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 64)
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on Dec 15, 2009

I've noticed an issue about the missile researches.  Only the Vulture Droid Fighter has missiles, the rest of the ships use phase missiles.  And since the missile researches affect missiles, not phase missiles, only the Vulture Droid benefits from those researches.

on Dec 15, 2009

Just to repeat: Y-wing mesh is a known issue

on Dec 15, 2009

Hail Eville! I commend you on your finally making it to 1.0!!!!

on Dec 15, 2009

psychoak

The SPHTA cannon is a collumn effect, so it's 2000 shield bypassing damage to the target and everything between it and you.  It's probably the most powerful damage effect outside of the super capitals.

Assuming you didn't know that, do they still seem problematic?

 

Okay, I didn't know it was that powerful, but my argument is that the extreme short range of the power makes the ship very difficult to use it. Whenever I triy to use it, the Venator breaks off and moves right IN to the enemy fleet because of the range. If i am correct, the range is really, really short, shortest I ever saw in the game. Venator literally have to be right next to the target to use it! Is this intended?

on Dec 15, 2009

the venator range is intended, it is basically an insta kill weapon for any cruiser (and anything around it) especially when leveled

 

the phase missile/missile will need to get worked out, a lot of the shield penetration tech relies on phasemissiles as the type, but that was changed in the last day or two before release so probalby need to go back and fix the research.

on Dec 15, 2009

Edit: Answered by Eville.

on Dec 17, 2009

Hey guys now that I have played the game more I feel like I can post some minor quibbles...

 

  WHY ARE GRAVITY WELLS SO BIG!!!??? I mean I even tried making a mod map with smaller wells and they still grew mammoth.. It takes FOREVER to get around them... and if your 2 planets away and some sends 4 dreadnaughts early game you can't get to your planet before it's bombed the piss out of even with 6000 health....  It's just really annoying to have such big wells...

Also ship discriptions could use some tweaking.. sometimes it's hard to tell which frigate is for colonizing till after you build it.. or which one is the anti fighter frigate etc... same with cruisers too.. like the abilities they come with aren't listed on the production icon.

I think pirates are too underpowered

 

Oh well that's my gripes... but as I said still a fantastic games.. but yeah the gravity well thing seriously BITES!!!

on Dec 17, 2009

I like the huge grav wells. :shrugs:

 

Edit;

 

Would it be too much to ask for the names of the music tracks used?  I can identify only some of them...  I'm in the process of using the OST music for my own personal use.

 

on Dec 17, 2009

nah i don't really have a problem with the huge gravity wells, they're just the right size to stop ships getting to one side from the other while my venators blast the crap out of them . There is not one thing about this mod that i would change, i love every bit of it  . Thanks to every one on the team!

on Dec 17, 2009

Venators FTW!!!

Also, will the "Jedi Interceptor" (Eta-2 Actis) be put in the mod? I think it would be perfect for use on the Jedi Venator.

on Dec 17, 2009

kidofamerica

  WHY ARE GRAVITY WELLS SO BIG!!!??? I mean I even tried making a mod map with smaller wells and they still grew mammoth.. It takes FOREVER to get around them... and if your 2 planets away and some sends 4 dreadnaughts early game you can't get to your planet before it's bombed the piss out of even with 6000 health....  It's just really annoying to have such big wells...

As Evill stated, the large gravity wells mean that you have to start actually planning your choke points and defenses.  You can't just charge off, leaving a planet undefended and hope to save it if the nearest fleet is 2-3 planets away.  It's not feasible and it actually plays more like Star Wars should.  Battles were won regularly in the books because reinforcement fleets were too far away to arrive in time.  Fleets aren't instantly callable for support unless they're in a neighbouring system at least.

My first full game quickly saw my priority list on planets change.  My colonization efforts slowed slightly when I took a planet that had unknown neighbours, as I would leave my fleet guarding it until a defensive screen was established.  This saw my build focus shift slightly, with defenses prioritised directly after mines.  Even then, I would regularly leave a star destroyer and some frigates as a patrol fleet to at least help deter/slow down bad guys and give my nearest main fleet a chance to come to the rescue.

on Dec 17, 2009

Yeah OZ I started doing the same thing... It just becomes very annoying in LARGE systems when it takes forever to explore... and your scouts are almost useless cause they can't make it across the gravity wells fast enough... Hmm I mean I see the Fluff reasons now... I don't have knowledge on the Star Wars fluff .... But it also stretchs out game play I have constantly moving the game speed back and forther between 8 to hurry things up and then slowing it to normal so I can watch the cool battles..

on Dec 17, 2009

Yeah, the scouts dying before escaping is an annoying thing, but I consider it just another strategy piece where bad guys wouldn't allow scouts to just stooge around in their own backyard and keep escaping

on Dec 17, 2009

I need input on ability leveling, lots of it.  Which ones are too cheesy, which ones get to cheesy, which ones don't get cheesy enough.  General like and dislike of the typical power curve would be nice to know too.  Balancing out target increases and such isn't easy as the utility varies depending on targets actually in range, many other aspects are equally irregular.  As I don't have thousands of hours to play test everything into the ground myself, you guinnea pigs need to do it.

on Dec 18, 2009

Question about the SSD in the mod, it seems like it doesnt do the amount of damage it says it does. It seems, for me anyway, to be shooting a whole lot but taking a really long time to actually kill stuff. Maybe it's supposed to be like that so its not OP but I kinda expected it to steamroll everything. It certainly doesnt die, but it also doesnt seem to be killing much

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