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 54)
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on Sep 03, 2009

The Anti-matter is not a glitch it is designed so that you must recharge the reserves before combat, as to make the ships a bit more realistic. Yeah the research isn't present, so the abillities don't work.

on Sep 07, 2009

well i've wasted a lot of time trying to squash the AI crash bug and find out that it is simply a matter of poor documentation on the part of IronClad, see here for more. This means progress on the actual mod can start again....

 

https://forums.sinsofasolarempire.com/363106

on Sep 08, 2009

awesome, cant wait to see this mod reach completion

on Sep 09, 2009

Ryuzaki777
The Anti-matter is not a glitch it is designed so that you must recharge the reserves before combat, as to make the ships a bit more realistic. Yeah the research isn't present, so the abillities don't work.
will there be an anitmatter recharger ship implemented, because there are not that many stars in each system.  and if it only charges near suns and cap ship factories, you would need to have cap ships factories on every frontlines planet.

on Sep 09, 2009

My guess is that you take them back to the factories, as those have an ability on them that recharges AM.

on Sep 09, 2009

I'm rethinking the antimatter system, the AI works very poorly with it

on Sep 09, 2009

I haven't had any minidump problems even 5 hours into a game but one of the people I play with online has minidump problems about 20 minutes into a match.

 

I have

Core i7 @ 2.66

6 GB ram

4870 Graphics Card

Vista Ulitmate 64-bit

 

My friend has

core 2 duo (Don't know clock speed)

2 GB ram

Nvidia 9800 GTX

Vista 32-bit

 

 

Also I'll leave a fun pic because I was bored.

Reduced 42%Original 1280 x 1024

Just got to say, I hate you.

on Sep 09, 2009

EvilleJedi
I'm rethinking the antimatter system, the AI works very poorly with it

The current AM system is rather annoying for a fast expansion without building a dozen colony ships, which isn't that bad for the other 3 races, but it costs alot for Empire. Perhaps a very slow regen rate for colony ships, or an ability?

on Sep 09, 2009

I'm thinking that freindly structures will have a more rapid regen rate buff to the gravity well, this should help defense. and some vessels will have AM recharge buffs for ships around them. all ships will have a slow recharge. I still have to play around with the AI triggers for this to make sense, but essentially it give a defensive bonus to some worlds, but leave lightly developed worlds easier pickings and also allow invasion fleets/revenge fleets an advantage over fleets that are not resupplied.

on Sep 10, 2009

hi

cooooooool mod. i already played your hw2 mod.

are u planning to implement dynamic movement? it would be cool to have moving ships during the battles...

 

greets

dennis

on Sep 10, 2009

One Question though, would having multiple of a ship with the regen buff speed up the rate for the multiple of the ships or, just stay at one steady rate? If it doesn't intensifiy the regen rate, then having multiple ships would only go so far as covering a larger fleet with the area affect.

on Sep 10, 2009

will there be an anitmatter recharger ship implemented, because there are not that many stars in each system. and if it only charges near suns and cap ship factories, you would need to have cap ships factories on every frontlines planet.

Well, if it's within Eville's purview,  I'm sure a freighter/tanker can be implemented to recharge ships.  I would also make the tanker have a huge and damaging blast radius should it be destroyed.

on Sep 10, 2009

I would probably limit the stacking to maybe two, but also have it only cover an area of the battlefield, so you could put the freighters outsystem, then during a lull in the battle drag some ships back to them to recharge while also giving the defensive player a target of oppertunity, I will ahve to see how it works before I commit to this

 

dynamic movement doesn't really work exactly right, I've experimented with it, but found it to be more of a mess than anything. besides with the longer ranges and slow turn rates in the mod the dynamic movement is less of an advantage, I am experimenting with some ships having it to fit thier role (smaller frigates dynamic with capitals non-dynamic) again still have to experiment more until I will commit to it.

on Sep 13, 2009

I will be starting up a beta test of the entrenchment version soon, but need some help in straightening out a lot of things first. If you are technically able (you've done sins modding before or debugged mods) please consider helping out. All that is really stopping getting a mod out is having the files edited, almost all of the graphical work is done! (or at least playable)
I am specifically looking for people that have experience with abilities/buffs as well as UI elements like setting up the icon files, strings etc.

if you are interested please register here http://warlords.swrebellion.com/forums/viewforum.php?f=598 (this forum will coordinate it)
and here http://warlords.swrebellion.com/mantis/my_view_page.php (bug tracker)

on Sep 29, 2009

I just finished building up the test release for the new version of SOGE

 

This version has a lot of fixes included and should resolve most of the minidump problems (I have one issue that crops up in large games that I'm going to ask blair to look into.) So I will be sending out messages to those who have signed up at this thread http://warlords.swrebellion.com/forums/viewtopic.php?f=589&t=27668

we will put a link up as soon as we have decided how to distibute it.

this version will be maintained by JasonFJ  in the future so that I can work on new ships and fixing mesh and art issues, Hopefully he can add in things like the planets and other tweaks that were in reqieum.

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