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 39)
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on Apr 05, 2009

hmmm have no clue what I am looking for with that download site for the download =/

nvm figured it out

on Apr 05, 2009

For those reporting bugs, you guys will probably want to link through our bug tracker

Eville will be able to check off which bugs have been fixed and so forth

on Apr 05, 2009

I hate to burst Lord Tareq bubble, but I just played a game on a Random-Large(Multi) with 1 of every race and pirates set to inactive, and I still got a dumb after 20 minutes in.

on Apr 05, 2009

I also confirm without pirates their are minidumps all over. PLayed 1.16 however against all the races at the same time, so dont know if that contributed to it minidumping

on Apr 05, 2009

Yeah, don't know how much he's played since, but I'm guessing coincidence.  I've been thrashed by them twice now after dropping a pirate base.  I've been suspicious in the opposite direction, that killing them off creates a glitch...

 

Edit:  The mandator glitch seems to be the only surefire crash.  I haven't been able to find and repeat anything else so far.

on Apr 06, 2009

Played a bunch of games on GATEWAY (no pirates there).  I still got dumps with alliance/republic/CIS players.....not a single dump with only Empire players.

 

on Apr 06, 2009

Any idea why the Empire is so much more stable than the other Star Wars factions?

on Apr 06, 2009

I play without pirates still minidumps 

on Apr 06, 2009

I think maybe empire was the very first faction evil started working on because for one they seem to be the most refined.(just guessing am i right?) secondly some of the modles and meshs and souce files and such other things for the empire are so simple in comparison to the other factions. (educated guess) Also I believe that if you research the abillities for most of the ships the abilities that dont show up when you first put a point from leveling on them then show up when they have been researched. I really hope you fix the mini dump issues soon evillie because I love this mod to death and parise you on your work and wish to continue playing this mod without having to worry about it crashing every two hours, for me though it only crash when I zoom in on an engagment with two of the modded factions except like with paradoxnt when it's an empire only game. When a ship blows up wellest Im zoom on the ship it also minidumps, the only other reason it crashes is when the rebel capital ships uses certain abilities like the ion bolt.(hope this helps)

on Apr 06, 2009

Odd, I really thought it was the pirates. I just played another 2-hour match Empire vs Alliance and didn't have a single minidump. So that is 5 matches without crashing in a row. In addition, the Mandator does not crash for me. I can build it just fine without any minidumps.

Perhaps I have unintentionally changed something else that now prevents the minidumps.

 

edit: I just had a minidump as well, was targetting a gaus cannon of my own, pressed alt to see how far it could fire and tried to zoom out at the same time.

 

on Apr 06, 2009

the minidumps seem to be diffrent for everyone 

on Apr 06, 2009

Hey Eville, quick question:

   Did you have the Vulture fighter double as both fighter and bomber for the CIS because the CIS don't seem to have an actual bomber, or because the vulture seemed to be the best pick? Or is the Vulture really an attack fighter (can do the roles of both)?

   Also, the model for the CIS' frigate colony ship (the transport......er....I can't remember its designation so I shall call it 'transport thingy') seems to have a wider hull than what i remember. Then again, it could just be that I'm confusing the C-9969 with the C-9979. Am I?

on Apr 06, 2009

I am sorry if this question has been asked before but my version of this mod has 2 of every faction, was this on purpose or is this a glitch?

on Apr 06, 2009

fixed the mandator crash, Lord Taraq I don't know how you can use it without having an older version. The Mandator had 11 engine flares and the game dumps with more than 10

 

Heero_Miiyamoto: the vulture bomber is a the double hulled one seen i nthe clone wars cartoon, I talked with Blair from iron clad and the minimum zoom issue is a glitch with the engine and should be fixed in a future patch

 

the C9979 is a variant that can operate independantly from a core ship (hence the larger engines and hull) it is seen i nthe stark hyperspace war if I recall.

on Apr 07, 2009

I've noticed that there is an issue with the Solar Radiation ability.  The ability is only supposed to recharge AM within a certain range....however, sometimes ships will leave that range BUT will STILL keep experiencing a recharge.  It is like they are still in range, even though they they've left the zone.

When researching the top tier Armor research, one of the benefits is MASS REDCUTION.....what exactly does this do?  Does it make your ships turn/accelerate faster?

The AI really suffers in engagements because it doesn't focus fire as well as a human can....but that really isn't news, is it?

 

 

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