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 12)
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on Dec 07, 2008

I got the 170 number from a pretty low violence situation.  It was the end of a game and I was just stamping out the opposition at the save point I used to test it, so it might not have been as demanding as a real battle.  I really have no idea what the numbers were in a real battle when I got a minidump, since I don't have any save games with powerful enough enemies to test it.

To further develop my theory, I think that the biggest reason for minidumps is your squadrons taking damage.  You could manage 155 squadrons that aren't taking damage and be fine, but 55 who are may overtax the game.

on Dec 07, 2008

Why is it different in this mod though? I've had well over 55 squads in a battle in vanilla sins and that's just my fleet.

on Dec 07, 2008

Maybe the ships, effects, etc. in the mod are more demanding than those the vanilla game?

on Dec 07, 2008

So nobody knows why it wont work for me? 

on Dec 07, 2008

Sorry, I got caught up in the minidump discussion with Tkins.  This is the link that worked for me.

http://files.filefront.com/SOGE075rar/;12518721;/fileinfo.html

on Dec 07, 2008

Damn nothings changed. I wonder what the problem is all other downloads work fine.

on Dec 07, 2008

Dont know if this has been brought up or not but i cant claim asteriods since i dont have colony ships...

EDIT:

I have made some changes here and there now all the new races can claim asteriods with their respective colony ships or whatever ships i could find. If you want these changes I can send them to ya...

I dont know where the team is with balancing the ships but I have been toying with the ships and prices as well. I love the selection of ships so plenty of balancing and figuring to do!

 

on Dec 07, 2008

Not sure if anyone's noticed this but, it appears that the Acc II does not have a set weapons range, at least...one doesn't show up when I hit Alt. However, it does seem to have the ability to simply sit anywhere in a given gravity well and fire at anything else in the gravity well, no matter the range. Now, I'm a big fan of sniping myself, but should the Acc II be able to do that?

on Dec 07, 2008

Awesome. I'm downloading it right now.

 

Samurye.

on Dec 07, 2008

hmmm what's even stranger with the minidumps is that only the squadron files are custom , the fighters themselves are using the stock sins fighters, so they themselves shouldn't be the issue (unless there is a problem in the squad files)

 

I really can't do anything useful with the minidumps, until IC decides to make a minidump tool or something to explain them, they are pretty useless.

on Dec 07, 2008

Been playing a couple SOGE games with my brother. A few issues:

Please rebalance the ships. Alliance is way too OP.

Please refigure ship supply usage, If most people get lagged up in vannillia sins, what makes you think there computers will perform any better with a mod that allows 10x the ships?

The Acc II does not have a range limit. The computer player sends 5 of these ships and they can wipe out my colony and jump out before my fleet can even travel to them from the other side of the planet. And why does the Acc II get strike craft but not Acc I?

Some capital ships are insane, and some are weak. Shouldn't 3 SD destroy a Mon remonda class? I realize that some here will argue that the Mon remonda was a strong ship in the SW universe, but please for the sole reason of game play fix these issues.

My main issues are the increased ship count causes the lag to get insane, I have a very nice PC, overclocked and crossfired, but this game only runs on one core so it will play the same if you have a pentium 4 or a quadcore, keep this in mind because I dont want to play the game at 2 fps.

Balance Balance Balance and o, why not just wait for a full release of the complete mod instead of piecemeal, its great work, dont ruin it by giving the public an incomplete mod. If I can wait for the full release, so can the rest of these kids.

Thanks EvilJedi, don't feel pressured by a bunch of little kids, just keep at it, and give us a release when its ready.

I appreciate this mod and the time you spend here, why not open a paypal donations box on your web site, someone might be generous. . . . .

on Dec 08, 2008

Drunkdriver:

DrunkDriver
Been playing a couple SOGE games with my brother. A few issues:

Please rebalance the ships. Alliance is way too OP.

please report this in the bug tracker in detail, saying the alliance is overpowered but not citing specific examples is worthless to me. If you mention that for example the MC30c is broken, that is a good example, but beyond that I have no idea what overpowered means in this context. Please make your bug reports concise as blanket statements will be ignored.

 

DrunkDriver

Please refigure ship supply usage, If most people get lagged up in vannillia sins, what makes you think there computers will perform any better with a mod that allows 10x the ships?

I can increase the supply cost of frigates and cruisers, the capital ships are already almost unbuildable without research except for the ones that are really just glorified cruisers (venator) many of the small ships have a supply cost of 1 right now and those can be spammed pretty easily.

 

DrunkDriver

The Acc II does not have a range limit. The computer player sends 5 of these ships and they can wipe out my colony and jump out before my fleet can even travel to them from the other side of the planet. And why does the Acc II get strike craft but not Acc I?

the acc II range is note, also if the supply cost is increased the AI won't be able to make as many as quickly

the acc I has no external hanger, I mean it could launch fighters, but the Acc II has an open space hanger (because it eliminates a lot of the plantary landing stuff.) I just haven't put the model in yet.

DrunkDriver


Some capital ships are insane, and some are weak. Shouldn't 3 SD destroy a Mon remonda class? I realize that some here will argue that the Mon remonda was a strong ship in the SW universe, but please for the sole reason of game play fix these issues.

My main issues are the increased ship count causes the lag to get insane, I have a very nice PC, overclocked and crossfired, but this game only runs on one core so it will play the same if you have a pentium 4 or a quadcore, keep this in mind because I dont want to play the game at 2 fps.

the mon remonda stats are exactly 4x the shield and hull of an ISD II and 2x the firepower (so 3/4 vs 2/3, 3/4ths should win). the shield regen rates are the same, so the only difference would be the abilities which if you read the OP are very basic right now. IMO 3Sd's should destroy a remonda especially if they are using their alpha strike ability and the remonda is only occasionally using its shield regen (I can look at anti matter and time cooldown rates, the shield buff seems to easy to use).

for the disparity inside the same class blame Iron clad for having only 3 'classes' and tight limits around those classes at that.

I don't have such extreme lag problems and I don't have anything fancy for a computer (it's at least 2 years old now, no OC and a lowly single video card that is 3 generations old), but increasing the supply cost of small ships should eliminate most of the issues as stated above

DrunkDriver

Balance Balance Balance and o, why not just wait for a full release of the complete mod instead of piecemeal, its great work, dont ruin it by giving the public an incomplete mod. If I can wait for the full release, so can the rest of these kids.

Thanks EvilJedi, don't feel pressured by a bunch of little kids, just keep at it, and give us a release when its ready.

 

I can't. not with the schedule I keep, I would just shut down the mod completely if that was even a consideration.

 

DrunkDriver

I appreciate this mod and the time you spend here, why not open a paypal donations box on your web site, someone might be generous. . . . .

I'd suggest you donate to SWR.com to help pay for bandwidth costs and hosting, I personally cannot take any donations

on Dec 08, 2008

on the contary no group should have to go this alone if there are bug hunters that want to test this and play around with the models and the freebies they give us in a .75 mod then I will take it and give the my effort as a star wars fan to make their mod better....

 

Their bug hunter tool is top notch i like it... I am using it... and most of everything you have mentioned is being or prolly has been sorted for their next release. These guys have put alot of work into this and I really like the chance to say thanks and play/help them with this mod as best and as fast I can!

 


Great job guys!

on Dec 08, 2008

a couple of ship list additions that should round out the fleets a bit

the republic will get the class II frigate as a carrier (cruiser) and the nexu heavy transport as a planetary assualt vehicle and utility (cruiser)

 

the CIS will get a variant of the CC-9979 lander as a seperate landing (frigate) as well as a trade federation patrol frigate.(heavy frigate)

 

 

I will be releasing a small patch in about 2 weeks, so get your bug reports in so I can fix as many things as possible!

on Dec 08, 2008

Man, the radial missile spam is powerful...

 

Good thing too, I'd lose every match without em against hard AI.

 

I haven't run into the minidump.  I've been running battles with fewer strike craft than they've mentioned, but I've definitely been using a lot of strike craft, particularly as the Empire with that four squad carrier.  I've had upwards of 100 squads in a well on a regular basis, and I just got through with a three prong attack with an ally AI, there had to be at least 500 squads between them.  It might be a computer specific glitch.

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