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 57)
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on Oct 05, 2009

1. the movements speeds are actully higher than they were in the original game (and it is effectively five times faster because eveyrthing is smaller, it's just the acceleration that is a lot lower, I can play with it a bit, but I liked how this looked and it gives meaning to positioning of defensive fleets and which hyperlanes to take (adjacent are better than opposite)

 

2. this I can fix

 

3. both endor and the opening of EP3 are brawls and they are explained in universe that they are odd conditions and not normal combat. you will find that if you move your ships closer a lot more abilities and weapons come into play. This is done for a reason. Some ships are standoff and fire at long range and some ships are brawlers and get in close. Different factions have different mixes of ships. As I get more abilities in play this difference should be clearer and actually add some depth to combat rather than just throwing everything into one gigantic mess.

on Oct 05, 2009

Sounds good to me, I hadn't realized the ships speeds were increased, but I guess it's balanced out by the size. So I'll just learn to be patient.  .

 

 

Thank goodness my ears are saved!   

 

I keep forgetting this is a beta, and mod in progress, my apologies. I was curious if you wanted me to take a more active role in any way I can I'd be more than willing to trying fitting it into my schedule. Otherwise I thank you greatly for this wonderful mod.

on Oct 05, 2009

keep up what you have been doing, I need more feedback and bug reports (especially after tonights updates are uplaoded, a bunch of ability tweaks)

on Oct 07, 2009

we've got a lot of testers and not a lot of feedback! I really appreciate those that are commenting on the forums, some of the feedback has helped us make some major progress, but as more abilities are added and ships are balanced out we will need more feedback from our testers. The beta is getting nightly rebuilds that are available on the SVN so if you haven't updated recently do so and see how much has changed. If you haven't signed up and think you can provide us valuable feedback please sign up at the link in the first post.

on Oct 07, 2009

I dreamt I played this, which is odd because I haven't played this mod since it's original release for vanilla sins!!

 

Maybe it's a sign I should help out. Hah.

 

When I get back from thanks giving (Canadian thanks giving this weekend), I'll sign up and give tons of feedback if you still need it.

on Oct 07, 2009

we should be into a public release by mid november so you'll be able to test all you want

on Oct 07, 2009

i signed up let me in  

on Oct 07, 2009

guys where do i download the beta files?

 

on Oct 07, 2009

i noly have problems with the acceleration. I had a Mandator warp into a gravity well that had some enemy ships bombarding the planet. The ships turned to run, and the Mandator INTERCEPTED THEM because it was able to get up to such a high speed, and over took the enemy ships but kept skidding past them because it couldnt decelerate . All the ships look too small in my opinion, but i might be able to get used to it if i play enough. 

Personally, i'd rather just use my awesome republic version of the Executor as a big kill-all ship, not necessarily an interceptor (unless i can ram enemy ships with it and lose minimal HP =P).

That, and, though i'm sure you are already working on it, the icons for the ships are either difficult to interpret or are completely nonexistent. Hard to see what i'm up against, and i once didnt even see an entire enemy fleet in my grav well because their icons were blank lol.

Over all though the mod is incredible. Models and their skins are so beautiful and detailed. I have played a 7-hour game and am about an hour into another game. So far i have had no mini-dumps or bug problems whatsoever.

I commend you on your amazing work. Keep it up guys!

on Oct 07, 2009

 The new beta is for entrenchment 1.4 correct?

on Oct 07, 2009

I agree fully with Eville, now in my personal opinion some of you have signed up to play the beta. JUST TO PLAY THE BETA....... stupid thing about that though is that its a beta test for a reason, and you as a TESTER are responsible to look for every little glitch, bug, and problem you see. This means, you can't just play it to have fun yet, otherwise it'd be a public release. You have to explore, and actually test things. I understand that many of you are actually testing the game, and doing your job. I am not  criticzing these people, nor am I trying to give anyone a hard time. I do also apologize for long windedness, and perhaps that I might be stepping out of line by saying what I am, but still I feel like there isn't enough actual testing going on. So in conclusion I PLEASE URGE you to actually do the job that Eville has requested of us. That is all.(You can bitch me out now....)  

on Oct 07, 2009

yes that is correct.

 

some of the ships need tweaks to their decceleration rates to prevent skidding excessively long distances

on Oct 07, 2009

Ryuzaki777
I agree fully with Eville, now in my personal opinion some of you have signed up to play the beta. JUST TO PLAY THE BETA....... stupid thing about that though is that its a beta test for a reason, and you as a TESTER are responsible to look for every little glitch, bug, and problem you see. This means, you can't just play it to have fun yet, otherwise it'd be a public release. You have to explore, and actually test things. I understand that many of you are actually testing the game, and doing your job. I am not  criticzing these people, nor am I trying to give anyone a hard time. I do also apologize for long windedness, and perhaps that I might be stepping out of line by saying what I am, but still I feel like there isn't enough actual testing going on. So in conclusion I PLEASE URGE you to actually do the job that Eville has requested of us. That is all.(You can bitch me out now....)  

I was honestly expecting someone to bring this up. It's true that i really wanted to play it, but i also really wanted to help out. I don't think what you said was wrong or out of line or whatever (though thats up to Eville to decide), you were just bringing up a point, and a well observed one, too, seeing how many people signed up and were given access so easily.

Another few hours into the game and still no bugs to report, Eville.

on Oct 07, 2009

Thank you for seeing my point, but I know some idiot is gonna raise a stink about me raising a stink, it always turns out like that.

on Oct 07, 2009

Still Entrenchment 1.4 - probably need to start testing on 1.41 now that its out

Sign up is still going strong (only if you can read and follow directions)

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