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 85)
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on May 11, 2010

Radu1: Mmmm, looking at the module specs, you can't. It's more of a game balancing thing, besides being hard coded it looks like. I think structures are too cheap tbh... Shipyards and the like are rare in SW. In Sins the goal was to wipe the other guy out. In SOGE it is to conquer them.

davidt0504: It's not the SOGE team. I'm waiting on the Distant Stars team. I sent two PMs to them, just to be sure..., so now I wait....

on May 11, 2010

ah well good luck with that, cause after playing distant stars maps, its just so hard to play on a star wars map and coruscant not be a city world; manaan not be an ocean world, or endor not be a forest moon.

on May 12, 2010

now i realize that it would have been weird if the structures were to be capturable...in the original Sins i mean, with the original races...if you, as the TEC, would capture , let's say, a Vasari Capital Ship Factory, from wich you could build TEC ships.....TEC ships from Vasari factory....however, it would'n be that weird if the races had the same structures (like in SW)...or if you play against the same race with same structures...

on May 14, 2010

@novacameron I shot a post on the distant stars topic and they said to get permission from the creator of sins plus and the mod for the stars too.  If you go to their topic they linked the creators of the mod.

on May 14, 2010

Ah thanks I'll try to get to that soon then. People read posts more then... If not I'll make my own planets.  Which I just might anyway since I looked at the planet textures by Uzii and was disappointed. They are actually simple... and I thought it would be hard to remake them. But I'll need the meshes from TohKlidan for the different size planets. And I'll take a look at the star textures to see if I want to use them... And I'll probibly throw out the planet bonuses... Sorry -UE-_Carbon. Not Star Wars-y enough.

on May 14, 2010

karma for even the chance that I'll have good star wars planets

on May 14, 2010

OMG my new city texture looks awesome... and way too shiny.... but then again the planet is covered in metal so... some shinyness is in order.

Edit: City planet is complete. Well I need to get rid of some tiling that exists but I do say it looks awesome... I'll release it soon! Then on to more planets! Note: at this rate it's about a planet an hour. And i need to compress the texture... 21MB.

on May 15, 2010

so when you release this will it be a seperate mod that will work with sins of a galactic empire? or will it be a "new" version of soge that simple has these planets?

on May 15, 2010

Well SOGE doesn't touch the planets at all. So the mod could work without SOGE. But this is to be part of my larger makeover for SOGE. Well here's my City planet... Night:

[URL=http://s910.photobucket.com/albums/ac309/NovaCameron/?action=view&current=CityNight.gif][/URL]

Day:

[URL=http://s910.photobucket.com/albums/ac309/NovaCameron/?action=view&current=CityDay.gif][/URL]

 

 

on May 15, 2010

Certainly would like to integrate it in the mod if Eville Jedi likes it and NovaCameron allows it

on May 15, 2010

only suggestion I'd make on the city planet is to give the city lights more of the lined look like in the movies

 

but it looks awesome still

on May 15, 2010

Oh it's very lined and bright... Actually in the movies it's too dark for a planet that never gets dark. Remember about one TRILLION beings live on Coruscant at it's hight. In the movies, or your pic, it looks like... say, 100 billion, one tenth of what actually lived there. And the whole planet is metal so it's going to reflect ALOT of light. But you are reflecting it into space so... I dunno, I'll play with it.

on May 16, 2010

so hows it coming

will the bonuses from distant stars be available in this?  I wouldn't want this to delay you from releasing just the planets but maybe you could even do custom planetary bonuses?  I think there are already some in sins of a galactic empire? or maybe that was requiem.

on May 16, 2010

I probably won't get a chance to work on soge until june (and that might be questionable if work steps in) but I am looking forward to what novacameron puts together. If it is available when I get back into the modding groove I will definately integrate it (especially if the new planets have different modifiers and are in a SW map, either galactic or sectors would be great)

on May 16, 2010

No, I'm going to scrap all the current modifiers, well I might see if I keep some, and make new ones. And yes they will definately be in the map i'm making. 70% done. Deep Core, Core, Colonies, Inner Rim and Expansion Region are done. 571 planets total I think in those. Need to finish up the Mid Rim (40% done, about 80 planets to go.) and the Outer Rim. (about 200-250 planets....) I actually plan to rework the tech tree in the future. And create different maps from the base 'Star Wars Galaxy Map'. There will be a fraking ton of new planet types.... like 30+.... I'm not joking.

So basically I'm overhauling the game for my maps... lol And here is the post in the SOGE forums about the planet types that are planned. Please comment and add or subtract.

It's split into each planet type I have so far with a short discription of them.

Terran Type Planets (easy planets):

Terran: Like Terra, duh, with multiple climates, in game already. (I'll rework it anyway, maybe or maybe not a new texture.)
Agricultural: Farms, lots, and lots of farms. Have to feed the ecumenopolises of the galaxy some how. ex Chandrila, Ruan, and Taanab
Pangea: One massive continent. Half Terran and half Desert. ex Bandomeer
Savannah: Plains and Forests with seas. ex Bothawui and Dantooine
Forest: Forest with Plains and seas. ex Endor, Gamorr, and Kashyyyk
Mountain: Mountains ex Ossus, Rishi

Desert Type Planets(medium planets):

Desert: Desert... already in. ex Tatooine, Rattatak, and N'Zoth
Tundra: Tundra with ice caps and some forests
Jungle: Jungle with seas. ex Yavin, Thyferra, and Rodia
Tidal: Habitable tidal locked world.
Arid: Plain, Seas (maybe), and Deserts. ex Ord Mantell, Ansion, Nubia

Ice Type Planets (hard planets):

Ice: Ice sheets. ex Hoth, Ilum, Rhen Var
Aquatic: Water world. Mannan, Kamino, Rakata Prime
Swamp: Swamp and seas. ex Dagobah, Nal Hutta, and Toydaria
Barren: Barren of life, wasteland. ex Korriban
Crystal: Shiney crystal planet. ex Christophsis and Mygeeto

Industrial Type Planets (centralized planets):
Ecumenopolis: All glittering city. ex Coruscant
Rusty: Run-down ecumenopolis. ex Metellos and Nar Shadda
Urban: All land is urban but has oceans, usually highly industrialized. ex Taris and Eriadu
High Terran: These are the centers of culture, commerce, ect. ex Alderaan, Entrallia, Brentaal
Industrial: Polluted factory worlds (maybe split up... industrial/foundry ). ex Fondor (maybe rusty?), Bonadan
Green Industrial: High tech industry. ex Corillia, Kuat
Military: High Military worlds. ex Anaxes, Cardia

Aquatic Industrial: Aquatic worlds with industry. Mon Calamari
Volcanic Industrial: Volcanic with industry. Sullest

Volcanic Type Planets (extreme planets):
Volcanic: In the game already. ex Mustafar
Gas Giant: In the game. ex Bespin
Ice Giant: Smaller gas giant. Just for variety. More Crystals.
Toxic: Polluted from industry or environmentally unfriendly to humans. (maybe split into polluted and toxic)ex Duro, Raxus Prime
Rock: No atmosphere.
Acid: Corrosive atmosphere. ex Vjun

Asteroids are there own class and I'll figure them out later. Post comments and ideas. <img src=" />

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