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 114)
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on Jul 21, 2011

8Tarkus8
Also, watching TIE Fighters one shooting X-Wings which are not even visible isn't realistic at all...

It actually is.......at present, all weapons technology is biased heavily towards offense. If you're hit, you're dead. In Star Wars this is tends towards being very true on the fighter scale.....fighters can dish it out, but they can't take it.

Capital ships are obviously quite different, but in that case I'd argue that the defensive technology doesn't scale down very well.

8Tarkus8
Also, I'm not on drugs...

You should note that Malanthor wasn't implying that you were.......just that it's his opinion that people who want point-blank, eating-the-gun-muzzle spaceship battles are not thinking things through.

8Tarkus8
Finally, this mod main purpose is to simulate Star Wars universe space battles, not to be realistic.

So you're on the dev team now, eh?

.......

Since you're quite obviously not on the dev team for this mod, then who are you to say what the mod's purpose is?

on Jul 21, 2011

Oh trust me, SoGE does not have much short ranged battles, most battles are in fact done over long distances. Short ranged battles tend to happen when you have fleets just entering/exiting a planet's gravity well, or are say near a frigate or capital ship factory. I'll admit you probably won't like this, the average weapons range is around twice that of the vanilla capital ships'.

The music however, is one of the gems of the mod. With much work by Ludo Kreesh, SoGE has a good deal of Star Wars music in it, leading to a very deep SW immersion. The Vong are also quite a difficult opponent, easily the most powerful in the game, as they should be. This doesn't mean they are impossible to defeat, not at all, though they are harder than the other factions.

Edit: Also the TIE Fighter has very strong laser cannons, and it is quite possible for them to take down an X-Wing with a well placed and/or charged up shot. Though this isn't possible in SoGE, I know that one laser hit certainly does not do 15 damage, even with maxed upgrades.

on Jul 21, 2011

What's wrong is not one-shooting fighters, that's fine and happens pretty often when the ship is hit (I mean in Star Wars universe, and it's tolerable), what's wrong is one-shooting and kill fighters which are not even visible from the other fighter that is actually targeting them. They shouldn't even be able to target them since they are not visible, from a fighter prespective, but they also hit and kill them with one laser shot at the first try.

You're a funny guy, Whiskey.

EDIT: http://i52.tinypic.com/2d2irm1.jpg

That's a SD fighting. Cinematic mode on. Can you see enemy ships? I don't either, it would be great if those ships would be closer and actually make us see where and which they are shooting, the effects of damage... They aren't even visible now. The only way to have a clue on what's going on is to have cinematic mode off and see the icons, instead of the starships themselves. If you want to follow the battle through a capital ship view it's impossible to understand what's going on.

I will soon post other images and the difference between cinematic mode on and off. This doesn't happen in Sins of a Solar Empire vanilla.

EDIT 2: http://oi53.tinypic.com/ra2mba.jp

Ships are barely visible with cinematic mode on.

http://oi53.tinypic.com/246thmh.jpg

Cinematic mode off.

http://oi51.tinypic.com/e7jor5.jpg

Rebel perspective.

Look at this, instead. http://img.brothersoft.com/screenshots/softimage/s/sins_of_a_solar_empire-294377-1255159727.jpeg, a screenshot taken from the web, Sins of a Solar Empire, vanilla version. Battling is more intense, spectacular and epic.

on Jul 21, 2011

First off, I'm going to say that fighter weapons should have the range that they do in the mod, because the capital ship and frigate flak guns have fairly long range- if the fighters had weapons range short enough that they had to see each other clearly......then they would be completely useless against proper warships.

That said........IRL that's a lot like how it would work. There is no horizon in space, so a laser or missile has stupendous range.....which dictates the necessity of telescopic optics solutions for targeting and tracking.

AFAIK, the reason for this in the mod is to have large-scale battles, that involve many, many combatants. Also remember that, scale-wise, planets&gravity wells, are, IIRC/AFAIK, larger, and the unit models are smaller than vanilla.

Hazarding a guess here, but I'd say that part of the reason behind the fact that ships can't see each other all that well when zoomed in on one combatant may be to help lag; if the target is far enough away that it is rendered as an icon....well, that reduces lag, now doesn't it?

8Tarkus8
You're a funny guy, Whiskey.

How and why?

Edit: Also the TIE Fighter has very strong laser cannons, and it is quite possible for them to take down an X-Wing with a well placed and/or charged up shot. Though this isn't possible in SoGE, I know that one laser hit certainly does not do 15 damage, even with maxed upgrades.

It's likely it does do 15 DPS.......but when factored against shield mitigation, armor points, and armor types, it gets reduced drastically.

on Jul 21, 2011

Wow you made a polite answer there. Nice too see one from you, finally.

http://oi56.tinypic.com/5a3wvp.jpg http://oi56.tinypic.com/2i7pxqa.jpg close fight, because my ships came out from hyperspace jump. Ok, I don't want fighting to be THAT close, but at least closer than previous screenshots I've showen.

on Jul 21, 2011

8Tarkus8
Wow you made a polite answer there. Nice too see one from you, finally.

O RLY?

8Tarkus8
http://oi56.tinypic.com/5a3wvp.jpg http://oi56.tinypic.com/2i7pxqa.jpg close fight, because my ships came out from hyperspace jump. Ok, I don't want fighting to be THAT close, but at least closer than previous screenshots I've showen.

And as has been noted by developer peeps, the mod is biased towards large-scale combat, not close-range duels between opposing ships and fighter squadrons.

EDIT: If you want to continue this, make a new thread. It would be more considerate to the SoaGE devs to split the discussion into a new thread.

on Jul 22, 2011

Whiskey144
It's likely it does do 15 DPS.......but when factored against shield mitigation, armor points, and armor types, it gets reduced drastically.

You might be right on that. Though do note I said with a single shot, and not DPS.

As for ship ranges, the big SW battles, notably in Episode 3 and 6, were close range due to their respective cases. The former was a feint to capture Palpatine, and the latter was actually a risky move, even in the movie itself people were at first surprised by Ackbar's decision to move to point-blank range, though it was necessary as to avoid the Death Star's super laser. SoGE is meant for battles of scale, large fleets going head to head. In this scenario, ranges would be and should be massive, as this is canonly speaking how ranged SW weaponry is, and fits into our image of the mod.

However, weapon ranges are easy to change, as entity files can be edited in Notepad and similar programs. If you wish to have closer ranged combat, feel free to edit the ship's weapon ranges.

on Jul 22, 2011

For gameplay and balance akin to the original Sins, I recommend Star Wars Requiem mod

While this mod uses the Sins engine, it deliberately does not follow the gameplay nor attempt to keep the scale at a graphical eye-candy level. To say we need to follow the movies... we don't. The movies just don't portray what we want - SOGE is really a game for masses of starships to duke it out. Eville Jedi designed it that way -that's why there are large gravity wells, many types of ships, many full races, long range of weapons, etc. With that, we are taking some artistic license that may not be accurate to the movies. That's just the way we roll.

So I wouldn't expect a lot of changes to happen there. If there are any specific changes that would make the gameplay better, we'd absolutely consider it. But changing the scale of the game itself is not something we intend to do.

 

on Jul 22, 2011

Evaders99
With that, we are taking some artistic license that may not be accurate to the movies. That's just the way we roll.

Ah, but it's quite likely that it's more accurate to the multitude of portrayals in EU novels and such.

So for the nitpickers, you can still say it's a "canon" representation.

Either way, I rather like it a lot.

on Jul 22, 2011

I did not say to change the scale of the game... I just suggested to shorten ships firing range so that every match becomes more massive, more intense and more epic. The scale of the game itself would actually increase, battles become interesting already with few ships involved, and not only with large armies, as it is now, and also with a heavy numbers of ships the battles would become more spectacular.

on Jul 22, 2011
I actually like the smaller scale,bigger wells(except for the performance hit) and longer range weapons. Starships shouldn't be right on top of each other shooting Police Squad style. In fact I wish regular Sins would copy this, when Titans are unleashed in Rebellion they might be to BIG for the regular well size.
on Jul 22, 2011

The weapon platforms need a size change, they are alot bigger than the golan starbase and even huge starships, it is a real mood breaker every time i see them, other than that everything is just great.

on Jul 22, 2011

Malanthor
The weapon platforms need a size change, they are alot bigger than the golan starbase and even huge starships, it is a real mood breaker every time i see them, other than that everything is just great.

Noted; working on changing scaling for several structures atm and will bring those into play, thanks.

on Jul 23, 2011

can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.

on Jul 23, 2011

davidt0504
can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.

SVN Beta. Get it. Learn it. Love it.

At least that's what I've heard.

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