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 68)
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on Jan 03, 2010

I was playing against the Rebals as the Imperials at first. Currently i am Republic facing the CIS and in this game they have me cornered into my last colony. THey are using SBB classes to overwhelm me. Quite the challange to withstand the slaughter

on Jan 03, 2010

Im probaly missing something, but could someone tell me what ship the Empire uses to colonize planets? I cant seem to find the option to do so.

 

Great Mod though, I love how Star Wars Fits with SOSE so perfectly. My only issue with it is the scale of the ships and stations, shouldnt they be bigger? Star Wars ships and stations usually are Massive.

on Jan 03, 2010

The scale was changed to fit a large number of ships in a battle. Perfect for Star Wars, not so much if you're looking for "true universe" realism ... but it is all a tradoff between gameplay qualities and realism.

on Jan 03, 2010

Hey, do you guys still need help fixing the abilities and... text and icons 'n stuff? I'm just going through my download fixing whatever I find; but idk what you guys still need done. Great mod by the way!

on Jan 03, 2010

anteachtaire for right now if you can post descriptions of your fixes on the mantis bug tracker we can take a look at them, make sure you don't duplicate items that are already there, and report one item per bug so we can close them out individually.

on Jan 03, 2010

The abilities need oodles of balance input, of which we're getting... zip.

 

Either I'm perfect, and got them just right, or people are in love with the cheese or something...

on Jan 03, 2010

lol, 's like goat cheese! Ok so I'm on the mantis tracker page, but I'm thinking the version I'm using is out of date (seems like it says alot of the errors on my version are fixed...) I signed up to be a tester a while back, but whenevr I try to dl files it says they're no-longer available.

on Jan 03, 2010

EvilleJedi, I havn't downloaded the mod yet, but I was looking at a few screenshots, and have to say when this is finished I must get it. Out of curiosity, are some of the skins of these ships modeled after those used to upgrade skins in Star Wars: X Wing Alliance?

on Jan 04, 2010

Version 1.0E is about as finished as it can be, granted there are bugs and stuff will be improved upon, but it is considered to be the release version. Everything beyond it is working towards a version 2, essentially an expansion pack

 

I believe the only ship that uses any upgraded models or skins from xwing alliance is the alliance bulk cruiser which I got specific permissions from that author, TBH most of the xwing alliance upgrade artists are very protective of thier work and do not share it, with good reason as I guess a lot of them have been burned by others stealing thier work. The reason my models are freely availble is that I didn't want to have the same thing happen to me, so it was just better to make the entire catolog availble to anyone with enough brains to convert them.

on Jan 04, 2010
on Jan 04, 2010

I just played this mod, and I love the models you have in game, I love this mod.

 

I see there are 41 pages of posts, and I tried a search, so if this has been covered, please forgive my noobness.

 

The only issue I had with this mod...  is colonization.  None, at least what I could tell, none of your ships in the frigate factory menus, tell which vehicles are used for colonization.  I actually exited the game, and read in the forum description which ship I needed...  I really had a tough time with it.  I finally figured out which ship for the empire I was supposed to use.

 

Another...  at least for the empire, I had to guess by reading the descriptions which ships I had to build to have squadrons.  Before building the executor, anything I built didn't have any, except the single ship I built for colonizing.  Seems to me just adding a few words to the build menus would make things like that less of a problem.

 

Again, sorry if that had been addressed before I really had a good time with your mod.

on Jan 04, 2010

Is anyone else having a problem with the filefront download. it keeps stopping after 11Mb sometimes a little more. Ive tried restarting etc. Cant think of any reason why the download finishes itself before all 220Mb's have been downloaded?

Are there any alternative download Sites?

Sorry if this has been mentioned before but i dont have the energy to search through 41 pages

Edit-: Managed to get it completed using firefox instead of Internet Explorer 4millionth Time lucky.

on Jan 04, 2010

Definitely use Firefox. Some of the descriptions were made before the abilities were set.. if you want to help, please suggest what needs to be changed

on Jan 04, 2010

I have to apologize for not downloading this Mod earlier.  I am absolutly loving this... except for one thing.

The only problem I have is why does every frigate, no matter what race, cost only 2 supply points?  This isn't right... some of the more advanced or heavier one should cost more.  As it is you get just swarmed by little ships... way too many little ships.  In Regular Sins.. vanilla or entrenchemnt... a light frigate should be around 5 supply points... a heavy more like 10-15 (aprox... I don't have the list right in front of me)... but you get the idea...

Other than that I think it's quite well balanced... and a hell of a lot of fun!!!

on Jan 04, 2010

Some of them do cost 1 point, typically scouts.

 

The frigates get raped pretty bad compared to the cruisers, a bulwark might be 12 points, but six of even the best frigate aren't going to kill one, not even close.  The ones with a nice ability have their niche role, but most of them are just easily massed distractions, not a serious threat.

 

They pop a lot faster than you'd think in combat, and there's not a damned thing you can do to keep them around.  There's a lot you can do to keep the heavier cruisers alive.  I have found myself thinking a few more of them need knocked down to 1 point though.  The only way to get them worth more is to rescale the game and multiply the usage by five or so and give them room to shift.

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