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 52)
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on Aug 03, 2009

The Scimitar is an excellent bomber isn't it?  Even better, it was one of Thrawn's new and improved ships, so that makes it even more awesome.

on Aug 03, 2009

Ryuzaki777
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.

 

Fan standard? And I think Tie Defenders are pretty cannon. But if it is for a bomber role I agree Missile boats are better.

on Aug 04, 2009

The remnant (when added) will use Defenders much more, TBH defenders were a pilot program by Thrawn during ESB and it wasn't until after the Remnant was established that they really used the starfighter in any real number outside elite units.

on Aug 04, 2009

Yea during the rain of the Empire, before the Battle of Endor TIE Defenders weren't used quite as often. Actually if we want to get down to the nitty gritty Eville should put standard TIE/sa Bombers on most of the ships, but it wouldn't be as awesome so lets not get into that.

on Aug 04, 2009

I downloaded and got the mod "Sins of a galactic empire" to show up in the mods menu and everything, but when i enabled it and tried to start a new game the new races wernt there, it was only TEC, Vasari and Advent compared to the supposed Republic, CSI, Empire, and Allience that should have taken their places, whats wrong with the mod?

on Aug 05, 2009

any chance yet for a entrechment version of the mod?

on Aug 05, 2009

hey, EvilleJedi, had a couple of questions about SOGE-

is it alright if I convert the Republic/CIS into Entrenchment as an add-on style mod? At the very least I'd like to be able to do so for myself.

and can I use any/all of the particle effects of the mod for my own mods?

on Aug 05, 2009

if I could get it to stop minidumping yes, I am having a hell of a time with the AI crashing left and right, so I am building the mod up in entrenchment from scratch... works fine if you play with the stock races as AI though...

 

whiskey, I'd rather have help getting this to work in entrenchment unless you are doing something completely different (ST vs SW or something for your own use) the models are avaialble in the form you can currently get them.

on Aug 05, 2009

thanks EvilleJedi. Most of what I was going to do was Republic&CIS vs. stock races &/or others of my own creation; as well as incorporating them into specialized mods of my own.

on Aug 05, 2009

ok so i may be a compleat retard here but i cant find where im sapos to install this thing on i have the digital dl of the game if that makes a diff..

 

C:\Documents and settings\<YOUR USERNAME>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\<version>\ path 

 

i cant find any of the folders past the my username bit.

 

thx for the help..

 

Fro

on Aug 05, 2009

Still checking in from time to time to see how things are going.  I'm amazed at EvilleJedi's dedication in squashing each bug one after the other.

on Aug 06, 2009

I just wish the bugs I am running into weren't complete show stoppers, I'd love to have little bugs, not minidumps from what should be minor changes...

on Aug 06, 2009

Some of the folders like to hide, typing in the path manually should work, make sure to put in your version of the mods folder in the <version> area.

on Aug 08, 2009

When i try to play this mod the new races dont show up when i activate the mod... did i mess it up or mis-install it? please help

on Aug 09, 2009

well when you unzip a mod, you always have to remember that there will be another folder Within the folder. Usually all you need t do is just extract that folder from the original.

 

one more thing. I dont know if the OP says this or if it was said in another page, but did he relase a 1.03 version yet?

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