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 23)
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on Feb 04, 2009

To laugh at the poor loser who bought an Executor?

 

on Feb 04, 2009

Well, as I've said earlier, a deathstar could be like a big moving novilath cannon. Or if you realy want, a planet with an extreemly big beam weapon!  

Also making things smaller,    great idea! I cant wait for the next update!

on Feb 04, 2009

Most everything from that last feedback is definitely plan. I don't know about the Death Star though.

Certainly the fighters will be added (Eville does have models for those). Icons (as far as I know) have not been done yet. Someone want to do the imagery for each and every ship, I'd be more than willing to help import them into the game

on Feb 04, 2009

evaders, what would be required for the icons?  if you need a hand I'd be glad to.  let me know what format they need to be in and I'll make it happen.

 

EmperorParadoxnt
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!

you can kill a planet just like with the Novalith.  while it won't disappear, rendering a planet uninhabitable with a single shot provides the necessary effect.

and yea, I was referring to the torpedo sphere.  just seemed a bit out of place.  maybe if it didn't look like the Death Star, it wouldn't be a distraction...but every time I looked at it, I was like, "man...I want a real death star".  lol.

on Feb 05, 2009

Hmmm, so a Death Star that would kill planets with one shot (regardless of planet type/levels/shields).  The torpedo sphere goes a long ways to covering this already.

Also, how would this Death Star work against ships and defenses?  Would it be uber powerful against everything?  Would it's power be reflected in its purchase cost, build time and fleet point usage?  Would it be weak against bombers/fighters (would mean dedicating a single armor type for this thing in order to give bombers and fighters a MASSIVE attack bonus against it).

Another problem that I can think of is that making a huge Death Star would only recreate some of the path finding/collision problems that EvilleJedi is fixing by using smaller ships.

Don't get me wrong, I think it would be cool.  It is just that the coolness factor has to be weighted against game balance and game engine issues.

on Feb 05, 2009

I just recently tryed out the latest beta and I was very impressed. I like the idea of a Death Star though. I am assuming that you all know that Entrenchment is coming out next week. The biggest thing about the Sins Entrenchment Expansion is the Star Bases for each faction gets.

So are there any plans on adding a Death Star as a star base for the Empire after the release of Entrenchment?

on Feb 05, 2009

I was wondering the same Mad.  I wonder if star bases will make it more possible to implement a design that doesn't have collision detection issues.  hmmm.

EmperorParadoxnt
Hmmm, so a Death Star that would kill planets with one shot (regardless of planet type/levels/shields).  The torpedo sphere goes a long ways to covering this already.

Also, how would this Death Star work against ships and defenses?  Would it be uber powerful against everything?  Would it's power be reflected in its purchase cost, build time and fleet point usage?  Would it be weak against bombers/fighters (would mean dedicating a single armor type for this thing in order to give bombers and fighters a MASSIVE attack bonus against it).

Another problem that I can think of is that making a huge Death Star would only recreate some of the path finding/collision problems that EvilleJedi is fixing by using smaller ships.

Don't get me wrong, I think it would be cool.  It is just that the coolness factor has to be weighted against game balance and game engine issues.
Torpedo Sphere covers this in what way?  Maybe I wasn't using it right...but I didn't see any abilities like that.  In fact, I didn't find it very helpful offensively.  I'll try it again today.

hypothteically:

  • I think the Daeth Star should be practically useless against ships in and of itself, and weak against bombers...but have an extremely high defense.  dunno if it should be similar to the Super Star Destroyer's shields/hull (which I think is above and beyond), but it should be very high and require sustained efforts (10 minutes or more) from 60+ bombers to make it feel the hurt.  That way it'll be strong, but will ALWAYS need help.  It would have that one shot k.o., that can shoot cap ships OR planets...but should have a recharge time of 3-5 minutes, making it a great punch, but again: one that would need serious help.
  • It should have the ability to house and launch fighters and bombers of its own.  Not sure how many wings.  I'd say 15-20.
  • It should move very slowly.  Noticabely slower than the Super Star Destoyer.  Build time should be upwards of 6-7 minutes.  Slow movement speed would ensure people would have to build it near the front lines to make it relevant...but should be forced to protect it, for fear that the enemy may find out they are building it and attack/destroy the cap ship factory.  Imagine losing that huge investment!  Just building it would be in tense.  as it should be. 
  • It should be expensive enough to make it all but impractical for everyone except those who really want to show off.  Expensive enough to make it a one-time purchase. $30k?
  • If it presents collission problems, then I understand.  Is the size the problem?  Or the shape?  Because the Borg Cube I was playing in the Star Trek Mod felt like the perfect size.  I can't recall having any collission problems with it.  

that's all I got.  just thoughts.  I'd really love to see it, but if it's impractical, oh well you know? 

 

It's all good.

on Feb 05, 2009

the death star could be a novalith type thing with the ability to take out about half of the planets health, as well as attack ships...

on Feb 05, 2009

Like I said a big moving novilath cannon. And it should be a 1 hit ko to a planet because... well because the real thing would destroy an entire planet! Also for cooldown time, I was thinking something more realistic like 10 min. because the power to destroy a planet with 6000 health and shields seems a little mutch without a consequence.

And it makes sense that the deathstar would be extreemly weak against strike craft because the real one is the same way... It just makes it a little more like the moovie.   

One more thing. In this case i would suggest making it really big. not to scale with the other ships though. maybe like lets say half the sise of a planet maybe 3/4. It would still be pretty mutch to scale if the ships are being sised down 5x.

on Feb 05, 2009

adrian1480, basically all the icons are defined in a few image maps

in Sins of a Solar Empire\Textures

Unit_Hud_CursorOver.tga
Unit_Hud_Disabled.tga
Unit_Hud_Normal.tga
Unit_Hud_Press.tga

All of these are the icons you see in the HUD.

Unit_Infocard.tga
Unit_Main.tga
Unit_Picture.tga

All of these seem to be smaller versions, icons, and misc uses.


I don't know yet if we have a specific color-coding for the backgrounds. If you want to tackle the images, probably need to get EvilleJedi on this to decide how he wants these done. Is the Empire using Imperial blue for a faction color? tc.

on Feb 06, 2009

Is there any chance that SoaGE will be updated for 1.13?

on Feb 06, 2009

yes u need to update it for 1.13 because i cant use it and i really wanted to try it

on Feb 06, 2009

yeah it should be good for whatever version is out when it come out that isn't entrenchment

 

on Feb 06, 2009

Hey Im wondering what other Factions will be added in?

Like the Vong and Consortium......

 

Personally i want to use Krayt Dragons and Kelblade Battleships shooting the shit outa the Imps and Rebels

on Feb 07, 2009

i have a problum guys i dl your file and i dont know what to do from there i just dl it and i cant extract the files. then i accidently hit run with sins and now i get mini dumps how do i make it work? Also when i dled it it says the file was only 168,000 kb when i aw it on the webite it said 134 mb? Any help plz?

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