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 16)
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on Dec 16, 2008

acolyte173, that is because the acclamator I is considred a colony ship, it's actually the correct behavior (but a bit annoying) however it is necessary for the AI to work right,

 

as a quick update I am going through and adding descriptions, shields and fixing weapon points on all of the ships. This makes a big difference ( the weapon points and shields do) as the game expects things to be aligned properly so that targettign and collision works. I have completed the CIS and the Empire is almost done.

I still can't believe how difficult they made icons in the game so don't expect that to ever get done.

I am looking to produce the next version around new years which should fix a lot of the balance and bug issues as well as have some graphical improvements for some ships.

on Dec 16, 2008

Did anyone volunteer to do the image icons? Tell me how you want them done, shouldn't be too hard to script into an image map that Sins uses

 

on Dec 16, 2008

EvilleJedi
acolyte173, that is because the acclamator I is considred a colony ship, it's actually the correct behavior (but a bit annoying) however it is necessary for the AI to work right,

Well the AI, uses the Botjef Armed Transport well enough and it has the colonize ability.

on Dec 16, 2008

I've posted some updates on the proposed research thread, including a few sketches of what the Alliance and Empire's military trees could look like.

https://forums.sinsofasolarempire.com/332559

Feel free to offer suggestions - most of it is based on user feedback.

The sketches don't yet include a prototype section - it may be kind of pointless if there aren't any icons, since it would be hard to tell what's being researched without a photo (HINT, HINT guys!)

If all else fails, I guess somebody can take a screenshot of every ship in the game and use photoshop (or frickin' MS paint) to generate them.

on Dec 17, 2008

nice work prawn

on Dec 18, 2008

 


Hi all,

Just a quick note that a bunch of modding requests are being worked but they aren't in Entrenchment beta 1 (which is also the case for some gameplay changes like the trade routes and some other thing I mentionned elsewhere). I hope to have them complete shortly after xmas and we'll make them public asap.

Next, there have been a number of very detailed questions from a variety of people (mostly modders) written to me in private messaging. I am able to read these but not respond. I wrote a public message recently to have people write me but I got zero responses. So if you are one of these people, (like EvilJedi) please c/p the messages and email me at bfraser@ironcladgames.com. I'll get to them all on the weekend.

-Blair

the head man wants you Evillejedi!  At lest im pertty sure that he want you and just got the name wrong. 

 

on Dec 18, 2008

thanks for the heads up, I usually watch certian threads, but only occasionally trawl the rest of the boards (like once a week or so) questions sent off to Blair

 

 

okay so now for the next news.

 

At this point my plan is to release a patch for 1.12 sometime around new years and try to fix most of the bugs that have been identified, after that the mod will require entrenchment unless there is some managment tools are provided to manage multiple versions. I hope that any changes to ship entities are the same in the versions and that entrenchment represents additional content, that way certian files could be excluded for non-entrenchment versions and be backwards compatible (models and textures should be compatible so as ship hardpoints are fixed or textures are updated they will be usable in nonentrenchment)

on Dec 19, 2008

Thanks for the mod, its awesome to finally be able to command my favorite SW ships, and the amount of ships and the accurate sizes is truly an amazing job. I do hope you can fix the fighters soon, as I would really enjoy sending a huge swarm of Tie-fighters to their deaths

Have a great christmas!

on Dec 20, 2008

Eville- Any thoughts on what Entrenchment may bring to this incredible mod?  Obviously there is a balancing issue with the stations needing to e stronger.  I ask this question and expect to be trolled over "balancing" but if I am the empire and I build a space station... 

Just a GEEKS sins fantasy... even if I cant blow up planets.

 

Keep up the great work!  I installed entrenchment and I am going CRAZY now that I cant wip out the Executer on these fools.

on Dec 20, 2008

hey eville the mods great and im enjoying it loads!

while trawling the web i found a forum with  some ship designs that i thought maybe you would like

i know this ship is not strictly from the timeframe of your mod, but it is an excellent ship design, there are also a few others from the forum , that are of very high quality, look for 'drone 04'

heres the link to the forum-http://i27.photobucket.com/albums/c167/Dronetto/Galaxy-class_01.jpg

on Dec 20, 2008

while drone's art is top notch, he has a consistant design element on all of his ships that I do not like (the bridge) for ships with no know images I am working on my own designs.

 

 

until we can actually blow up planets there will be no death star (though the sovereign or eclipse is a possibility)

on Dec 20, 2008

hope you didnt take my suggestion the wrong way, i love your designs, just thought they could be usefull. also are you planning to add the new republic as a faction?

on Dec 20, 2008

questioin, will SOGE .75 work with  1.12 yet?

on Dec 20, 2008

should work with 1.12, if you have logging on it will throw a non-crash warning about enum values, but should be fine to play.

on Dec 20, 2008

What do his ships/bridge look like?

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