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 40)
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on Apr 07, 2009

In my games the AI has no trouble focus firing, as the screenshot below shows (my SSD survived with 30% health left btw), but it tends to only build frigates & cruisers and at most 1 or 2 capital ships.

I made the mistake of parking my fleet at a world then going to dinner letting the game run, and when I returned 2 hours later and attacked the nearest Republic controlled world, I encountered this:

 

My system could barely run the battle, which isn't much of a surprise considering the AI had over 400 ships and 200 strikecraft squadrons. Ps. again no minidumps for the entire match, I do feel disabling the pirates helps somewhat with them.

on Apr 07, 2009

If anybody is interested, I have added the new CIS ships and the fighters to the ship-build icon TGAs.

 

http://files.filefront.com/13550756

 

new icons

on Apr 07, 2009

i did the same with with rebellion when i first got the mod the AI pwned all of my frigets 

on Apr 07, 2009

I only ONCE saw the AI trying to build an Executor Dreadnaught....but they were a long way from completion and I blew up their Capital Ship Factory.

 

As it is, the AI WASTES so much time and $ on crap Victory Star Destroyers that are effectively about 1/5 or 1/6 the power of Imperator and Imperial SDs.  The Vics usually last a few seconds once the fighting starts...poor things.

 

Is it just me, or does the AI spam far too many weak ships.  My cap ship fleets walk over truely massive AI fleets EVERY TIME.

on Apr 07, 2009

The anti-matter regen issue is with the end method.  It's set to finish on leaving the gravity well, so once your ships pass through the regeneration area and pick up the buff, they keep it till they split.

 

I've found frigates to be a necessary evil that's not so necessary with the rate the super capitals pop them.  They aren't useless though, just inadequately descriptive.

 

One of the things you need to do is go into the entity files and see what they actually have for damage types.  There are some surprisingly good frigates in there that absolutely look like shit from the gui.  That pissy little Mk2 Assault frigate for instance is really tough.  It has left, right and front banks with 101.6 capitalship damage for the primary guns, so it nails everyone nicely, and then the piddling second and third damage values are anti-verylight, they don't need high damage to pop fighters and bombers.  The Nebulon B is even better, the minuscule shields are a plus when you're being targetted by three thousand damage from an Executor, it too has capitalship damage on the primary guns.  The Executor unloads nearly 20k damage at a time, even split multiple ways, against the little frigates it's blowing a massive amount.

 

They do go boom, but they waste a lot of the enemy damage from capitals and super capitals.  If you try killing another human with just the capital ships, you'll get raped bad by an all frigate fleet.  They vastly outdamage the capital ships when compared in even numbers.

on Apr 07, 2009

psychoak is right, capitals waste a lot of damage even though an equal cost of frigates should have the same total dps

 

I am going ship by ship trying to find the minidumps

 

also another cause of the map issue is playing with the developer exe

 

 

I want people to test another option to see if it reduces minidumps, turn off in the visual effects 'show debris' I have found some missing meshes and I'm wondering if that might save you from some of the minidumps.

on Apr 07, 2009

I tried a game with 'show debris' off and it didn't seem to help.  

on Apr 08, 2009

Im very sorry i should be of more help ive been spending my time playing The Legend Of Zelda:Majora's Mask and Ocarina of Time well waiting for a patch or new version of the mod anyways tried a game without debris on and it took an hour longer for me to experiance a minidump granit i hadn't zoomed in at all but still not pin point in whats causeing the minidumps

on Apr 08, 2009

Thanks Grundel for your icon buttons...

on Apr 08, 2009

? for gurndel, those Icon file. do they just get added to the Textures folder, or do they replace the %%%2.tga files that are in the folder already?

on Apr 08, 2009

sry, Grundel... Spelt that wrong, no disrespect.

on Apr 08, 2009

As far as I can see, minidumps sometimes happen when I use a ship expirience point to select a new ability.  Sometimes it happens when I go to use a ship ability.  And sometimes it just happens....for no reason I can see.

 

I should note that I am finding the Ion Bolt ability causes MORE than its fair share of minidumps....of course, it could just be me.

on Apr 08, 2009

Just had a mindump very early in the game when a rebel Bulk Cruiser exploded, since I was fighting Empire and not doing anything else (not building any ships nor zooming in or out) could it be that the minidump is somehow related to the explosion effects, for example 1 of the potential explosion effects being bugged?

on Apr 08, 2009

No Ion Bolt is one of the many cuplrits for me aswell

on Apr 08, 2009

I'll send Sluggo and Thuggo down to Ion Bolt's house to have a 'talk' with him....that should do the trick!

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