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 37)
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on Apr 02, 2009

-.- uuhg well whats the point in having the mod if i cant play it again i dont think its my comp cuz last version of the mod worked just as well as sins so idk but the mini dumps are really geting on my nerves hopfully evil you can fix it if theres anyway you can.

You could try modding out the vanilla races, and perhaps your least favorite of the Star Wars races.

on Apr 02, 2009

Lord Tareq


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

 

Which is funny because what he has in the image is an Imperial Lambda Shuttle

on Apr 02, 2009

Thats what i mistook it for. They do have very similar shapes and the fighters are very tiny so it was easy to get them mixed up.

on Apr 03, 2009

If anyone wants to modify the stock races to have higher hull shield and damage values I will include that in the future if you send it to me.

on Apr 03, 2009

How bout get rid of the stock races alltogether

on Apr 03, 2009

Super Star Dread shields and hulls don't regenerate past a certain point when upgrades are applied to them, they stay at the base stats from what I saw

on Apr 03, 2009

Some bugs(?) I have found:

- Random minidumps during combat when I zoom in during combat, playing as Imperials vs rebel alliance.

- The repair platform cannot repair, and seems to have the wrong shield regeneration ability. Its ability doesn't restore shields, but envelops a friendly ships causing damage taken by that ship to be split and redirected to the repair station. This may be intended but it seems extremely unlogical.

- When a carrier uses his 'spawn additional bombers' ability, a bomber from the original Sins race spawns. (in the case of Imperials a Vasari bomber)

- Certain research objects fall outside the research window, making them unable to get researched.

 

Some balance stuff:

- The imperial missile cruiser is overpowered for its cost. It can eat any other cruiser for breakfast while costing less.

- Bombers do too little damage. They should be slower and more vulnerable to fighters to compensate for a damage increase.

- Pirates are somewhat unbelievable. Wave after wave of huge fleets, they pale the rebel alliance in terms of ships and manpower. The time between pirate attacks should be longer.

- Less ships should have the AOE anti-fighter ability, as it makes fighters/bombers fairly useless. When a pirate fleet jumps in my system for example, guarded by 4 hangar defenses, my 12 fighter and 12 bomber squadrons all get annihilated in seconds, posing little to no threat to the pirate fleet.

 

on Apr 03, 2009

plz explain "minidump"

I've been on forums for a while but havent figured that out yet...

on Apr 03, 2009

'Minidump' is a file created by the game upon crashing. Used to find out/fix what caused the crash by Ironclad. Modders do not have access to the file contents.

 

on Apr 03, 2009

Played 3 hours of Alliance versus 5 other Empire races before I minidumped.  I had all the other players as Empire since that faction seems to be rock solid stable.  This way, being the only non Empire,  I could be ~100% sure any minidumps would be something I personally did.

 

GLITCH REPORTS:

1.  What I think caused the minidump was when I tried to use the MC40 Cruiser's Ion Canon (first time I tried to use it).  It was almost dead and I tried to get one shot off with the Ion Canon and the game minidumped.  OR it could have something to do with the MC40 being destroyed while I had the target icon for the Ion Canon up and was trying to target an enemy ship.

2. The Imperator's 'Demo Bots' ability doesn't actually show up when you sink ability points into it.  It also wastes the points you put towards it.

3.  The Alliance Military Tech Research section 'Substance' was 'squished' against the section above.  I couldn't research anything lower than the Nova Canon in that whole window.

4.  The Alliance Civilian Tech Research section 'Materialism' had the top buttons 'squished' against the 'Perception' window.  I couldnt' research Fortification, Tactical extra slots, the reddish orange ring thing, Hardened cities or planetary shield upgrades.

 

BALANCE REPORTS:

1.  Seems that I generally don't use frigates or most cruisers (just not as cost effective as Cap Ships)....of course, against a human that likely would quickly change.

2.  Fighters do far too well against frigates/cruisers/caps/platforms.  They really should only be useful against fighters, bombers (ESPECIALLY), trade/resource ships, constructors and colonizing frigates.

3.  Bombers might need a +5% bonus against medium/heavy/very heavy armor targets.  Maybe also slow them down a bit compared to fighters.

4.  I still don't like how ships can regen antimatter during combat.  This tends to heavily favor the defender.  Besides, how do the supply ships deliver AM while the shields are raised?  No Star Trek Teleporters allowed here!


MISC THOUGHTS:

1.  Eternal Dragon mentioned that shields and hulls on SSDs don't regen.  I think they do, it just feels a lot longer than other ships because of the massive values involved.

2.  I am fine with bases being bigger than the ships.  That is generally how it is in the StarWars Universe anyway.

3.  I really don't like how the cap ships end up with ability points that can't be used.  It is really distracting once you get huge fleets and you are trying to upgrade the caps.

I would imagine that you are planing on tweaking the abilities to have multiple levels = we'll have a use for all our points.

7.  It might be a good idea to have Max Shield Recharge give a 500% shield recharge bonus and last 2 minutes (no way to interupt).  This would simulate manually rerouting all power systems into the shield generators.  However, the penalties of using this ability should reduce engine/weapon/ability power to ZERO (no need for the extra damage penalty).

Would make for some interesting decisions for when to use it.  It would also be unfortunate if somebody chooses to use this ability just before the enemy shows up = they can't fire back or move for 2 minutes.

 

QUESTIONS:

1.  Do the different fighters and bombers have different values in terms of speed/manuverability?  I know they do in terms of hull strenght and weapons (you can see that simply by hovering the cursor over the units).

2.  Any chance on seeing a Sovereign or Eclipse type Dreadnaught for the Empire (or pirates lol)?

3.  As it is, is there a chance for weapon fire to miss against any ships besides strikecraft?  I was just wondering about the value of the Targetting Uplink ability.

4.  The Alpha Strike ability shows as having a 0% PENALTY to weapons cooldown rate....is this what it is supposed to be?

5.  The Saturation Fire ability shows as having a 50% PENALTY to weapon cooldown rate AND a 75% BONUS to speed and a 25% BONUS to acceleration....this can't be right, can it???

6.  Ion Bolt shows as actually giving the following BONUSES to targets hit:

-0.8 per sec Antimatter recharge BONUS

-150% Ability Cooldown rate BONUS

-75% Shield Restore Rate BONUS

-75% Max Speed BONUS

-75% Acceleration BONUS

Is this how it is meant to be?

on Apr 03, 2009

It's bugged I tell ya BUGGED! mmmm I think your right on that shield and hull regen thing there, though I never had the chance to find out when I was playing empire cause the game mini-dumped while I was about to take my 4th or 5th planet, not sure if I was about to zoom in or not... also... for empire, on it's scout ship, the very first frig you use for it the shield animation is wacked it's standing on bottom to top, basically the front end of the ships shields points UP and the bottem DOWN. I see that and go WTF?

on Apr 04, 2009

Let me start by saying "WOW!" That was one of the most amazing mods I've ever played. congrats Eville, you've outdone yourself again. And now, I have to ask, why can you only play one map? Granted, it's a wok in progress, but the only way I can play other maps is to delete all the other ones and then restore them once I have started. I don't know if it's just me, or if someone else has had this problem (have skim read through all the posts, but I could have missed something). Oh and before I forget, one more thing. Why do Victory II class frigates (cruisers) not join up with all the other ships when you create a fleet? Once again, I know it's a work in progress, but just as an FYI.

Keep up all the good work, and I can't wait for the Entrenchment release (because that's no moon...),

Shauny B

on Apr 04, 2009

Let me start by saying "WOW!" That was one of the most amazing mods I've ever played. congrats Eville, you've outdone yourself again. And now, I have to ask, why can you only play one map? Granted, it's a wok in progress, but the only way I can play other maps is to delete all the other ones and then restore them once I have started. I don't know if it's just me, or if someone else has had this problem (have skim read through all the posts, but I could have missed something). Oh and before I forget, one more thing. Why do Victory II class frigates (cruisers) not join up with all the other ships when you create a fleet? Once again, I know it's a work in progress, but just as an FYI.

Keep up all the good work, and I can't wait for the Entrenchment release (because that's no moon...),

...Its a space station.

You copy the galaxies you want into the galaxy folder of the mod. Or you can just delete the mods galaxy folder.

I think its the litle triangle cruiser you talkin about so if it is, the reason Victory II star destroyers dont join the fleet is because its a colony ship. The colony ship for normal sins is the same way.

on Apr 04, 2009

And Eville, i have a deathstar 3ds file with textures of it, endor and tatooine if youre interested.

on Apr 04, 2009

Well, maybe with the new ship scale, it might be possible for a Death Star...but it would still be pretty awkward to move around and would have tons of pathfinding/collision issues.

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