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 61)
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on Dec 08, 2009

Evaders99
"finally"? SOGE has had CIS and Republic since 0.75 - Dec 2008

All the voices have been changed, lots of the graphics have been changed, lots of abilities and other tweaks. Research is being worked on. This is quite an extensive mod, lots of work done by Eville Jedi and others

 

I said, in ENTRENCHMENT... make that a public entrenchment version.

Anyway, its good to see the voices changed!

Then, what about starbases?

on Dec 08, 2009

This public release will be Entrenchment (of course, you could help in our testing if you want access to the latest code)

Starbases haven't been added yet, I know Eville has a plan for them.

on Dec 08, 2009

hay i went to dl the mod and it said it was no longer availible.    

on Dec 09, 2009

Join our beta test or wait for the next public release (really really soon!)

You don't want 0.90 anyway, it's minidump city!

on Dec 09, 2009

Evaders99

Starbases haven't been added yet, I know Eville has a plan for them.

 

Hold on, does that mean there will be no starbases in this SOGE entrenchment version(for now)?

or does it just mean they will have vanilla starbases of standard SOASE races?

on Dec 09, 2009

No starbase for now i think

on Dec 09, 2009

Correct - no starbases right now. They will be in a future release. Right now is balancing the ships stats and abilities, getting research working etc.

on Dec 10, 2009

very close now, just need to make sure there are no random string errors or anything and then do all of the packaging and stuff to release it

 

again this is for entrenchment and if you are in the beta and get updates through the SVN you will not need to download the file when it is posted, just update and have an even newer version.

on Dec 11, 2009

I signed up in the Warlords forum. Where can I find instructions to use mantis?

I never saw a forum look like one. Do I simply just report bugs by posting there?

on Dec 11, 2009

There is a decent manual, mainly for those people who are deploying Mantis rather than users themselves

http://www.mantisbt.org/manual/

It's pretty simple for users, mainly View Issues to find any bugs, Report Issue to report a new bug.
You don't have to worry about too much else, just try to give us the most details as possible.

on Dec 11, 2009

How goes the progress on the public release?  I've a couple friends who are firmly in the 'casual-gamer' crowd who have the game but can't be arsed to go through the beta process.  Lookin forward to the update so we can get our killin rebel scum on.

 

Thanks!

on Dec 13, 2009

It's released!!

 

Go for it!

on Dec 13, 2009

Victory!

on Dec 13, 2009

You guys rock

 

Thanks!

on Dec 13, 2009

Okay, I've played for about..10 hours for now. I see that public version has been released, and congratulations. This is my personal thoughts regarding some issues, which are not bugs, so I will post it here where other public users can also discuss.

I tried all four, to see the trees and units, and then hopped in for CIS(I like droids.) and played for about 10 hours in 2:2:2 comp stomp. First of all, unlike the 0.90 version(yes I played that one before..and ended up having ultra frequent mini dumps) this one is VERY stable! I never saw any bugs so far(except that the droid tri-fighter goes invisible when zoomed, which is already mentioned in the post). Truly remarkable!

I also enjoy seeing a lot of capital-class ships which are not really capitals in-game. At first glance, I thought 'what the hell? why did they put ISD as a capital AND cruiser?, but now I am rather happy to play with lots of massive ships. Well, but I think the Icon for capitals and cruisers should be differentiated, right now it is impossible to tell them apart in the empire tree, unless I click them and see for myself.

And that Jabba's portrait as a pirate...that was a very good touch. And planet names. This mod really makes the game look like a Starwars universe.

Oh, and BTW I did found a bug..the direction of CIS colonizer's 2D image when zoomed out is like, 90 degrees rotated from its actual heading. Apologies if this has been already mentioned  in mantis...

The down side is, because of the huge gravity well it really takes INCREDIBLE amount of time to manuver. Even structure building is too slow, because the  builders have to move so much. This makes the game really, really slow.. and we all know that Sins is not a fast-paced game. Not that I like fast games, but this is just too much..

Another issue is, I think there are too many ships that can attack strike crafts. I think they are much less effective.. I really saw them disappearing very quickly in battle, and ships like capitals are distracted, trying to follow those squadrons, which is frustrating. I think strike crafts should be countered by fewer options.

 And buzz droids.. according to the description, there are no difference in the ability levels of buzz droids. Is this a mere error of description?

Plus, I think scouts should be more endurable. They just die so fast, and it is difficult to explore. Lots of ships having the ability to bombard the planet is.. well, I think that makes the game for fluid. I kinda hope that ships will have more specialized roles, though. I really like the abilities of that banking clan' frigate(Munificient?), that is innovative, but I think some ships are just basically cheaper and lesser versions, vs expensive, stronger damagers, which makes some ships practically obsolete when more funds are available.

 Okay, that was my early 10-hour impression. I understand that most of things I've mentioned here is basically the same with 0.90, and if this is the team's intended style of gameplay, then I understand..but in my opinion it would be more enjoyable if some elements are modified.

Oh, another question. I saw the concept of 'milking ship' in 0.90, and I did not see one in CIS now. Is the concept dropped out? I see that ships regenerate their anti-matters by themselves now.

Edit: I also want to add that there are too many researches in military tech right now. I think making them similar to Distant stars or mad scientist Mod(like, making the upgrades have more levels), and reduce the numbers of them would be better.Or move some of them like hull reinforcement to defense.

Another Edit: I think some CIS capitals can use some voices from the movies, like Grievous's or that Trade Federation viceroy's. I am not good at it, but I might try to record them via softwares from the movies, if you want. Gotta finish my semester first,which ends next week, though.

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