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 71)
116 PagesFirst 69 70 71 72 73  Last
on Jan 18, 2010

I didn't think there was a way to fix it

 

My MC's are still getting torn up. I had to call in the Super Caps to fight against the AI when I'm the Alliance. I think it might just be that the alliance requires more micro management, which I absolutely hate.  I'll keep playing and see.

on Jan 18, 2010

Oh and funny thing happened, i sent a SSD to a planet that had 2 ion cannons on the other side of the grav well, it moved 2 inches, then couldn't do ANYTHING, unfortunately it was turning and rotating (wtf?) so it never even moved an inch, all the time being under the effects of ion cannon.

on Jan 18, 2010

Try turning off autocast on some of the other abilities.

 

The diplomatic cruiser should be good on antimatter, but volley fire and ion volley running at the same time will wear the other one down before it's shields drop.  The cruiser versions are in a really bad position that way.  They will rarely, if ever, have enough antimatter for a shield restore when left to their own devices.  It's a 200 antimatter use on ships with 250 antimatter total.  In a heavy battle, you've got time for one, maybe two other casts of something before you need to save for backup shields.

on Jan 18, 2010

First time playing was amazing. I started my game up a second time, except this time there was no sound. I restarted my computer and there is still no sound. All the sound options check out. Im not sure whats goin on and if anybody can help it would be appreciated.

on Jan 18, 2010

I get the same thing but with interface options. It's odd and it only happens sporadically.

on Jan 19, 2010

hmmm interesting bug, I checked to see if there were any unreferenced sound files, so I'm wondering if it isn't a SINs bug in general

on Jan 19, 2010

I think I've had it happen in original Sins before, but not for a long time. Could be when loading very large saved games. That's when I usually experience it.

on Jan 19, 2010

Just downloaded your mod and played through a multiplayer game with a couple buddies.  Absolutely loved it,  I can't imagine the amount of work you put into it.  Afterwards we all compared notes about the mod and there was only one universal complaint. 

All of us agreed the ships seemed too small.  There didn't seem to be that much of a size difference between cruisers and even the mack daddy capitol ships.  We may be alone in this thought because I haven't seen anyone else mention it in the thread though I honestly didn't read through 43 pages    Anyone else have any thoughts on this?

Still though, excellent work!

**Nevermind about the re-sizing,  I just found a post on page 40 explaining the re-sizing for large battles***

on Jan 19, 2010

If you do anything else to this mod, add the old republic and sith armada (actually all i want is the sith armada ).

I really want to dish out a couple of those sith interdictors agianist a few star destroyers.  btw i dished out 3 SSD on a med sized map with about 40 SD protecting my home star (just the star). Well I had one for each of the remaining stars. What was going through the AI's head must have been something like this.....   . Next is what was going through my head.... . go ahead and report my facespam, but i have the right to think rotfl,smile,terminaterthingy,devil,happy,megadrool,rotfl whenever i want!

on Jan 19, 2010

I'm sure Eville has some models for the KOTOR era. I just don't know there's enough to flesh out two races... and that would match with anything the current races have

 

on Jan 19, 2010

the vessel capablilities would be an issue and while there is just about enough to make full fleets, I don't have very many of them in any shape for being used, as stated before the main goal now is to finish off the rough edges on the existing ships and move into the NR and vong

on Jan 19, 2010

Oh one other issue, not sure if it's been adressed, but flak burst doesnt hit any of the fighters (atleast not alliance or empire ones at any rate)

on Jan 19, 2010

How hard would it be to just add in starbases using the golem as a mesh?

 

If it's just replacing the mesh, I could do that for you guys tomorrow and just have them use the current stats.

on Jan 23, 2010

Hello,

actually im trying to play SOGE 1.0e online. A friend and i give it a shot. everytime he or i want to connect to a game ( from the other ) we get these massage: Your galaxy.scenario file differs from the host. We both use sins + entrechment. Both are up to date and SOGE 1.0e. No other mods.

Quick help would be usefull...

Thanks

Teradoc

EDIT: If we play entrenchment online it works, but with soge on we get these message...

on Jan 23, 2010

well it seems like the galaxy scenario file is the culprit, one of you send the file to the other, for some reason it may be conflicting (I really don't know why) it is also possible that one of you is using the relase version and one is using the SVN version?

116 PagesFirst 69 70 71 72 73  Last