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 87)
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on May 28, 2010

The mods great i love it...no crashs woo! Im curious though as to if there will be updates? considering that the mod is a WIP i understand I dont mean to say WHAT DAY or GIVE ME A RELEASE DATE! im just wondering if the mod is getting anything new. I read about a map. which is cool i downloaded that 200 planet map linked above. Awesome gameplay so far on it. Doing Republic vs CIS and the battles are HUGE.

On a side note...any reason why the gravity wells are so big? When I zoom to see the whole battle...i cant see the ships anymore. The ships fire so far apart...the ai loses a bunch of ships before they can engage as a whole fleet.

Oh well. Love the mod keep up the work! I hope this doesnt sound like im dissing you guys either.

on May 29, 2010

Ya, we're still working on it. I'm going to get the new planets in before working on more maps. it's easier to make them once than to make em twice. and they're going to be big. like the core is the smallest. though i'll make a 40, 80, and 120 whole galaxy map for those who can't/won't play on 300-1500 planet maps. ^^

on May 29, 2010

Note: the mod files are text

The new stuff is in the beta test - New Republic and Yuuzhan Vong. They are highly UNPOLISHED but they are there.

Let me know when you have something to checkin NovaCameron - if you let us to distribute your work in the mod

on May 29, 2010

I will. but I have to figure out brushes first... I don't know the sizes. So I have to try and guess them. then to work on more textures.... yay.....

on May 29, 2010

Well shit...im running your 200 planet one right now and its running with perfect perfectness No lag either with the massive fleets running around killing each other. I know its a WIP but what is here is awesome. I Just had a republic and CIS skirmish...and the lasers were flying. All the fighters exploding and ships looked like they were crashing into each other and exploding. Only thing i have a problem with is the AI tends to run instead of stand and fight but thats not mod thats the game. But that is fixed in the Diplo version of Sins...so hopefully you guys will go in that direction.

looking forward to playing on a real complete SW map. I might not be able to run a 1500 map on full grpahix but i can do a 300

on May 30, 2010

lol good. glad you like it. ^^ keeps me motivated to work on my planets so I can build up the whole galaxy.

The AI running can be fixed easily. keep in mind you'll have more plant textures to load soon... so we'll see how well large maps work. I hope it doesn't crash. lol I rammed sins plus into SOGE for fun and it was sweet, not too laggy. So I hope to blow SinsPlus out of the water with my planets.

on May 30, 2010

Bahaha I used sins plus planets when it was a add on instead of required to play on Sins plus. They are pretty good and if you say yours are gonna be better then by golly lets see it

Well even if i have to load more textures the only problem i see is the 2gig limit. Which i hope...will either be fixed in a patch!? *please please please sins gods!* Or in a sequel. Sins and its tons of great mods keep me entertained while other games are starting to stray from modding community. Total war... >.>   I spend HOURS on this mod and i put 3 into the map you let loose so far. Gonna show it off to my family when they come to see what new games they should buy

Happy MEMORIAL WEEKEND!

on May 30, 2010

just a thought, but have you guys considered working on adding in the old republic and sith empire from the KOTOR age?  With The Old Republic coming out soon it might be a good source for ship types. 

Another thing, I think the hyperspace speed should be turned up.  The only good star wars maps are going to have most of the well known planets and the best are going to be like the one thats on the download page now that have around 400 planets.  Its just impossible to feasibly patrol or move around such maps if all the planets are say in one system like many of the maps which makes that one system the galaxy.

and have you guys thought of a way to implement the imperial shuttle? perhaps the scout or trade ship?  Being such an iconic part of the empire it deserves to be added in somewhere.

on May 30, 2010

another thing, nova have you thought about adding a yavin/bespin/endor variant gas giant?

on May 30, 2010

the moons will be seperate planets from the gas giants. I'll make a huge mesh for the gas giants. I mean like HUGE. I hope to put in different planet sizes but i'll have to do more research on density, size, and composition. The current mesh is good for dwarf planets, like yavin 4 and endor's moon. So i'll put in Moon, Normal, Huge, and Super. Ice and Gas Giants get their own giant mesh.

We need to finish up the NR and Vong before moving back. But I have maps planned for wars going all the way back to the tionese war. Then once we get enough source material for Eville he can make new models but that will be in the future. The ships are slow... I know. Slower than they should be.

http://www.filefront.com/16597923/Gameplay.constants

Here. I made the ships faster. It works for my maps. They close way faster so they can use more of their weapons before dieing. So it's a bit more fun. You can move ships into point-blank range pretty quickly, and then watch the fireworks.

Shuttles not so much... Eville has trade ship designs but they are low on the list of things to do.

And that's the point. You CAN'T patrol. You have to think bigger. This is the galaxy, not a little valley where patrolling makes sense. You have to rely on turrets and light picket ships to hold attckers off till help arrives. That's what fleets are for, smashing attackers once they attack. You may succeed or not. Besides the temporary loss of a planet is just an annoyance on these maps. Unless it's a major hyperlane hub, like Brentaal, Corellia, Denon, Coruscant and the like. The loss of those major planets can really hurt your strategy.

on May 30, 2010

Eville has models for the KOTOR era ships. But given there aren't a whole lot of them... and the fact they would be severely underpowered, I don't think they will work in this mod.

Gotta finish the other races first

on May 30, 2010

Well we could make them cheap and spamable. Plus we COULD make our own... Once SW Old Republic comes out we can use those as a basis for KOTOR era ships. General ship design doesn't change much in 300 years. But the Great Hyperspace War or Tionese War era ships would be impossible I think.

on May 31, 2010

oh yeah I'm more excited about new republic and vong but it was just an idea

I love that idea though of having the different planet sizes, sounds like this mod is really moving from amazing to awesome!!

Really though, guys even though there are some minor bugs here and there this mod is amazing! You guys have out done yourselves.  Best star wars RTS I've played haha

on May 31, 2010

another question, nova, is there anyway to play on these massive maps without the game slowing to an utter crawl? even with the graphics turned down to nothing?

on May 31, 2010

Turn off trade ships and skyboxes. You get a ton of trade ships after an hour or two and they serve no purpose. Makes finding your fleets easier to. Skyboxes in Sins are not realistic tbh. Just turn it off and use the deep space skybox. Those two things should give you a bit more room for your comp.

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