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 69)
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on Jan 06, 2010

Ok EvilleJedi, I got it.

Awesome. 

I apologize if this has already been covered (I can't really go through 1000 posts heh), but are the models incredibly small or have you increased the size of everything else? I'm assuming the size difference probably has something to do with making room for the SSD and making the battlefield larger?

As well I'd like to praise you for a few little things, such as using Star Wars Universe planet names, putting in names of certain starships (such as the Chimaera), and having a wide variety of ships used by all the factions using their real designations. I've played mods of various games before where a MC80 would just be called a "Star Cruiser" and there would be no winged variant. Where a Nebulon-B frigate would just be a frigate. I know its not much, but I appreciate the detail. And I could tell you obviously are trying to be as close as possible to SWU ship stats when I saw a calamari cruiser with something like 14000 shield points and only what, like 2000 hull, when compared to the star destroyers that had less shielding capacity but a tougher hull.

Obviously room for improvement, but hey, I've got no real complaints. I don't have the time, patience, or skill to make a mod half as good as this one.

"If you don't like it, make it yourself!"

I like it, and I couldn't make it myself.

on Jan 06, 2010

Yes, the sizes are scaled for large battles. This is intended - unless there are major reasons to do so, I don't see Eville rescaling things again. It's a lot of work

Eville is trying to keep things as close to canon as possible. Where there are inconsistancies, I'm sure he has taken some artistic license. However, if you see something that is obviously wrong, feel free to point it on on our bug tracker

Thanks for the great praise. I'm sure there will be continued improvements as long as there is support from the fans!

on Jan 06, 2010

yeah re scaling things was necessary, but it is a huge amount of work because I had to rescale effects and speeds and everything, not just the models and their hardpoints

on Jan 07, 2010

I noticed when fighters/bombers attacked hangar defense platforms, they would only shoot at one odd location not attached to the mesh. Other ships would shoot it all over though. Not sure if that is fixable, or even worth fixing.

 

 

I was wondering, could we have the capital ships and larger cruisers focus more on fleet enhancing passive abilities, and have small cruisers and all frigates have the more active abilities?


Example: for CIS, instead of having an ion cannon and weapons scramble for both the ECM ship and Battle cruisers (forgot the name) why not have the battle cruiser have a close range passive jamming ability that lowers accuracy and range of ships by x %. Then have the ECM ship have a long range active weapon jammer that only jams one target ship.

For the empire use more things like oppression on the star destroyers, and for the Alliance have rally or martyrdom abilities no the MC's


The reason I suggest this is because original sins is all about the strategic level, but by midgame it becomes way too tedious to micro all the abilities on all the ships. With SOGE it's even worse because there are way more ships at play. If we move more ships to a passive ability set up, we'll have more strategic level play. instead of clicking each star destroyer to attack target x, we would be moving fleets into strategic positions. 

 

So far though, I've really liked the play style in this mod. I enjoy have those large ships engage one another. The bolt action weapons are really cool to look at. 

 

OH one last thing. I play this on some specialised maps and it seems to work even better than sins, the only thing I'd like to change myself is hyperspace speeds between planets and stars. Any hints where I could do that?

 

(I have solar systems with a few planets set up, and many systems, I want to have them jump faster between planets)

on Jan 07, 2010

most of the abilities are set to auto and the ones you really want to control are on the capital ships, the capital abilities are a lot more effective and the cruiser abilities for the most part are designed to fire automatically, certianly you can micro more if you want, but that's an option not a necessity, I find myself usually moving the capital ships and letting the cruisers do their own thing once they are in the proper area.

 

in the player files after the research definitions is the hyperspace block, it has a speed you can adjust. you may have to use the bin -> txt command line tool that is in your sins install folder.

on Jan 07, 2010

I like the idea of more strategic, passive abilities for capital ships. I'm sure if you had some ideas, talk to Eville and psychoak on whether they could be implemented

on Jan 07, 2010

Hey team just wanted to say how much I enjoy the mod so far.  Obviously you guys have put alot of time and effort into making the mod at the level it's at now.  It's really awesome.

Just a quick question for anyone who...like me...loves the Star Wars soundtracks.  I've been toying around with the idea of replacing the music (for my own personal use of course) with original score tracks.  I've got the Alliance and Imperials pretty much replaced to my liking, but I'm having trouble with music for the CIS and Republic.  I'm trying to keep it as close to the era as possible (example, Alliance and Imperials music is taking from Episodes IV, V, and VI).  If anyone would have any suggestions, that would be cool.

You can tell I'm a nerd, I have all the soundtracks from all the movies.

on Jan 07, 2010

Yeah I should have also mentioned that the abilities that were in place didn't require nearly as much micro as original sins.

 

Thanks for the info!

 

Any plans of adding space stations?

on Jan 07, 2010

One of the things you might not have noticed with some of the more micro intensive abilities is that the short range radius effects have a longer range than they target for.  I kept running them in to cast, so I figured why would anyone want it autocasting at the edge of effect.  I'm a lazy bastard, so I put effort into making it so I didn't have to manually cast anything I didn't have to.  Pretty much everything outside of the really bad news like super lasers and ion dispersal cannons is basically fire and forget.  The only ability I really dislike having on autocast is Cluster Warheads, and that's on missile cruisers.

 

There are still quite a few capital ships that could use more than they have, the Praetor is particularly sparse, only having six levels to aquire.

on Jan 08, 2010

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

 

Hint: implies that starbases will be in the future...

on Jan 08, 2010

Evaders99

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

 

Hint: implies that starbases will be in the future...

wait... what???   did he just say starbases?????? 

 

 

on Jan 10, 2010

Help us out! Server is costing us money, we could use your help.
If you like our Star Wars sites, our mods like Sins of a Galactic Empire, please support us.

Send a little to our Paypal: paypal@swrebellion.com

 

on Jan 11, 2010

Evaders99

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

 

Hint: implies that starbases will be in the future...

Starbases?

on Jan 14, 2010

Um hey guys...

 

I'm a noob and still cant seem to figure out which ship does the colonozation.  I think its the Star Destroyer Capital.  The other thing I can't figure out is how to capture mining facilities on neutral spots.  What ship does that?  Once they are captured by another faction can I capture them again?  Also what exactly is oppresson supposed to do.  Does it just make other ships hold their distance from my mighty SDs? 

 

I think the balance is real good btw I pretty much got pwned on a 3v3 computer.  I'm not real good at playing though and it took me forever to capture the first ice planet because no normal ship would seem to do it.

Nice models and textures!

on Jan 14, 2010

acclamators and botajefs for the republic

 

gladiators and ISD I capital for the imperials

 

gallofrees and capital diplomatic cruisers for the Alliance

 

droid control ship and CIS carrier for the CIS

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