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 113)
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on Jul 17, 2011
I hope he's talking female massive.
on Jul 17, 2011

Where should I report random crashing/minidumping? Because I'm suffering both. Randomly.

on Jul 17, 2011

Report it in the Beta Testing forum. Give as many details as you can, the more the better. Btw, the mod is something like 800 MB or so, iirc, which is why it takes awhile to DL.

on Jul 20, 2011
I should know this, but if I update Sins to 1.3 diplomacy, will it screw my Entrenchment mods?
on Jul 20, 2011

Updating Diplomacy won't do anything to Entrenchment.

on Jul 21, 2011

Hey guys thought id join in on the topic, gotta say, i love this mod so much, massive SW fan, and every week in my flat we have a lan game of sins, and this is our new mod of choice, ive noticed the seemingly infamous minidump error though, seems to always be much later in the game ive noticed when theres multiple ships/fighters, at most its 3 of us vs ai, and as i said the game runs like clockwork up intil the latter stages

 

If it helps the PC specs are as follows.

 

The weakest PC in the games is as follows, amd x2 5000+ 2gig ram + 7800 GT gfx card, the strongest is my pc, amd x4 970 cpu, 8 gig ddr3 ram, hd5750 gfx card.

 

Ive noticed when its just myself and my flat mate playing, (his pc is very close to my spec, but not as much ram) that the problem happens too?

 

I also tried the minidump i found floating around on the net, it made no difference.

 

cheers

 

 

on Jul 21, 2011

1.0E is no longer supported; the minidumps specific to 1.0E have been fixed in the beta. However, I've tried something new just now, try and see if this patch helps at all. If it doesn't work all I can suggest is to get the beta. =/

on Jul 21, 2011

I wonder, is this mod still alive? I've read there's a beta now, but last release happened some years ago, if I'm not wrong. I've also posted in "their" forums today (http://warlords.swrebellion.com/forums/viewforum.php?f=591) and got no answer yet. This mod still needs some things fixed. First of all the Y-Wing showing as a B-Wing is horrible really, but also in my opinion ship firing range are too high. Well that's not actually a bug, that's more like a "gameplay" choice, though just look at this: http://www.youtube.com/watch?v=rVrmoxzGD9U, look at Coruscant battle, look at how Republic and CIS capital ships are close; see Grievous's ship fighting against a Venator after Dooku's death, where cannons on the flanks shoot at the opposite ship at a VERY close range. I don't want the mod to have so much close range fights, but at least lower it, and set it at least as Sins vanilla standard, in which close range fights actually happen. If you put cinematic mode on during a battle you can hardly see the target a major ship is firing on, and it's even more ridiculous when fighter squadrons fight against each other: they shoot and hit but you can't even see the enemy fighter! Also fighters are way too fast, again, look at Star Wars Episode III opening scene and see how long a fighter takes to move through the whole Venator. If you pin the view on a TIE Fighter and see it moving across a Star Destroyer it doesn't feel like a huge capital ship is close to it. This whole stuff doesn't make the battle epics as much as they could be... I tried to find a way to edit this stuff myself, but I suppose I really can't unless someone tells me how to.

 

So, back to the main question, is the development of this mod still alive? It's a great mod, I enjoy it a lot and, if you put Star Wars music on the background while playing, it's really like being there with the ships in the SW universe, like you're living it. Not even Star Wars: Empire at War made me feel like that.

on Jul 21, 2011

How would i go about trying to get into the beta mate?

on Jul 21, 2011

I have no idea, I don't even know if they are actually developing the mod or they stopped it, that's what I want to find out because I love it...

on Jul 21, 2011

8Tarkus8
So, back to the main question, is the development of this mod still alive? It's a great mod, I enjoy it a lot and, if you put Star Wars music on the background while playing, it's really like being there with the ships in the SW universe, like you're living it. Not even Star Wars: Empire at War made me feel like that.

As noted above your post, the mod team is still developing, and the current version is no longer supported. Furthermore, the "Beta" version is available forums, so long as you join up with the beta testing group.

WRT the gameplay choices, if you don't like it, don't play it. WRT your justifications via Episode III, you're ignoring the fact that the Battle of Coruscant was a special case. Grievous' fleet is escaping from capturing Palpatine (and presumably accomplishing other military objectives), and is then caught under the planetary shield, in a point-blank duel with the Republic fleet.

Considering the highly cluttered and crowded environment, is it no wonder that fightercraft would be moving slower than their maximum or nominal performance capabilities?

on Jul 21, 2011

Essentially all work is done in the beta test - the includes the new races (NR and Vong), new maps, new planet types, new abilities, research tweaks, bug fixes. Hats off to Lavo and sloosecannon and others who are working it. However, we can certainly use more help and value the fans contributions. Absolutely JOIN THE BETA TEST if you want updates.

There's no release because it's not ready to be released. If the NR and Vong were polished and ready, we would consider it. But it's not... and that's not because there hasn't been work done. It's largely done by a small number of people, in their own free time. So if you aren't contributing, you really cannot complain. Getting added to the beta is super-easy - and we've made the download updates to real-time as best we could.

-----

On the battles, there is certainly room to work on. But absolutely portraying battles the way the movies do is unlikely, largely given those protrayals are largely small, close-quarter starfighters battles. To portray an epic scale that Eville wanted for the mod, we really had to go big

on Jul 21, 2011

Whiskey144... No comment.

Thanks Evaders. In warlord forums... last posts are pretty much aged, I thought the mod was dead, considering the forum isn't much active, and last news in the website is dated March, if I remember well.

About the battles, I said I don't want them to be just like the movies, but I'd like to see maximum range shooting to be much less than it is now. The whole game atmosphere would benefits in my opinion, and would make the battles really enjoyable when turning cinematic mode on.

I will try to subscribe for the beta testing and, if you accept me, help the developers with bug reports and my opinions that touchy people think are accusation.

on Jul 21, 2011

People who want capital ships with short range in space takes too much drugs imo.

Range is extremly important, that will always be true. You want to fire at your enemy from as far away as possibly and before your opponent fires at you. When i read short stories abouth cap ships engaging other cap ships from 500 meters im like "uhuhuhuhu" you will have advanced targeting computers and gargantuan guns on a huge space warship, why in the lords name would they want to engage eachother at point blank range when theyr guns prob can reach hundreds of kilometers. That would be like me walking up face to face with a guy i wanted to shoot, and only when my nose was pressed against hes did i fire my assault rifle.

People want different things ofc, its a matter of taste, but whats realistic will always be on the side of the people who want long range. Hehe.

on Jul 21, 2011

Yeah that's true, but Star Wars universe was never meant to be realistic. And, as I said, I don't want to make capital ship combat so close ranged as SW III opening scene, as it is now though it makes the cinematic mode almost useless, if you want to zoom on a capital ship. Same applies to fighters combat. Making the maximum range as it is in vanilla version is fine to me, for example. Even if it was a bit higher than that would be fine, but as it is now the distance between enemy ships when they fight is way too much.

Also, I'm not on drugs...

EDIT: Finally, this mod main purpose is to simulate Star Wars universe space battles, not to be realistic. The priority should be to be as much as similar to that, to its movies first of all, and then going for realism. At least, find a good compromise between realism and spectacularity. Also, watching TIE Fighters one shooting X-Wings which are not even visible isn't realistic at all...

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