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 88)
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on Jun 02, 2010

thanks, yeah I'm sure all those trade ships mucking up the phase lanes are slowing things down.  Btw what about if I dock my fighters while not fighting even though they're still there will that help since the comp is not trying to track all of them?

on Jun 02, 2010

Probibly. Dunno how to do it but every little thing helps. 9 planets textured so far. Just need brushes and balancing. ^^

on Jun 02, 2010

I've been enjoying this mod immensly Nothing beats the looks of 40 Star Destroyers smashing into a rag-tag Rebel Fleet. Looking forward to the next release!

 

I do have one question I was hoping someone can help me with, I was trying to add the Entrenchment starbases back in, as I enjoy creating fortifications, so I tried to give the Imperials the tech starbase as a test first. I copied the starbase, starbase upgrades, starbaseconstructor and the create-a-starbase-ability entity files to the SOGE folder, added the constructor ship to the imperial player entity file and enabled the starbase there. I also removed all research requirements in the respective entity files.

When loading the mod all was looking good, the constructor appeared in the shipyard, I could build it, move it around, but the moment it would start building the Starbase the game minidumped, giving a general "you are fucked" error message using the developer exe. Is there anything I have missed? Something that has been removed for SOGE that is critical to being able to build starbases perhaps?

Thanks in advance.

on Jun 02, 2010

lord tareq, you also NEED to add the entity files you copied into the mod into the entity.manifest not just the ship entity, but also the ability & buff entity's.

sins LOADS the entity files in the manifest, and if an entity references an entity that is not in the manifest MINIDUMP!!!!!

harpo

 

on Jun 03, 2010

Update on planets. Textures are done! Well day textures at least. Yay!!!   Now I need to put them in and make the stupid brushes.... Fun Fun. Oh and there will be small maps made for those with little time. The way I plan to put the planets in will completely change the way the game is played. Stay tuned.

on Jun 03, 2010

Have you considered setting up planets similar to tower defense games? so basically there is a gate way system or two for each player that has a 'safe' area of planets behind it. I've been curious on how those types of maps would work

on Jun 04, 2010

Well I really have little say in how the planets are set up. I just plot them and link them up. Positions are set by the Star Wars Atlas. But most areas work out that way, tower-like. There are tons of choak points. There are strings of planets on hyperlanes, clusters off in the middle of nowhere, clumps, dead ends, everything. I just link up planets that are off the hyperlane network, but there are lots of planets on it already. The Tionese War map will be interesting because you have the Core linked up with Tion on the Outer Rim just on one hyperlane which then links to the Hutts through just two routes. It will take a LONG time to get from the Core to Tion. There will be plenty of map types, clusters, small, huge, dense, sparse, few strung out ones. But I have to complete my planets first. Then I can map it all. Should be over 30 maps. At least...

on Jun 04, 2010

Yum... I'd love to have my Imperial fortress in the Deep Core

on Jun 04, 2010

The Deep Core... is horrible actually. There are no good planets, few resources, and it's impossible to expand, the reason the NR left the Deep Core Warlords alone. They pose no threat to the Core Worlds. You're screwed if you get pushed into the Deep Core. Because it means you've lost the Core and the Core will make or break you. As with all empires is SW...

Nvm.. planets are coming along fine. Still haven't figured out a few things it seems....

on Jun 05, 2010

Planet Update:

Textures: 90% done, need 4 or 5 night textures, some tweaking. Size: 164MB(might end up at 200MB, doubt it) Original: 110MB

Meshes: 99% done, might need tweaking.

Insertion: 50% done.

Strings: 15% done.

Characterization: 0% done, half the mod basically... and the toughest.

Planet type count: 33 and growing....

So soon I can release it and work on the maps!

on Jun 05, 2010

cool

 

I think for the maps having some sector only maps would be great too, I personally like playing smaller games with 20-30 planets

on Jun 06, 2010

Don't worry. I will. ^^ There will be tons of maps of every size for everyone.

on Jun 07, 2010

Love it Love it I Love it!!!

 

Tried Reqium with a roomie year or two back and just got fed up with minidumps.  Didn't even know about this at the time.  Now I'm trying to get him to try this out with me.  Can't wait for the new stuff, the New Rep and the Vong, the maps, and everything else!  Keep up the awesome work, ya'll rock.

on Jun 07, 2010

So...How do we get on the beta to test out this stuff haha. I want something new and wouldnt mind testing. I cant really do Multiplayer testing but Single play is a option.

on Jun 07, 2010
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