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 20)
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on Jan 14, 2009

mod is great just needs to be tweaked a bit love the model textures though especially the venator

on Jan 16, 2009

Any plans to include the Yuuzhan Vong?

on Jan 16, 2009

Thanks for this Mod. If I had any skills in which to do so, I would have been more than happy to offer my assistance with both my love for Star Wars and Sins

on Jan 17, 2009

Maybe its the planet scales that are way off?
I don't if its Eville Jedi's intentions to make things true-to-scale, that would make Sins really unwieldy. But I'm sure he's considering ways to make it more true to Star Wars.

I think there are some Yuuzhan Vong models in Warlords. So maybe end up in Sins eventually, but probably not enough sources for a full complete race or anything.

on Jan 17, 2009

the vong will be in eventually, but definately not in the next patch (well not in any working form anyway)

 

If I could do it easily I would double the size of the planets and grav wells (about to the size of a gas giant, but smaller than a star), there are multiple reasons why but for right now you'll have to deal with the odd scale issue with the SSD. I probably won't be going back to the scale of the grav wells seen in the first release because the game doesn't play well at that level.

on Jan 18, 2009

Hey i just downloaded this mod. It seems really good though I have a few problems that I ope you might fix.
All the ships have the same description and image. (The heavy cruiser and the battleship) because that can make it confusing if you are like looking for a frigate with a colonize or a scout ship etc.
Also I was wondering if you had any plans to include Sins plus by Uzii in future releases. Becasue I think since its Star Wars there should be planets like the Industreal and ocean etc.
Other than this is a great mod and am looking forward to future releases

on Jan 18, 2009

@Daniel_jackson

Good to have ya with us as a new fan. Please take a min or two to read through some of the pages of replies, especially ones from our patron saint EvilleJedi. You'll see commentary on the icon/description issue, and several dozen warnings about 1.12 compatability.

Then join us in prayer that God may smile on EvilleJedi.

on Jan 19, 2009

As far as scaling issues go, have you considered making the ships smaller instead of making the gravity wells bigger?   Would that not result in the desired effect?

Just a suggestion.

 

on Jan 19, 2009

THat could work, though it would require redoing hardpointing once again (all the hard points etc) I think it would definately help the movement issues of ships clustering together, it is worth testing I think. There might be unforseen consequences (in HW2 it caused the ships to bounce around)

on Jan 19, 2009

So how long until the next update?

on Jan 19, 2009

Indead, will you be realesing the fixes, or will you wait till its done for that.

on Jan 19, 2009

I will do the experiment but not implement it this version, I still have some work to do with alliance and republic ships as well as some more abilities work. My goal now is to have something when Febuary rolls in (but not after entrenchment)

on Jan 19, 2009

Also, I strongly recomend adding Sins Plus to this, I wan't to have my Battle of Couruscant and a Battle of Endor.

 

Just realized, If you can make an ability that allows a ship to make a planet uncolonizable, then you could add the deathstar. Don't go anywhere with that though, i'm just speculatin out loud.

on Jan 20, 2009

first off thankyou very much the excellent work. To see this level of work around here is awesome. Kudos to you my good sir 5'd!!

Not sure if this is the correct place to report a bug for this mod, or if it is a bug, but i was playing a game last night and i had the enemy (republic i think) rock up on my home planet and bomb me off it from the edge of the gravity well then hype out! I was a little shocked that by the time my fleet got to them on the edge of the well, my planet was down from 6000 health to 2500ish... (enemy ships were acclamator IIs)

Later on in the game my providence class also did this feat, however all of my other vessels moved up to the planet for a 'normal' planet bombardment range.

I wasnt really sure if this is meant to happen or not, i mean its not like lasers are going to dissapate too much so range shouldnt be too much of an issue. Just thought i would give you a headsup. (mind you serves my self right for not having a big enough fleet to scare them off he he he)

I have read a few people commenting on the scales, i think they are spot on as they are large enough for an excellent amount of detail, far more than i expected. And yeah they make standard SINS ships look small, but an isd is 1.6 ks long, it SHOULD make a little garda look...well....little!

 

Once again cheers for an awesome mod cant wait for the next patch mate!

on Jan 20, 2009

Also one thing I notived is that all the Frigates when they get into a grav well all they go for is the fighters and none of the actual ships. Also I was wondering if you plan on releasing this mod under Entrenchment or if it already is because I dont really want to have to go back through 10 pages to see if you said something about it

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