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 66)
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on Dec 20, 2009

Well yeh I kinda agree Caucas...Of course when you zoom far enough out you shouldn't see all ships, but if you focus on a few ships, zoom in close to thier viewpoint, I would expect to at least see the ship they are targetting, and not just an icon. The battles lose audience appeal, ya know?I actually think the scaling is near perfect though, its something I haven't seen done yet. It seems more realistic and not cartoonie. I just think just a wee bit larger, at least so the battles are funner to watch, then it will be perfection! That and some finished looking effects. Great Job though!!

on Dec 20, 2009

the zoom levels also dictate the clickable distance for ships for each type (mesh, icon, etc) these are set for all ships across the board I can't tweak it for each one. some ships like the recusants are a huge pain to click because they are so narrow.

 

remember there are advantages and disadvantages to moving into closer range, abilities and more weapons, but it is up to you to command your ships to engage at point blank range.

on Dec 20, 2009

When i try to download the Mod from File front i get about 21.5 MB in and then it shuts down, does anyone have an alternate download site where i could get it?

 

Thanks,

major22betacharlie

E-mail address: major22betacharlie@gmail.com

on Dec 21, 2009

Finished my first (and definitely not the last) game with my roomate and wanted to post some impressions.

 

But first, we both are huge fans of Star Wars and I just wanted to say that this game mod represents one of the best, most detailed, most abundantly huge (with regards to ships type and depth of lore reference) mod I have ever seen. Massive kudos to the makers.

 

My impressions of the mod were overwhelmingly good. The real and only thing that bothered me was that while the cap-ships had descriptors for the names of their abilities, the cruisers and frigates were kind of hit and miss. I played the Republic and Cris played the CIS, and while I could figure out some of the abilities for each frigate and cruiser from their descriptions (Invincible Heavy Corvettes=Anti-Strikecraft=pretty simple), he noted that he had trouble anticipating what they were. The Centax frigate (for example) was kind of vague in the description, only noting it was "useful for escorting larger vessels". Until I built one, I didnt realize it was a minelayer. This is a very minor gripe at best, I feel, and is the only thing I found to be "wrong" (if that is even the right word).

 

I must thank those that created this for one other thing though. 4 Mandators with Lv 3 Baradium Charges on each, parked right next to where I KNEW he would bring his fleet out of hyper made me laugh so very hard, especially when he started cussing almost incomprehensibly from his room at me. Heard him down in the basement. Only time I really have ever fooled him since I started playing this game. Thank you for that, you lovely modders, you.

on Dec 22, 2009

yeah descriptions were written before all the abilities were added so they need to be revised. How was multiplayer in general? we really need a lot more feedback on that part of the game.

on Dec 22, 2009

Wow, four Mandators, that was a long game eh?

on Dec 22, 2009

Outstanding job Eville and team. I was wondering why it was taking so long to see a first complete release.

After spending several bug free hours playing on a SMALL map, I now understand and I am speechless.

The level of detail in the modifications in this game is astounding.

I mean you even have pretty decent voice work included for CIS ships and whatnot. Wow, just wow.

I remember when SOSE was first announced I was hoping Eville would come over from his terrific HW mod and do his magic with this engine. Boy did he ever.

Once again outstanding work, I hope your talent gets noticed in the industry and you can work on a major release someday. I would love to see a high caliber AAA star wars strategy game someday. Not some cheesy one like what came out a few years ago. I mean the damn fighters were as big as frigates for pete's sake.

That's probably the one thing I am so grateful you nailed down. Scale, everything is this mod is at the right scale.

In any case Thank you! for a fantastic mod. You have breathed fresh air into this great but getting stale for me game.

 

 

Well done.

on Dec 23, 2009

Thanks, that is awesome praise

If you're happy, please vote SOGE for Mod of the Year 2009!

http://www.moddb.com/mods/sins-of-a-galactic-empire

Check it out and vote!

on Dec 23, 2009

Evaders99
Thanks, that is awesome praise

If you're happy, please vote SOGE for Mod of the Year 2009!

http://www.moddb.com/mods/sins-of-a-galactic-empire

Check it out and vote!

Done!

on Dec 23, 2009

id like to report what i think is a bug.

the detect mine ability on centax patrol cruisers dosent work. i've been playing a game as the republic for about 2 hours now and i've been trying the whole time to destroy mines with them. no matter what i try they won't stop being invulnerable. the only way i can destroy mines is with suicide scouts, which takes forever. 

appart from that i still love the mod, and i voted for it on moddb!

on Dec 23, 2009

My impression was, revealing mine works but the duration is ultra short that no one ever manages to

actually destroy them before they become invulnerable again. I was playing Republic when I saw this.

on Dec 25, 2009

I love the mod. Try making a star wars galaxy map to compliment it. Also it would be neat to see the Alliance's Executer-class equivalent called the Viscount-class and some MC 90s would be nice. The Mon Remonda was a MC80B Star Cruiser so it doesn't really fit being the best capital ship available to the Alliance in the mod.  http://starwars.wikia.com/wiki/Viscount-class_Star_Defender 

on Dec 25, 2009

This release is for Clone Wars and Galactic Civil War eras.

A future release will be for the NJO era - New Republic and Yuuzhan Vong - stay tuned!

on Dec 26, 2009

the svn update thing disappeared for anyone else?  i'm not sure how this works anymore.  there is an extra CIS race that says "string not found."

on Dec 26, 2009

is there added stuff from normal sins to entrenchment

116 PagesFirst 64 65 66 67 68  Last