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 48)
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on May 03, 2009

for some reason the mod doesnt work with me

i dnt get any minidump messages or anything like that but it simply doesnt let me play the game i go onto new game it doesnt show any maps for me to select

does any one know what could be causeing this

any help would be aprieciated

on May 03, 2009

v1.15 will not show maps other than the small one. You'd need to upgrade to v1.16

on May 03, 2009

we are shooting for the entrenchment release and an update to vanilla to be around when the new patch comes out, hopefully in two weeks (if IC is longer on this then we may release it in two weeks) no garuantees though

on May 04, 2009

BlackEmperor1327
for some reason the mod doesnt work with me

i dnt get any minidump messages or anything like that but it simply doesnt let me play the game i go onto new game it doesnt show any maps for me to select

does any one know what could be causeing this

any help would be aprieciated

 

Check my post on the top of page 22 to find out how to fix this.

on May 04, 2009

HI all... a couple of things in Requiem 2 that might be useful to SOGE:

  • a concussion missle .particle. It uses a new graphic and can replace the conventional travel effect of missles.
  • a proton torpedo .particle. It also uses a new graphic and can replace convention Tech bombardment missle travel effect.
  • I've also added a blue_laser_travel effect which I think looks better than the existing SOGE blue laser (it's a pirate laser that I've color re-balanced and it looks pretty good at 5000 speed I think. You can see the effect on the Siege Frigate, MC40a carriers
  • I've fixed the hangar/bomb locations on all the empire/alliance ship meshes. I've also added some missing DDS light map files to certain ships (the Neb B and Assault Frig 2 are good examples. The Mon Calamari ships I've also re-did the UV mapping of all the DDS files to make those ships of a consistant size and texture (some ugly bits on the MC80a though). Fixed the team color on the Tartan... ugh too many little changes (including different engine particles)
  • Bottom line: if you want to use any of the ship tweaks I've done in SOGE you can use the resize tool and basically rescale to 0.33 and it should fit SOGE perfectly.
  • - I've added good quality imperial march and dual of fates .ogg files which are compressed to 192Kbps (under 4Mb)

Finally, I'm working on a Death Star mesh/texture. I'll post a separate thread in a while but if anyone else is working on this just letting you know and I'll be posting a thread with the mesh/DDS model I've been working on.

 

on May 05, 2009

Thanks for the Karma Para

 

I've been doing pretty good. I got a job and a new computer with a 4870. As far as Sins goes, I've been playing alot of Entrenchment online with my friends and making maps for it. I also delved alittle into particle effects and been helping alittle with the Battlefleet Gothic mod (testing, support, and semi texturing). I still mostly play TF2

 

And don't forget we're becoming more and more socialist, not that it's a bad thing (if anything, the market got more free in the few past years and went out of control and caused this "recession")

on May 09, 2009

Hmmm, JasonFJ has a Death Star model mesh available for download.  Seems he doesn't mind others using it as long as they do some work on making it better.

on May 10, 2009

wait, are the vanilla factions also available in games iwth this mod?

on May 10, 2009

yes, though they are unchanged, so they really don't present a threat to the larger alliance and imperial capital ships.

on May 12, 2009

Eveille and team,

Just finished a few hours of playing with this mod. I have to say it is simply outstanding.

I can't get over how much better the details are on the star wars ships vs the original game models.

Quite frankly I didn't expect the engine could support such fantastic detail. Well done!

Irondclad modelers should sit up and take notice at your work.

 

I absolutely love how you nailed the miniscule scale of the fighters. They are as small as nats when next to the ships as they should be.

Too bad the scaling is a little buggy. I am sure you will fix that.

suggestions:

Not sure if this is technically possible but it would be nice if you could slow down the fighters speed so they don't move around like hummingbirds when they are hanging out at their motherships. I also think it would be ideal if their speed could be slowed down by a factor when in actual combat.

Also, not sure if it's possible to slow down ship's movement when they are in firing mode so that they appear to have a more epic feel to the fight. You know like lumbering giants. I realize this is probably to tricky to pull of as it could slow the game down way too much for the impatient.

When the ships are not fighting but chasing or transiting then they could keep the speed fast. Not sure if this is possible with the engine.

Anyway great job! Talk about breathing new life into this game.

on May 13, 2009

Hey um i'm running sins 1.16 i hav entrenchment 2, but every time i try 2 build a mandator as the republic, the crashes it has also crashed once just randomly about 10-15 mins in. Any help would be appreciated

on May 13, 2009

The mandator model is bugged. It will always crash the game, there is no workaround.

Well you could change the model to something else, but in that case you might as well build Praetors.

on May 13, 2009

Besides that, this one amazing mod, my favorite ship would hav to be the Venator; Its AWESOME

any idea on realese date for the entrenchment version??

 

on May 15, 2009

Never mind. I fixed the hummingbird fighters myself. Anyone snooping around the .entity files should try these numbers on their fighters and bomber files:

maxAccelerationLinear 30.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 100.000000
maxAccelerationAngular 9.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 270.000000

It's basically a reduction of a factor of 10. Now the x-wings glide and turn by the bigger ships just like they do in the movies.

I was surprised to see how easy it was to fix the missing alliance bombers. Now I have proper B-wings showing up in my hangars vice the sins bomber models on some of the ships.

Really hope the a-wing mesh file can be fixed. It really breaks the immersion seeing jumbo sized A-wings next to tiny but correct x-wings.

Oh and I highly recommend to all to integrate the fantastic explosion mod that's available. It took me about an hour to figure out which files I wanted. Now I have fantastic movie like explosions in this wonderful mod.

Holy cow talk about star wars nirvana. I am as close as I could possibly hope to recreating the coruscant battle at the start of episode 3.

Thanks Eville!!!!

on May 21, 2009

Hi I just DL'd your mod. However I am having trouble installing it . There's no appsdata in my user folder. I have tried to manually type in the extention given to me by the game itself. For some reason there is not ironclad folder or mods folder anywhere in the Sins of a solar empire folder. I am running it on vista and dl'd it from stardock. Could either of these be the problem?

Thank you

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