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 67)
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on Dec 27, 2009

thanks, i had to reinstall tortoise for some reason.  weird, the "svn update" option disappeared.

on Dec 27, 2009

Are you guys (Devs) still looking for testers?  I got a lot of free time in the coming month.

on Dec 27, 2009

Great mod, of course, but I'm surprised no one else has commented on the lack of star bases. We do have entrenchment, after all, and I had star bases going just fine until I loaded this mod. Now all the sudden they are gone. Why would you have a mod for entrenchment and not include starbases in it? At least the stock ones, while you're working on making them fit the Star Wars mold? I would think that at some point, the Empire's star base could look like the Death Star while the republic's could look like the Jedi base.

Oh well, still a great mod for free, I just miss the star bases that I paid for.

on Dec 27, 2009

if you knew how much of a pain in the ass star bases are to actually mod it would make more sense to you, but they will be coming even if it is just to move the golan 3 there or somehting

 

on Dec 28, 2009

Please make sure to read in the Notes about star bases. They are coming eventually!


Yes we're still looking for active testers. If you want to the most up-to-date version, apply here

 

on Dec 29, 2009

I've been trying to download the mod for a couple of hours but continue to get corrupted zip files.  I've used a couple of different browsers, but I'm never able to download more than around 30 mb.  Is there a mirror site I can download from, or would someone on the design team be kind enough to re-upload the mod?

Thanks!

on Dec 29, 2009

I have to say this is an amazing mod but i have noticed one bug that is pretty annoying.  The detect mine ability seems to be broken.  I was hoping you could fix this in your next release.  But again other than that it's an amazing mod!!!! 

on Dec 29, 2009

Mystic angel try again a little later, fie front has been known to have issues on and off

on Dec 30, 2009

Thanks for the heads up, Eville!  I hadn't realized Filefront could be so finicky.

on Dec 31, 2009

Hi,

Having tried out your mod with a few medium-sized games against three or more Hard AI, I can say that this mod is well put together, contains high-quality models and is very exiting to play. I have, however, noticed a minor gameplay thing that was not mentioned in the "Known Bugs" section of the OP, though it may have been noted at some point in the past 40 pages (that I haven't read all of)-

My main problem was with ships like the Venator I (republic crusier) and the CIS cruiser-carrier. These craft, though combat oriented, are difficult to combine into fleets with other combat classes due to the way the SINS engine treats non-capital vessels with the colonize ability- namely, that they are automatically selected separately from combat craft. This means I would have to have a separate fleet just for Venator I's, or just for the CIS carriers, which is a tad bit irritating, but less so than trying to get a mixed fleet to stay together (first time selecting the fleet grabs only combat ships, selecting again immediately after giving only the colonize-enabled ships, third selecting only the combat again, etc.)

EDIT: I just realized that I never mentioned I'm only using the publicly availiable version, not the beta SVN. So you might have aready delt with this or decided it was working as intended.

EDIT II: also the rebel mc80 SFRS, which is really a shame because it is such a wonderful combat crusier. EDIT: Actually, this one seems to work. I tested the other two first, though- they don't. At least I don't think they do. It seems not to be the ability itself but of some other flag that I, not being educated in the ways of Sins modding or file structure, am unaware of.

on Dec 31, 2009

My big quesiton is, will there be more improvements on the AI? When i first played the game i built three Executors and went into enemy space. (they were on hardend AI) and to my surprise not only were there few defenders but all their ships were still only crusers or light capitals. I even tried a game with them as a hard researcher and still same resaults. It is a good game but not too fun if i can just make a few ships and destroy them all with no effort.

on Jan 01, 2010

AdmiralTeridoc  do you mean the acclamator I and the Trafed carrier? (the venators should not have any colonize) personally I like the fact that they are seperate because they really don't belong in the first wave of a fleet operation, they would get murdered. Defenses need to be eliminated first. I usually use the quick groups (1-9) to move ships around anyway so the selection issue is only a problem right at the beginning when you have at most the local defenders to deal with.

 

 

GimpyChris: I'm sure hoping we can do some things to beef up the AI, though we've been trying to get them to use defenses more and it is failing miserably... I'd really like to make the AI harder to kill on its own turf. IMO the attack strength seems okay between normal, hard and unfair, but the defensive strength is completely screwed up and the AI just doesn't like playing with us.

on Jan 02, 2010

Thank you sir, I just played a match with an unfair researcher and i was actaully overwhelmed in terms of attacking, so perhaps I was wrong in my orignal statement. But thank you again for such a wonderful mod and keep up the good work. On behalf of the United States Air Force,

good day sir

on Jan 02, 2010

hmm which race were you playing against? I am curious if the attack scripting might be broken for some races but not others.

116 PagesFirst 65 66 67 68 69  Last