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 33)
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on Mar 30, 2009

oh and will this release include fighters?

on Mar 30, 2009

The site should be back up.


What do you guys think of these icons?

on Mar 30, 2009

Sweet.  Icons.

on Mar 30, 2009

Getting excited for the possible release tonite.

on Mar 31, 2009

its not happening tonight tomorrow though

on Mar 31, 2009

check the first post for a link and updated info

on Mar 31, 2009

I keep getting a 404 on it.

on Mar 31, 2009

Should be fixed now. Cheers!

on Mar 31, 2009

Didnt read all the posts as there are a lot but the anti matter recharge on at least the Imperial ships is way way way too slow.  Any fight they get into that uses anti matter pretty much just kills their pool for the rest of the game, meaning that they cant colonize after a while, etc.  I looked in the GameInfo folder and for the Imp SD II the AM restore rate is .001 which seems way way low.  I dont want to mess with the mod out of respect for the awesome job youve done but is this intentional/ does it need fixing?

on Mar 31, 2009

If I recall correctly, the anti matter thing is intended. Basically you need to "recharge" your capital ships at a shipyard, which now give an antimatter regeneration buff to nearby ships.

 

Thanks for this long awaited update Evil. Finally working fighters!!  By deleting the galaxy folder, I was also able to run it on my 1.11 version. Although I did have 1 seemingly random minidump after 30 minutes when my fleet jumped to a well defended Alliance controlled planet.

Some of the ships look alot better than in the previous version as well, possibly due to the small sizes of the ships. The sheer amount of different ships is amazing!

 

Constructive negative feedback:

- Ships are too small. In the initial "test" release ships were too big, making them move clunky. In this new version I feel they are too small. For example when I zoom in on a Star Destroyer, I can hardly see the rest of my fleet or just their large tags even if they are relatively nearby. If all ships (including fighters) were to be be 50% bigger (so from 3 cm to 4.5 cm for example) that would be a good compromise I feel.

That said, I prefer to heavily mod the mods that I use anyway to suit my own tastes. Is it easy to scale ships in size?

- Ships move too slow. With the enormous gravity well and the small ships sizes, the slow speeds make it tedious to move fleets around, and makes it very hard to react to enemy fleet movements. For example I had a huge fleet at the far east side of my planet, and a medium sized rebel force jumped into the system from the west. By the time my fleet finally made it into firing range my planet had been bombed to neutral status. It also took me nearly 30 minutes to colonize 4 planets.

 

on Mar 31, 2009

which fighters actually work(please say Xwing, please say Xwing )?

on Mar 31, 2009

Ok about the antimatter thing, that makes sense.  Another point, some of the civilian research techs are unclickable and outside the borders, this may be intended as well, just thought I'd point it out.  Love what you guys have done, a full fleet of star destroyers headed up by a super sd is...well its glorious

Edit:

Forgot to add: scouts are too weak, they die almost insantly at anything above an asteroid, is that why theyre so cheap?  Also, most of the capital ships dont have colonize and its unclear if any of the cruisers or frigates do and which one that might be.  Again just some minor gameplay points, I freaking love this mod.

on Mar 31, 2009

Thomas Fife
which fighters actually work(please say Xwing, please say Xwing )?

 

X-wings work, as do Tie-Fighters & Tie-bombers. Haven't checked any of the others yet.

 

on Mar 31, 2009

trade stations, refineries, repair stations, shipyards and research stations all provide antimatter in a radius. This is really useful in defensive situations because you can fire off a lot more different abilities at the same time.

 

it's a lot of work to rescale ships, so it won't be happening.

 

I can up the mitigation on the scouts a bit, should make them survive, but for the most part they are supposed to be cheap and weak (enable their sprint abilities as well)

 

I can increase the maximum speeds, but 4 planets in 30 minutes? you aren't building enough ships then, it doesn't take any where near that long

 

as for colonization ships

 

the republic has the Botajef and acclamator I

 

the Alliance has the galofree

 

the imperials have the acclamator I and the gladiator

 

the CIS has the cc7977 and the tradefederation carrier

on Mar 31, 2009

wait, um...i just saw this post and it looks really cool and all (I was a huge empire at war and battlegrounds fan), but is the entire mod for non-entrenchment sins completed?  Are all the ship textures done?

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