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 109)
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on Apr 24, 2011

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

Yes. Lack of time really ... the mod was essentially rewritten from scratch in 0.90 to fix all the minidump issues.

on Apr 24, 2011

 

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.

I would love to get involved with the beta testing but I'm currently too busy; but maybe in June. I have a few other questions.

-Will there be other super-capital ships like the eclipse/sovereign/calamari?

-I think I saw models for these somewhere on the rebellion forum but will there be mssile boats? tie advanced/defenders? for rebels E-wings (interceptor) and K-wings (heavy bomber comparable to missile boat. Not as sure about the CIS and Republic. 

-Cloaking device technology? Maybe some kind of scout ship that is designed for spying/cloaking

 

Again these are not vital but would be interesting to see in the game.

on Apr 25, 2011

New ships aren't being planned yet, but certainly possible. The NR and Vong give the mod more ships to consider in the NJO era, so possibly you'll see new additions to other races. With the super-capitals, we'll see ... maybe when the Rebellion expansion comes out, these could be Titan-class ships

on Apr 26, 2011

Maybe a stupid question and probably asked earlier, but did not feel like reading through 65 pages to get the answer. Do you HAVE to have Entrenchment to play this Star Wars MOD?

on Apr 26, 2011

COL-Beckwith_SFOD
Maybe a stupid question and probably asked earlier, but did not feel like reading through 65 pages to get the answer. Do you HAVE to have Entrenchment to play this Star Wars MOD?

The thread title should have clued you in that, yes, you do need the Entrenchment expansion to play Star Wars Sins of a Galactice Empire.

on May 04, 2011

Is their a guesstimate on when a diplomacy version will come out or a stable release that does not crash after an hour? This really is my favorite mod and right when it gets fun it ends.

on May 04, 2011

blowitup
Is their a guesstimate on when a diplomacy version will come out or a stable release that does not crash after an hour? This really is my favorite mod and right when it gets fun it ends.

As posted earlier, here is the minidump fix. No estimate on the next release, beta is even more stable that the fix however, if you want to try that out.

on May 06, 2011

So, i downloaded the file, unzipped it into the Mod 1.041 folder for entrenchment; but everytime i open up the game, the only thing it shows are the 2 mods i have for the 1.051 version, which i have in that folder. Doesn't show anything else. Any way i can fix it so i can play Entrenchment with the star wars mod?

on May 06, 2011

It needs to be in the folder the current version of sins would check.  1.051.

on May 07, 2011

Chainer2323
So, i downloaded the file, unzipped it into the Mod 1.041 folder for entrenchment; but everytime i open up the game, the only thing it shows are the 2 mods i have for the 1.051 version, which i have in that folder. Doesn't show anything else. Any way i can fix it so i can play Entrenchment with the star wars mod?

I don't understand what you are trying to say... What version of Entrenchment do you have?

on May 08, 2011

chainer2323, you could try my mod updater as the released version fully supports updating mods in the version numbered mods folders in your example it would be from mods-entrenchment v1.041 to mods-entrenchment v1.051 , but I have NOT released the diplomacy 1.2 version, still trying to get time to test the results.

harpo

 

on May 08, 2011

SoGE 1.0E should be fully functional in v1.051... The beta was built up from the v1.041 version, and works fine with v1.051.

on May 08, 2011

yeah it works perfectly for 1.051 and is deff one of my favorite mods

on May 08, 2011

I have used just about every conversion tool out there to convert the files from BIN to Txt. Am I missing something? Is there something preventing me from doing so within the mod? Thanks in advance.

P.S. Thank you Eville for this incredible mod.

 

-Draco

on May 08, 2011

DracoRedux
I have used just about every conversion tool out there to convert the files from BIN to Txt. Am I missing something? Is there something preventing me from doing so within the mod? Thanks in advance.

Once again, what version of Sins are you trying to use this for?

116 PagesFirst 107 108 109 110 111  Last