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 79)
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on Apr 05, 2010

So far, I love it, sadly a minidump after a hour and half, right after a quick save ( phew ) there is just one tiny tiny thing.. the Star Destroyers are so small compared to other things.. I noticed, that the gravity ring is quite big, I guess intented for large battles, perhaps you can also scale the Star Destroyers up a bit so the scale is better?

Also I noticed something rather odd, purple like torpedo's, I played Tie Fighter, Tie vs X wing, X-wing Alliance but can't remember ever shooting something purple'ish, could be wrong, been lots of years ago!

on Apr 05, 2010

The scale of the ships is intentional, to support larger battlefield and number of ships.

I don't see Eville Jedi changing it again, as it will probably require resizing all the models.

Minidump fix is here

 

Next release will probably have the NR and YV factions

on Apr 06, 2010

Ah shame, I always find wrong scaling a bit annoying in games, but, I can see why

 

1. Copy "BuffDomination.entity" from "/SinsDir/Entrenchment/GameInfo/"
to "SOGE/gameinfo/".

2. Edit "SOGE/entity.manifest":
  2.1 Change "EntityNameCount" to 828
  2.2 Add the line:
      entityname "BuffDomination.entity"

 

Call me nub, but I can't seem to find this  ''SOGE'' ? EDIT:  I am a noob.

Edit:2 I wonder, if there is something wrong with human use of Nabula B Frigate? When I use it, he only shoots with one laser, regardless of range if it is on max or close, the Pirate AI came with a few and I saw a lot of blasters coming from it..

on Apr 06, 2010

SOGE is the folder where you placed the mod

Not sure about the Nebulon B - suggest you file as a bug

on Apr 06, 2010

What wrong scaling? i thought the ships were scaled correctly, its only some static defences etc that are way to big because they are not modeled yet and using normal sins models as standin. 

on Apr 06, 2010

Evaders.... you mean that about the NR and YV? if so... OMG! please do tell more...

And on that note.... any idea on the ETA of the next update?

on Apr 06, 2010

Probably not for a while, you can test the current version in the beta test, however I have a lot of personal things coming up in the next month that pretty much make progress impossible, I'd be really appreciative of some help during this time frame on correcting some of the larger issues with the NR and vong (overall balance, interface and research) please post in the beta forums if you will have time in the next month to work on these types of things.

on Apr 07, 2010

Malanthor
What wrong scaling? i thought the ships were scaled correctly, its only some static defences etc that are way to big because they are not modeled yet and using normal sins models as standin. 

 

Well, Star Destroyers, regardless of version are really huge, a Corellian Corvette can fit into the hanger of it

 

( wierd picture I k now ) but check the corvette

 

  tiny nabula - B frigate there heh

 

wow, I found the most awsome map you guys can make

Insanity:

 

But you get the picture, scaling isn't correct, but if it was I guess I answered myself on this pictures, it would be to large to fit in the game.


Just curious though ( ontopic =D )  All ships has different lasers, mostly 3, does this also mean that all lasers have different ranges ? It seems so, but knowing it 100% sure is nice!

on Apr 07, 2010

Scaling is done within the limits of the game, in order to make for better gameplay. It isn't trying to fullfill true scale, otherwise planets would be really large and everything else is super small. If there is a question of whether it's 100% realistic, no. But I'm sure Eville has done the best he can.

If there are obvious scaling errors, please report them as bugs

 

As to the map: Star Wars Atlas, nuff said. Someone with time needs to work on it

on Apr 07, 2010

Evaders99
Scaling is done within the limits of the game, in order to make for better gameplay. It isn't trying to fullfill true scale, otherwise planets would be really large and everything else is super small. If there is a question of whether it's 100% realistic, no. But I'm sure Eville has done the best he can.

If there are obvious scaling errors, please report them as bugs

 

As to the map: Star Wars Atlas, nuff said. Someone with time needs to work on it

 

I know what you are saying, I was merely replying to the guy I know now that you guys or modders already played around with scaling and such, and found this to be the best possible scaling as of yet, and I still enjoy seeing every ship made.

Got me all back to Tie Fighter witht he sounds and all that, back then, star wars games were really awsome. If anything, if they make a new Tie vs X-wing game, insta buy!

I wish I could assist, but I have no mod skills at all, nor knowledge about anything else, all I can do is comment, spread the word of this mod/game and hope more come!

on Apr 07, 2010

Perfect scaling is impossible anyway, there are different scales depending on what you use for a source.  The official canon numbers for the original trilogy ships don't even match all the models they filmed it with.  Once you get into all the expanded universe stuff it's pretty well scattered.

on Apr 09, 2010

Just downloaded and installed this to give it a try now, at least the version available on page 1. So far it's impressive... I like seeing the Nebulon-B2 back in action as it's one of my favorite ships and it's been out of the picture since it first appeared in TIE fighter.

 

Still in the process of my first game, I don't typically play online and always play comp-stomp. Looking great so far.

 

Though I wondered if you'd consider reintroducing the BFF-1 from X-wing/TIE fighter as the imperial freighter? It's unmodified at least as of the version I played. There might be more impressive freighters out there but I always liked the BFF-1 for its simplicity.

on Apr 10, 2010

I haven't textured the freighter, but that is planned

 

as for scale discrepancies, the ships that are purposely scaled improperly are as follows

 

The executor represents its official length, not the old 8km number (though I have confidence that there are 8km SSDs of a different class out there)

 

ships without known scales have been assigned sizes that fit with most descriptions but I may have taken artistic license (these would include ships with no known images)

most fighters are 3x larger than they should be, no way to get them tinier and still be selectable

mon cal cruisers are probably the biggest offenders

Liberty is 1500m this fits film evidence an ILM model evidence, the maria is 1400m to reflect its relative difference from the liberty. the MC80 frigate and diplomatic is 1200m, MC80a is 1300m (this is the size of the Xwing vs tie fighter variant it is based off of) Home one and the Mon remonda use the SWTC estimate of around 4.3km this can be argued, but it is what I settled on. (when the new mon remenda model comes out you will understand why they are the same size...)

 

viscount is full size, though the mediator is around 4km, this is just a personal opinion even though it violates the statement that the mediator is half the length of the viscount

 

The providence cruiser is twice the actual length it is stated to be, I have always believed that it was too small and recent clone wars series episodes have given more weight to the argument

 

the procurator differs from the SWTC direction as well and same with the mandator, though without official representations...

 

the tartan cruiser is smaller than it is official stated to be, this is a personal decision (though the broadside and gladiator will be updated soon to address that scale conflict.)

 

the hapan battle dragon was redesigned and has a 500m beam , but is around 800m long, another personal design change, IMO it represents the upgraded battle dragons during NJO and eliminates the antiquated rotating gun segments and laundry basket spars ymmv

on Apr 10, 2010

Ive always liked the scaling in the mod, so in my case thats preaching to the converted.

Now what we need is a model for the turbo laser turrets/missile turrets thats more size-equilient than the current star destroyer size turret and a few starbases.. oh how i would love a starbase..

As ive already said on the forum im no sin modder but i would be willing to lend a hand in say dooing stats on ships, abbilities etc. Notepad editing is always easy.

on Apr 10, 2010

Personally I'd like the platforms to make a return. Those were the best Starbase-like things I've ever seen in Star Wars, and like the other TIE-fighter original designs they haven't made much of a mark on the universe.

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