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 115)
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on Jul 23, 2011

Hmm, is there any way to tell what ships in this mod are good at? The descriptions for some of them are rather vague, and trying to guess or judge based on stats is impossible, because some of them have less firepower listed on their tooltip than cheaper ships etc.

I did a search but couldn't find anything here or on the swrebellion forums, so I apologize if this has been covered somewhere.

 

edit: to be more specific, what I'm trying to figure out is what is the advantage of picking certain ships over others?

on Jul 24, 2011

One of the downsides, the descriptions are pretty vague. If someone wants to change them, we'd be happy to include those changes

on Jul 24, 2011

Whiskey144

Quoting davidt0504, reply 1709can 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.

 

What exactly is that?

on Jul 24, 2011

Evaders99
One of the downsides, the descriptions are pretty vague. If someone wants to change them, we'd be happy to include those changes

 

So while it's possible to open the mod folder, convert all the bins to .txt and then scour them to see which ships use which armor, which weapons are effective against which etc, there's SO many ships that this is a major undertaking. I started to do it, and it's certainly doable, but there's just way to much raw information to sort through.

Do you have a working list somewhere with this information? If so I'd be more than happy to write new string descriptions and counter info for every single ship, but unfortunately I don't have the time to actually generate this information by analyzing the raw data in the mod files.

on Jul 24, 2011

thrakkemarn

Do you have a working list somewhere with this information? If so I'd be more than happy to write new string descriptions and counter info for every single ship, but unfortunately I don't have the time to actually generate this information by analyzing the raw data in the mod files.

Admittedly, there isn't a list. The descriptions of ships are fine imo, though the counterdescs need work. It's something on my "to do" list; I'm planning to use the counterdesc line as a "what does this thing do" info bit. For most ships, it'll simply be something along the lines of "made to counter other frigate/cruiser/capital/combo of these", though some will have the important "colonizer", "anti-starfighter", "minelayer", "mine-clearer", etc. bits.

on Jul 26, 2011

So this mod is in beta now, or is there a release for the public?

on Jul 26, 2011

im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

on Jul 26, 2011

ReadyMan
So this mod is in beta now, or is there a release for the public?

1.0E is out for the public. The beta is open to all, you just need to make a post requesting to be a part of it.

Holybeast
im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

Can you give more details? I don't really understand what you're trying to say, a screenshot would work as well.

on Jul 26, 2011


Quoting ReadyMan, reply 1716So this mod is in beta now, or is there a release for the public?
1.0E is out for the public. The beta is open to all, you just need to make a post requesting to be a part of it.

 

I couldnt get 1.0E to work with the latest release (and hotfix).

Does the beta work with this most current release?  If so, I'd like to request to be a part of the beta.  Is that done here

or in another thread?

 

Thanks!

 

RM

on Jul 27, 2011

 - If you want .... the new races (NR and Vong), new maps, new planet types, new abilities, research tweaks, bug fixes: beta test

on Jul 27, 2011

Holybeast
im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

From my experience using SVN, the cleanup error usually means that for one reason or another a file didn't get deleted when it was supposed to. I think usually this happens in the .svn files, but I'm sure someone more knowledgeable then me will correct that.

The one time i had that error occurred when the checksums didn't match, and SVN Cleanup removed the offending files and it was good as new. So I'd go ahead and run it. Worse thing that could happen is you have to redownload the whole thing again.

on Jul 28, 2011

I wanna beta test

on Aug 01, 2011

NVM fixed it from Mantis. BTW my save game wasn't corrupted...the mod was glitched

on Aug 01, 2011

Your save is corrupt, try a new game.

on Aug 19, 2011

Has Ironclad stated when they would stop issuing updates for Diplomacy or Entrenchment?  Why are they updating it so much is it to accommodate new hardware releases?  Do I want them to stop updating it?  It's fascinating that they update it so often since they are working on their new incarnation of the Franchise.

 

 

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