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 22)
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on Jan 24, 2009

Man, great job.  You need to extend hangar space on hangar defence so you could make them usefull.  And whats with the cheap particle Fx?  Have you implied BailKnights graphical mod?  I was dissapointed about no autocannon or beam cannon effects.  Just lasers gets boring.  The republic interdictor dosent auto aquire, same with the republic armed frigate.  The mod crashes with multiple very large fleets going on...  I'm sure your working on this one.  This is a minidump issue. 

on Jan 24, 2009

This is 1 awsome mod, some or the ships models are exalent,

I made a video showing some of the ships you get in this mod.

 

on Jan 24, 2009

Ack I forgot about mods!!! With my new uber computer, I forgot about mods!!!! MUST DOWNLOAD NAO!

on Jan 25, 2009

I am looking at the folder D:\Stardock Games\Sins of a Solar Empire (the destination I installed the game to) and I cannot find the mods folder to extract the file to.  I am running Vista.  Anyone have any advice/ know of a forum that can help me find it?

I ran a search and it retreived nothing.

on Jan 25, 2009

It goes in a documents folder:

D:\Documents and Settings\<your name>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

 

it says what folder in the activate mods part of the options in the game.

on Jan 25, 2009

check out my video of this mod.

http://uk.youtube.com/watch?v=fMtkA5KWHmY

on Jan 27, 2009

EvilJedi, I heard you have a problem with research.  You should seriously consider implementing Ordain's Mad Scientist

mod.  It has the best Research Tree in Sins,  and an awesome starting militia idea.  It would be perfect for this mod,

so you wouldn't have to worry about research.  You could work on models and solving the strike craft problem

I've compared the tech tree to Distant Stars, but Mad Scientist is vastly superior.  Yep, if you fuse SOGE with Mad Scientist

Mod, you would  have the most uber fun mod Sins of a Solar Empire has ever seen!

 

 

on Jan 30, 2009

Hi EvilleJedi.  Just so I understand, you are considering making the ship scales smaller WHILE increasing the size of gravity wells....but only up to the point where camera panning/control starts to become an issue.  So gravity wells would be bigger than stock, but smaller than the point where they get awkward.

Does that about sum it up?  If so, then that should be pretty darn cool.

on Jan 30, 2009

I don't know if gravity wells need to be increased if the ships are scaled smaller. I just hope the ship speeds increase. I think some of them are way too slow, esp if there are some to be used for scouting.

on Jan 31, 2009

I'm planning on doubling the size of the gravity wells, and shrinking the ships by a factor of 5, so effectively making the gravity wells effectively 10x larger, however the ships will stay the same speed, just slow down the acceleration a bit (which helps a lot with turning and not running into things.

on Feb 01, 2009

Perfection!

on Feb 02, 2009

is there any estimates for when the next release will be, and whoever had the idea for making stuff smaller is a genius!

on Feb 02, 2009

EvilleJedi deserves the credit there.  Him and I talked about it as an option many months ago before I suffered Sins burnout.

 

In fact, it is only the quality of this mod that keeps bringing me back

on Feb 04, 2009

 

Played this mod late last night and I wanted to drop my appreciation.  Great job to all involved.  Many thank you's.  If I may add some additional feedback:

  • I hope you all will make icons for each ship.  It was really tough to figure out what was what.
  • The mini Death Star...it makes me wonder why there isn't a full-size death star?
  • Super Star Destroyer is nuts. I built 2.  That could have been my whole offense and I would have won. 
  • The Fighters and bombers: can those be authentic, modeled fighters from the Star Wars universe?  Perhaps X-Wings/A-Wings (for Fighters) and Y-Wings/B-Wings (for bombers)?  And for the Empire, Tie Fighters/Tie Interceptors (for fighters) and Tie Bombers (for bombers)?  That was the most glaring absence for me.  Those are really the most visually-defining elements of the Star Wars universe in terms of ships.  Right next to the Millenium Falcon and the Imperial Star Destoyer.  You all did such an epic job modeling the frigates and Star Destoyers, I have to believe you all will do those as well.  I'd make it so epic!
  • Mini-Death Star: it's not round on my 1920x1200 display.  I looks almost like an oval from the side profile.  It makes it appear very out of place.  Honestly?  If you can't make it more perfectly round, I fully support your leaving it on the sidelines.  It's already not a Death Star (it's too small), so it's purpose isn't really clear. 
  • A *real* Death Star: Could be hot if you took the model for the mini-Death Star, made it bigger (maybe 3/4 the size of a planet) and managed to incorporate the power of the Novalith cannon into the dish area.  Make that cannon work for only the local gravity well and you have a perfect star destoyer.  Maybe the best way to do it would be to use the special beam that the Khol battleship uses for this purpose, but amp up the damage to some ridiculous number and increase the charge rate to one shot every 3 or 4 minutes.  Everyone would love it.

 

That's all I've got.  I love the special abilities, the modeling, etc. etc.  I'd love to hear perhaps a little more of the orchestra-based musical score...but that's minor. 

 

Thank you again and best of luck in the future on this mod!  Know your time is appreciated.

on Feb 04, 2009

Mini Death Star?!?!....I am betting you mean the torpedo sphere.

I don't think that EvilleJedi was planning on adding a Death Star.  Of course, once he implements the smaller ship scale, maybe it would be more feasible.  Still, you can't actually destroy planets = so what's the point of having one!

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