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 51)
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on Jul 31, 2009

working on it

 

I can't say when at this point I'm still bug squashing

on Aug 01, 2009

I've been play testing as of late, an there haven't been to many problems. I've only experianced to random mini-dumps. One was during a load, the other was right as I was quiting out of sins. So far so good I guess. An of course the other problem of no long distance jumps but.

on Aug 01, 2009

Oh, Eville, I think JasonFJ needs your help on something. I believe he said that the problem was that the Golan III mesh he has is rotated 90 degrees. That was your model I believe.

https://forums.sinsofasolarempire.com/344013/page/12/#replies

on Aug 01, 2009

I pm'd him a few days ago I think he may have gone on vacation or something waiting for a response

on Aug 01, 2009

Hey EvilleJedi, I was looking at your unit list and saw that the CIS missle frigate still didn't have a model. Here is one I found on filefront,

http://empireatwar.filefront.com/file/CIS_Missile_Frigate;101833

I don't know if you can use it though because it is for Empire at War. Hope it helps.

on Aug 01, 2009

Here's something interesting:

I had copied the mod over to a my friend's computer (A gaming beast he built himself from the ground up) because he really wanted to play it. While toning out his mundane complaints about the mod (No free capitols, not enough planet variation (i.e: distant stars/Sins Plus), the lack of a star jump tech, etc.) I noticed that lack of minidumping that was occuring. He was able to play a 140 planet for three and a half hours before it finally minidumped. At that point I hadn't gotten a chance to see what the situation was prior to the dump, but the elotted time impressed me enough.

On the other hand, I can only play the same map for an hour and a half before it minidumps...and that's on my laptop.

Could the performance capabilities of the computer play a larger role than originally thought? Or was this already descussed 300 pages back and I'm just playing the part of a broken record?

on Aug 02, 2009

I think there's definitely a performance issue, esp where the fighters become rather numerous. There has been some effort on the forums to reduce the number and increase performance. I'm sure Eville will look at it and see whether it is appropriate

on Aug 02, 2009

I'd say performance is an issue especially on older computers for sins in general, I wish that the mindump files would be more useful because when I ran the mod with a debugger I found that a lot of the minidumps occured on memory deallocations or register moves, might be interesting to know what was being moved or deallocated and why performance is a factor.

on Aug 02, 2009

Can you please email me SOGE 0.75? email is chickenhut@netzero.net

on Aug 02, 2009

Alright, so very good news. Today I started a game with CIS vs Republic on a random huge map. Waiting for something to download. I managed to play for over 4 hours, before I quit out, andchecked my download(Got sidetracked dew to the extreme fun I was having.) It ran very smoothly. Bad news is when I tried to load it the second time 15 minutes ago it keeps mini-dumping. But so far, with farther playtest I think the Issues are somewhat fixed. I have a question though. Could the fact that it keeps mini-dumping on the load be due to the larger amount of things that have to be established? Also I agree somewhat with the fact that it could be performance, though I might be an exception in this case. Of couse the OTHER factor could be my OS, I recently switched to Xp over vista, and haven't had too many Mini-dump issues since. 

on Aug 02, 2009

do you still plan to release an updated version for non-entrenchment sins?

and before everyone says 'its not expensive' and 'just buy it'  thats not really an option for me at the moment

on Aug 02, 2009

From what I remember, Eville is going to try to port back whatever he can into NE sins via a patch. I don't quite remember the specifics on it, though.

on Aug 02, 2009

yes I do plan on backporting changes, however it will primarily be models and stat fixes

on Aug 03, 2009

Not to beat, pummel, and otherwise uglify a dead horse, but, could someone remind me what models the Republic will be getting for its strike craft?

Also, I've been thinking...(I know, 'uh-oh', right?)...why missle boats? Why not, for the Executor, have TIE Defenders or TIE Avengers? I know it's a little late in the game for this question, but seeing hordes of what look like shuttles flying at my enemy...it just doesn't feel right when their coming from such a beast as the Executor...

on Aug 03, 2009

Missle/Gun boats are stronger than the TIE defender by fan standard, and most cannon. So granted it would look cooler, but if you want to be realistic, Missle/Gun boats are the way to go.

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