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 35)
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on Apr 01, 2009

just got it and it looks great.

on Apr 01, 2009

New versions great nice job. I haven't gotten a single mini dump playing as the empire versus alliance for 1 hour. Just two minor complaints and one questions though.


The first I think the fighters are a bit too tiny to appreciate I was excited to see the fighters up close but they're too small to see.

The second also involves size but is also very minor the trade ships size is not altered so a tec trade ship is the size of a star destroyer.

What are the empires bombers? The imperial shuttle craft?

on Apr 01, 2009

no... the imperial have bomber class... it's called a Tie Bomber

on Apr 01, 2009

Yes I know imperial bombers are the tie bombers im asking why in this version they are this                  

and not the tie bombers which is this

 

Also I just had my first minidump. I checked twice to make sure. I played for 49 minutes as the republic and bought a mandatar dreadnaught as soon as it was constructed it mini dumped. I tried it twice both times it dumped.

on Apr 01, 2009

Just got a minidump on the explosion of a patrol frigate.  It happened right after an autosave, so I reloaded and watched it again.  The explosion seems to be glitched, it hung pretty bad as it went off, but from a different angle I avoided dumping out.

 

Edit:  Looks like it might be a sound issue that's causing the dumps.  Visual studio is showing the break on an eax function, will run the debugger for a while and see what comes up.

on Apr 01, 2009

Scratch that the mandatar doesn't crash the game when its completed it crashes the game when its viewed.

on Apr 01, 2009

Played an all Empire players game for several hours without a single minidump.

on Apr 01, 2009

I have to agree with the others who think that the ships, especially the fighters, are a little too small. I know, however, that it is a total pain to resize them and it is unlikely to happen. Although I think at the very least you should make the fighters a little bigger, if its not too much work. Having X-wings in game isn't worth much if you can barely see them. Also, the A-wings are about the  same size as vanilla fighters, as are the B-wings.

I also think that the gravity wells are a little too big. Uping the speed would help, but it is a pain to wait for ships to move across.

Other than that, this is amazing! Keep up the good work!

on Apr 01, 2009

It's too bad I don't know how to read assembly code...

 

If anyone does, it's a mov edx,dword ptr [eax] the thing is breaking on.

 

The debug log viewer is showing nothing when it kicks it.  It does however show a missing weapon point for the front bank on the praetor.

on Apr 02, 2009

I forgot to say that I love the new ship sizes.  They now feel like they actually belong in the game engine.  Even the massive Executor Class Dreadnaught didn't feel particularly awkward (that is a night/day improvement from before).

Also, at this new size, the ships look much more natural and 'realistic' next to planets and asteroids.

Finally, I hope you stick with the new moderately-large gravity wells.  The gravity wells aren't so huge as to be kludgy, but are large enough to give room for fleet maneuvers.  It is a perfect balance.

on Apr 02, 2009

Have to say what a great mod your making here, the new scaling is great in my opinion really makes the ships look like ships and not some monster sized titans. Only gripe I have is the speed of the ships which I think could be just a little bit faster, so I dont have to be silently screaming to my ships to jump already because my planet is getting hammered to the stone age, but of course its a matter of personal taste. again great work and looking forward to your entrenchment version of the mod.

on Apr 02, 2009

hm...sadly, all posts regarding only Small Random Map available vs CPU are beeing ignored?!

doesnt anyone have any clue to what is causing this?

i´d just love to beat the crap out of a litle more opponents than 1 on a small map ... so please, try to help, or point me in the right direction ...

 

thx in advance

 

HahnHolio

on Apr 02, 2009

yoadjla
Yes I know imperial bombers are the tie bombers im asking why in this version they are this                  

and not the tie bombers which is this

 

The "shuttlecraft" you see in the game is the Assault Gunboat, an advanced fighter/bomber hybrid with shielding.

 

As for scaling the models, there is a program that makes scaling them very easy, you can find it in the "Q: how to scale ships"-topic I made. I doubled all ship sizes for personal use and it took me maybe half an hour.

on Apr 02, 2009

***

This modified GalaxyScenarioDef file gives players back their starting structures and converts the militia to approximately equivalent SOGE ships.

http://www.deadlyshoe.com/SINS/GalaxyScenarioDef.rar

Extract to the SOGE/GameInfo/ directory.


Note for Eville and other modders: Although most structures have been added to the PlanetItemType list, most ships have not. If you want to change the militia to other ship types you'll have to add them to the PlanetItemType list, or change an existing list entry.

 

hm...sadly, all posts regarding only Small Random Map available vs CPU are beeing ignored?!

Um... Do you have this problem with all mods or just SOGE? 

Perhaps it is a localization issue. Are you running an English version of SINS?

on Apr 02, 2009

Thanks for that deadlyshoe, was planning to do it myself this afternoon, you saved me some work.

About the Small Random Map problem, I have it as well. Only that map shows up. However using TAB & ENTER I can still switch to medium, large & huge random maps. My sins version is 1.15.

In addition, sometimes the QUIT button in the main menu does not show up for me. Oddly enough sometimes it does show up.

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