the heaviest laser armament of all the cruisers in the game; with only the Nebula SD nearly matching the ISD I. Starbases are indeed being worked on, and are currently ingame in an alpha state.

 

Feedback is also always welcomed, I enjoy seeing feedback on the beta, it makes a big influence on the changes I do.

I'd like to note that the Nebula-class SD was actually intended to be a match for the Imperial-II class.

Other than that, I have a question:

Is the Eta-2 Actis interceptor implemented yet?

on Apr 22, 2011

Whiskey144

I'd like to note that the Nebula-class SD was actually intended to be a match for the Imperial-II class.

Other than that, I have a question:

Is the Eta-2 Actis interceptor implemented yet?

With all due respect, I know this and have actually had to tell this to people multiple times when they've cried that teh ISD > all. In terms of cruisers the Nebula SD has superior shielding, and abilities, making it able to take on ISDs 1 on 1.

As for the Eta-2, there's no model for it, though technically the Jedi Squadron, which is who would use them obviously, is in and has been for awhile.

on Apr 22, 2011

With all due respect, I know this and have actually had to tell this to people multiple times when they've cried that teh ISD > all. In terms of cruisers the Nebula SD has superior shielding, and abilities, making it able to take on ISDs 1 on 1.

As for the Eta-2, there's no model for it, though technically the Jedi Squadron, which is who would use them obviously, is in and has been for awhile.

In that case, I apologize for repeating something you already know. It was an honest mistake, and in hindsight probably better left unsaid; after all, you guys are the ones making the SW mod. Not me.

Anyways, with the Jedi Squadron, the only issue I take with it is the placeholder ARC-170 model. The ARC-170 is one of my favorite SW fighters, but IMO it seems much to beefy to be a fighter used by Jedi. I also happen to really like the Eta-2 model, so there's that motivation for me.

But meh, I can simply hope that the Eta-2 will end up in, and satisfy myself with droid swarms for the time being.

As an aside, is there any planned release date for the next public version, or is it a case of "when it's done"? Not that I take issue with either one, mind.

edited for clarity

on Apr 22, 2011

The Nebula-class Star Destroyer is probably the best general deployment Star Destroyer design ever produced, and therefore one of if not my most favorite Star Destroyer class of all time.

on Apr 22, 2011

Whiskey144

In that case, I apologize for repeating something you already know. It was an honest mistake, and in hindsight probably better left unsaid; after all, you guys are the ones making the SW mod. Not me.

Nah, it's fine, just feel like niping it in the bud before someone repeats ISD > ALL!!!!1111!! and lead to a few massive walls-of-text. Admittedly I'm not uber knowledgeable on SW, though I do know what can set off fanboys/girls rather easily.

Anyways, with the Jedi Squadron, the only issue I take with it is the placeholder ARC-170 model. The ARC-170 is one of my favorite SW fighters, but IMO it seems much to beefy to be a fighter used by Jedi. I also happen to really like the Eta-2 model, so there's that motivation for me.

To be quite honest I totally agree with you. SoGE lacks some key models... For one reason or another. It's a problem.

As an aside, is there any planned release date for the next public version, or is it a case of "when it's done"? Not that I take issue with either one, mind.

It's a "when it's done" release. When it will actually be released is anybody's guess. One thing is certain however, SoGE will not fall off on the wayside, unlike projects such as IA2, as there is always a playable version of the latest release out.


Edit: To respond to Zeta, it's my favorite of the SD line as well. The design is rather sleek and effective, all while retaining it's heavy guns and armament.

on Apr 22, 2011

Indeed, it is a real shame that the Nebula-class SD and the New Class in general have largely been ignored by the EU.

on Apr 22, 2011

Agreed. Though thankfully, this is not the case at all in SoGE. On that note the Vong have been rehauled, in the beta, so they'll be quite a bit more vicious now.

on Apr 23, 2011

Something I've been wondering, but is the exclusion of starbases from SoGE a design choice or was it circumstantial?

on Apr 23, 2011

Sobekeus
Something I've been wondering, but is the exclusion of starbases from SoGE a design choice or was it circumstantial?

This is circumstantial; as mentioned earlier, the beta contains starbases (currently in an alpha state).

on Apr 24, 2011

Awesome to hear. It was mainly due to lack of models and textures at release I assume?

on Apr 24, 2011

Sobekeus
Awesome to hear. It was mainly due to lack of models and textures at release I assume?

In all honesty, I couldn't tell you. I didn't even own Sins when 1.0E was released; never mind being part of the beta or staff.

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