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 70)
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on Jan 14, 2010

C9979 frigate for CIS and MC80 cruiser for Alliance as well.  Nubbly modder doesn't know his own creations...

on Jan 16, 2010

Err, what is the checksum supposed to be?

Enabling the mod then applying changes gives me a minidump.

Crap.

on Jan 16, 2010

57111835

If you had other mods loaded, I would try removing them and applying changes first.  Then add SOGE and apply changes again.

on Jan 17, 2010

Does anybody plays the Mod online ??? Looking for players... tired of fighting the AI !

EDIT: On the other hand: Will there be an improvment on the Research tree for all fractions ? So that there are more uniqe ?

More planet models ? Dynamic Movment for frigates, crusiers and caps ?

And one word to the starbase case: there are actually ingame ---- Golam III --- make them upgradable and everthing is fine !!!

Enough of my questions, last thing i have to say is that your mod runs great. No Minidumps or CTD ever !!! I´ve tested a lot  Mods for Sins and SOGE is the onlyone without any probs. Thanks for this great mod...

Sorry for my lack of english.

Teradoc

on Jan 17, 2010

research: probably

 

planet models: maybe, I've had issues in the past, but I'd like to do them

 

dynamic movement: NO it really works like crap, I'd like to but it just causes a mess, maybe some of the really small frigates, but we have next to no control over the vessels behavior (can't make them circle a target, can't set the breakoff time/distance for a dive, etc) so unless IC gives us parameters to control it this won't happen

on Jan 17, 2010

Golems are really cool. The only reason I was asking about star bases is because I have a lot of neutral gravity wells in the games I play so it can be really hard to defend them without star bases. It's also difficult to create good trade routes. I hope there are a few star bases for each faction. At least two, a smaller star base that can be set up cheaply and quickly early on in the game, and then special projects that require a lot of research, resources and time (ie. Death Stars).

 

Oh, to the mod crew. I notice that the venators and other ships that get a speed burst tend to go all over the map because they're acceleration and max speed are increased but their deceleration remains the same so they tend to go way off course, often missing hyper jumps. Is this by design? If not, couldn't you have it so the ability affects both acceleration and deceleration?

 

I'm not sure if balance is even anywhere near ready to be worked on yet, but I do find that Imperial SD's are over powered. I haven't played with MC's yet but they seem underpowered. They have huge shield banks but seem to die really fast. I was surprised.

 

Little tid bit. I really didn't even notice that the models are all so small. The original SOGE had such huge models but these new ones have been scaled WAY down but still look amazingly good. In the middle of games I'll often stop and just look at the ships. They are so much more appealing than the original sins. They seem so much larger because of the neat little window effects and stuff. Great work on that.

 

Keep up the good work!

 

Cheers

on Jan 17, 2010

The empire definitely takes the cake on dishing out damage with star destroyers, but they have zip for regeneration.  It's probably just the tard AI failing miserably to utilize antimatter in a proper fashion, the level 1 version of their backup shields can restore 6k shields.  The capital ships can pump out 15k shield restores with the level 3 ability.  I noticed they almost always run themselves out of antimatter before using it though.

 

Do make note of any ability issues though, I'm not getting much help with it...

on Jan 18, 2010

Hi again,

perhaps the size of the Golam could be rised, so that they look like starbases. There to small in this version. The idea with 2 different starbase version is good, perhaps eville give it a chance ???

Imperial SD are good at dishing out, but against an MC80 Star Cruiser with Shield Restore ( base verison with 300 points / sec ) in 1 vs 1 the ISD has no chance.... it may look different with support ships but alone the ISD will lost.

One word at the caps, the Imperial Todpedo Sphere is in my eyes useless... and should be downgraded to cruisers or be deleted. When i attack a planet there are enough ships to bomb the planet apart.

And the Executor Class is much to cheap !!!! This ship is the most powerful weapon in this game, no race has something that could take a 1 vs 1. Even the Gen. Dreadnougt with its superlaser sucks against an SSD. So the price should be raised --- more than 20.000 creds, around 18.000 metal and 20.000 crystal.

If a player has more than one of these monsters there is almost no chance of stopping him / her...

Thanks and apo for my english

Teradoc

on Jan 18, 2010

Or you could balance it in a different respect, make it so the SSD is the only super capital that requires 8 stations, the geonosian maybe 7, while the alliance ones are both at 6 maybe?

on Jan 18, 2010

I've been playing as the Alliance. I'm not sure about one on one with the SD's, but in a group my MC's consistently get their butts whooped. Even against the Republic. It could just be I'm more outnumbered than I thought.

 

 

Also, are smaller frigates useless? It seems like I should only build the top three cruisers. Everything else just gets obliterated.

 

EDIT: I forgot to mention. On locked teams steam rolling the AI was pretty easy. On unlocked teams they seem to be insanely aggressive. Weird, but totally rad. 

on Jan 18, 2010

quote who="Tkins" reply="1045" id="2510793"]I've been playing as the Alliance. I'm not sure about one on one with the SD's, but in a group my MC's consistently get their butts whooped. Even against the Republic. It could just be I'm more outnumbered than I thought.

 

 

Also, are smaller frigates useless? It seems like I should only build the top three cruisers. Everything else just gets obliterated.

 

EDIT: I forgot to mention. On locked teams steam rolling the AI was pretty easy. On unlocked teams they seem to be insanely aggressive. Weird, but totally rad. 
[/quote]

I think the same. The only time i use frigates is for scouting at startup. In mid or late there are useless. The problem is there are no real difference between these ships and all races. hull points from 1xx to max 3xx and just 1000 shield points. there are cannon fodder. perhaps a total frigate rebalance could help. My build order looks like yours...

( Empire : ISD I, ISD II, Dreadnought + Caps --- the Escort Carrier have just not enough fighter squads for real use and use to much fleet points --- Alliance: up from MC40 - because of abilities and shielding - to Caps --- CIS: up from Bulwark MK I to Caps [they are good balanced] --- Old Republic: i dont like them at all, dont know exactly why. The Venendator are to eratic ( with boost on )  ------- Perhaps eville coult put the militia forces from HW2 Warlords in a later version in ???

Teradoc

[

on Jan 18, 2010

What would the militia forces do except get destroyed?

Given the limits of races in Sins, I expect Eville is going to use those slots for New Republic and Yuuzhan Vong factions

on Jan 18, 2010

Nevermind, i fixed the problem. Redownload worked.

The darn CIS destroyed my Tector class. So i used two SSDs on their home planet. Ha.

on Jan 18, 2010

psychoak, I noticed that the "It's a Trap!" ability is usable even when fleet capacity is at 0. It deducts the resources but delivers no ships.

on Jan 18, 2010

Many of the frigates, I have zero use for.  Some of them are pretty nice though.  The ones with anti-fighter weaponry are life savers against CIS, and the cheap debuffers can put out a lot of hurt.  They also soak up damage from those really nasty multi-target abilities.  Some of them are severely painful when they're just hitting heavy cruisers and capital ships.

 

One word at the caps, the Imperial Todpedo Sphere is in my eyes useless... and should be downgraded to cruisers or be deleted. When i attack a planet there are enough ships to bomb the planet apart.

 

The release version of the torp sphere is buggered due to an untimely revert.  The real deal blows away everything but 6k infrastructure planets.  Being able to do this right off the bat interrupts all reinforcing capabilities at the well, no more shipyard production, no rebuilding lost defensive structures.  You can also wipe out a heavily fortified planet without taking massive casualties.  The AI may not be bright enough to turtle up nicely, but if you were playing against someone like me, it would be a godsend.  Being in firing range of a few thousand dps when you try to bomb is a serious damper.  Losing a maxed out planet to a fleet that would never have survived long enough without one is really irritating.

 

And the Executor Class is much to cheap !!!! This ship is the most powerful weapon in this game, no race has something that could take a 1 vs 1. Even the Gen. Dreadnougt with its superlaser sucks against an SSD. So the price should be raised --- more than 20.000 creds, around 18.000 metal and 20.000 crystal.

 

Eh?  The Dreadnought is half the cost, and half the fleet points, it's sorta expected that the Executor will mop the floor with one.  That it kills them 2 vs 1 without even losing shields would be a more valid complaint though.  Disable it, there's tons of nerfing ability in the game.  An Executor is a 150 fleetpoint brick if you ion nuke it into next year.  The Geonosian dreadnought should be supported by a bunch of buzz droid whoring bombers nuking the shit out of it.  Two dreadnoughts take twice as much to disable.

 

psychoak, I noticed that the "It's a Trap!" ability is usable even when fleet capacity is at 0. It deducts the resources but delivers no ships.

 

Tell me about it...  Sorry, no way to fix this.  The Vasari fleet spawn it's based on has the same irritating problem.

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