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 72)
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on Jan 23, 2010

EvilleJedi
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?

Thanks for your answer, we redownloaded both and it works for us then. We tryed on Ironclad Online and played for 60 min. Very nice experience against humans... Nothing in compare to AI. We had a lot of fun but the speed on IRC was terrible. Lots of lag so we decided to play over hamachi. Just downloaded the latest version and give it a shot. It was like a LAN Party. High speed and no lags and the best of all --- 4 hours of minidump free gaming. We started a new game 2 humans vs 2 hard AI and i tell you there were galactic battles...

We discoverd no real bugs at all. Only difficulty is when you play at a different languange. Sins & Entrenchment are installed in german, SOGE is in english. After a little bit testing we both removed the german.str form the string folder and everything went fine. No string not found messages any more.

Once again : Thank you master EvilleJedi !!! You and your team have done great on this mod. Never again vanilla sins...

Tomorrow we continue on hamachi... For the Imperial Fleet, for the Emperor !!!

 

Thanks and see you later

Teradoc   

on Jan 24, 2010

Teradoc2000

-snip-

Teradoc   

 

Dude. nice name. Loan anybody an Interdictor lately?

 

Ahem. I was thinking about capturing ships, because I saw in the "show off your ship models" thread that Evile said that sins "doesn't have a place for ship to ship boarding vessels". So I was wondering, what if one of the directly targeted Ion cannon abilities (not like a volley, but like the vanilla Ion Bolt) also applied the "can be captured" effect found on neutral extractors? would that work? I might have read something about him trying that before and it not working, but I can't remember.

on Jan 24, 2010

Hmm in theory it is just altering the target filter and constraints of the original capture ability and yes you could do so that it uses a entryvechile to capture it. Then again my ability theories seem to rather go against me then with me .

on Jan 24, 2010

The problem with that is it might unbalance games, use it on a SSD and you just did 2 things

1:  Took out the largest threat to you.

2:  Stole the largest, most powerful ship in this mod, for maybe 1/20 its actual cost, and you did it instantly.

on Jan 24, 2010

for the instant use you could do so that the ability aplies a targeted buff to itself and then the buff will apply the buff to target with entryvechile on bufffinish and give the buff a timeelapsed finishcondition and make the buff channelling. That way it wont be able to use it instantly and you could alter the target filter to not include capitals, then again it might become less usefull.

on Jan 24, 2010

that is the essential problem, in HW for instance you could caputre ships but you had to put enough capture vessels out to subdue it and then drag it back to your mothership, there is no way of requiring X ships to capture an enemy vessel, you can't base it on health or AM either so having a capture ability is just impractical in sins unless it is a uber capture ability that is highly limited to a single ship

on Jan 24, 2010

AdmiralTeridoc



Quoting Teradoc2000,
reply 1066



-snip-

Teradoc   



 

Dude. nice name. Loan anybody an Interdictor lately?

 

 

Thanks... I love the Imps... And High Admiral Teradoc rocks. The books are great stuff. Only sad that my namegiver died so early.

Another Multiplayer report:

Today we were 3 Human vs 3 AI ( hard ).Map: 3 stars, 74 plantes at random. One question to Eville: What have you done to the AI ? They rushed us with some much force that it took 2 humans to push back one AI. I played as ipm my buddy who helped me out as rep. The enemy was a rebell. It was quite amazing to see how the AI worked. Flank attacks, wormhole use, defense testing. We had a lot of fun...

Have a nice day

Teradoc

on Jan 24, 2010

I think it works better on large maps, if you wou;dn't mind taking notes in your next MP game I'd be very interested if you did some scouting early on to establish sight with probes and let me know how the AI progresses

 

and if the AI is building turrets, that is a big thing that we thought was broken if you can report on that as well I'd be very interested to find out the triggers (we certianly haven't seen it)

on Jan 25, 2010

Sure i will try to scout around and take a look, in a few minutes we start our next match...

Will report then.

Bye

Teradoc

EDIT: Map: 4 Stars, 59 Planets Triumv... 3 AI Hard, 3 Human, diplo activated. AI is builing defence building. I have seen Missle and Turbolaser Platfroms ... before they vanished * har * . AI is challaning... Many different ships and tactics.

Tomorrow more...

on Jan 25, 2010

I'm really surprised you got rushed by hard AI on a multi-star map, that's impressive.

 

For defense, we need to know numbers.

 

Personally, I've never seen even a defensive AI build up half the tactical slots in a well.  They'd get up around one golan, a hangar or two, and four or five turrets by the late game, but never progress more than that.  Seeing one or two turrets in a well is the normal broked shit AI.

 

Hopefully the addition of starbases will make them play better defense, they whore them in vanilla entrenchment after all.

on Jan 25, 2010

weird, with the ai I play with, they lock off all choke points with full defense.

on Jan 26, 2010

I made 4 maps especially for your mod...

1v1, 1v1v1, and 2 2v2's

I wanted to share them with the community, but after waiting for 3 weeks without the maps showing up on on the Sins download map page, I am curious if I could link them to you on these forums or your home forums(pm etc).

I've tested and played each on the highest difficulty with various races and personally found them very enjoyable.

Screens

1v1-Empire at War(ideal Empire vs Alliance)

SW-Empire at War

 

 

 

Wanted to say your mod was the only reason I got back into the game... thx for all the effort and resulting great gaming experience.

 

on Jan 26, 2010

Tkins, I don't suppose you could fire off a replay or game save containing one of these fortified points?  If so pm me and I'll get you an address to send it to so I can see what I'm doing wrong.

on Jan 27, 2010

Very cool palmnickl

If you want to upload your creations, just use filefront and give us a link to download

on Jan 27, 2010

Alliance:

Military Reseach: I think there is something wrong at the Missiel reseach tree. Shaped Proton Charges got "Damage increase 5%" but there are no ship,Structure listet which are improved. Same with similar researche.

 

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