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 74)
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on Jan 30, 2010

so that means i have to save the SOGE file and not the other 1?

how do i change that?

on Jan 30, 2010

@micahbudding-

to play this mod you must do the following-

1) download the file "SOGE1.0e.zip".

2) once the download is finished, unzip the file; where doesn't really matter.

3) go into the unzipped folder. When you open, there should be a folder called "SOGE".

4) drag/drop or copy+paste the folder "SOGE" into you Entrenchment v1.041 mod folder.

5) run Entrenchment, enable the mod, and enjoy.

What I gather is that GeneReyva simply didn't pull the "SOGE" folder out of the "SOGE1.0e" folder.

You can also alternately extract the contents to the mod directory like so: "....\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\"

If you downloaded the zip archive to the mod folder, and try to extract it there, Windows by default will put it into "....\Mods-Entrenchment v1.041\SOGE1.0e\", instead of just the v1.041 mod folder.

on Jan 30, 2010

@whiskey144

 

Thank you! it works now

on Jan 30, 2010

No problem micah.

on Feb 02, 2010

Remind me again, are there any plans to include Sins Plus and/or volumetric explosions? I'm more interesting in the former. After all, I just finished playing a match where Coruscant was an ion storm (Palpatine lose his temper again?) and Kashyyk was a sun (Smokey would be PISSED!)

Also, any chance for an ETA on this Y-wing models?

 

Sincerely,

Heero Miiyamoto

on Feb 02, 2010

I don't know if there's anyone working on adding other mods at the moment. If you're interested, feel free to do it

on Feb 02, 2010

wa-wa-wa-wait a sec... he has KOTOR I models!?!?!?!?!

...GIMME!

or at least make a mini-mod out of em!

The Great Admiral Rain

  Lover of KOTOR I and KOTOR II    

PS: kotor DOES have something that could match modern sw, sith interdictors, made from the star forge, they rival modern star destroyers  

on Feb 02, 2010

They do?  I was under the impression that the tech coming out of that place wasn't impressive for the time, just rapidly produced, and they had a lot of time for advancement since then.

on Feb 02, 2010

The Leviathan was modified to carry turbolasers and weak ones at that, probably every ship is shifted down a class level in fire power.

on Feb 03, 2010

then to my suggestion

when you have some free time, make a kotor mod, a mini-mod would do even, all i wanna see is some hammer-heads beating the shaloopa out of a starbase  

on Feb 03, 2010

Please contribute to the "pay Eville Jedi for full time mod development" fund: paypal@swrebellion.com

Minimum contribution: 6 figures and higher

on Feb 03, 2010

You're just asking for a copyright lawsuit with that wording...

on Feb 04, 2010

I didn't specify which mod he would be developing... all I know, it could be a Space Ewoks mod...

on Feb 04, 2010

is this mod compatible with the 1.05 entrenchment update?

on Feb 05, 2010

does this mod runs with bailknights graphic mod ?

116 PagesFirst 72 73 74 75 76  Last