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 4)
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on Dec 01, 2008

haha, point taken

on Dec 01, 2008

First off, I'd like to thank those who slapped me with the obvious fix for my previous issue....seriously, thank you.

That aside, I've noticed something odd about the Geonosian Class Dreadnaught: It will only attack enemy ships when you select it and then right click on the enemy ships. Not only that, but after doing that one must continue to click on the enemy ships in order to get that behemoth to actually fight! Were it not for the fighter squadrons, that ship would have just been sitting there in that gravity well not doing a damn thing without me realizing it.

Other than that I have one question: i know that the empire overhauled much of the old Republic ships, but why does the Republic have a Victory II? Imagine my astonishment when, after selecting my opponent to be the Republic and myself as the CIS, two Victory IIs role right into my territory.

All that aside, seriously awesome mod, Eville....I find myself grinning like a mad man with anticipation for the full release.

on Dec 01, 2008

Man, is it ever so refreshing to see the star wars universe come alive. Thanks Eville.

I remember when you released the first version of the homeworld mod. It was rough around the edges but still impressive.

But what blew me away was when i revisited the updated mod a few months later and was blown away by the little details you had thrown in.

I hope you have motivation to do this with this mod. Awesome stuff nonetheless.

I praise and curse lucasarts.

I praise them for not shutting down quality mods like this one but I curse them for not producing games that have the same level of quality you have shown with your models.

I mean those final versions of the homeworld models were jawdropping (even to this day). I wish stardock would buy the star wars license and hire you on as the chief modeler and produce a killer title based on this engine.

Only in a perfect world.

Well done and keep at it.

on Dec 01, 2008

[quote who="kurkistan: the large gravity wells were taken out until I can fix A LOT of bugs with them" reply="16" id="1959476"]yeah IA2 is getting all my models that I have completed

 

zero damage or very little damage, a lot of the lasers are for killing strike craft, the game rounds it to the nearest value per second.

 

suggestions are fine here I am going to read through it all.
[/quote]

Thanks for the info. I take it that Neb Bs are for killing fighters? I built a ton of them (partly because I like to look at them) and they didn't seem to do anything against large ships. Another thing about the Neb Bs. For some reason, they try to fly into planets. They all just cluster around the planet, and when you hover your mouse over one, the little green arrow says that they are trying to go inside the planet.

Oh, and something seems to be wrong with the Droid Control Ship's demolition bots. You select it to use an ability point on, and the point dissappears, but you don't get the ability.

I love this mod. It is amazing. I can't wait to see the final version.

on Dec 01, 2008

Lol great mod Wish that the next version would have Icons

on Dec 02, 2008

I don't have any inside information or know the situation. Eville Jedi is helping out in many different mods, but I doubt he would be the one to shut one down. If anything, he'd give his help. As long as you credit him, he is more than willing to let you use his models.

More than likely, the BSG company or creators shut down such mods as an infringement on their copyright.

on Dec 02, 2008

Suggestions: feel free to post them

Features/Ideas forum

 

 

on Dec 02, 2008

Evaders99
I don't have any inside information or know the situation. Eville Jedi is helping out in many different mods, but I doubt he would be the one to shut one down. If anything, he'd give his help. As long as you credit him, he is more than willing to let you use his models.

More than likely, the BSG company or creators shut down such mods as an infringement on their copyright.

 

What shut down BSG mod?  AFAIK, both the Sins and HW2 mods are still full speed ahead.  Well 1/4 speed ahead in case of the Sins mod.  We have some minor model issues (modeler needs to rearrange and add some emitters, currently the Colonials are just a model swap with TEC, so they play as a carbon-copy of TEC.  Its very boring when your Galactica shoots like crap), need to rewrite some entities for more guns, some tech tree stuff, updating for 1.11, etc.  And unfortunately I'm one of the coders.  So I'm partly to blame because of my laziness, as I would rather play mods than make them .

on Dec 02, 2008

I love how this is for 1.1 and 1.11, +10

However, to be a Spelling Nazi, you could correct some ships names, like the 'Dreadnaught' should be Dreadnought

on Dec 02, 2008

Also, where's my OP Mon Calamari designed anti-Executor?  Please don't tell me its fighter spam.

on Dec 02, 2008

 

Love it!!!!!!! great work EvilleJedi

 

Evaders99
And here I was thinking this was Evile Jedi's fan page .....
I am still awaiting for that Ewok Assault game! 

BUT IT IS His fan page!!!  I here that Lucas Arts may just pick up EA (Ewok Assault) Apparently some one that work at Lucas Arts saw that the source code From the web site(LucasArts.com)  was used to promote it. But instead of  taking legal action decided  to pitch the idea as there own, it's Apparently is getting some traction and we may just see some advertisements for it in the next few months.

 

on Dec 02, 2008

hi all,i have second problem,i'v updated the game(1.11) but when i want to chose my faction,it's written "string not found",i have french version of the game,but i didn't think it's the problem,thx for your help

on Dec 02, 2008

Nice job Eviljedi.

Despite some minor flaws the mod is looking real good. I see you are still having some trouble with the model shaders. I already fixed the Corillian Corvette. If you got MSN get with me through PM, and well see if we can fix all of it. I dont have much time on my hands due to work, and such, but least i can do is show you the way

on Dec 02, 2008

I'm thoroughly amazed at some of the models in this game. I jumped on last night for a bit to play as CIS. Some of those ships are so well done!  Kudos to your modeling abilities.

Does anyone know what causes the ships to lose their formation? I think Eviljedi had mentioned it somewhere, all the ships seem to bunch up into a little ball. At first I thought it was because the ships have short ranges, but even if they aren't attacking they seem to keep very close to one another, like they try to fly on top of each other.

on Dec 02, 2008

Dreadnaught and Dreadnought are both accurate spellings.

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