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 9)
116 PagesFirst 7 8 9 10 11  Last
on Dec 05, 2008

"Though the Vic II for the Empire has a problem with its abilities. It starts with missile barrage and the first lvl you get (once it's built) doesnt take effect. you dont get the ability you select, but you lose the point."

 

Some of the Capship abilities need to be researched first.

on Dec 05, 2008

anyone else getting minidump issues, if you are PLEASE tell me what you were doing right before it happens, if you don't it will be very very hard to track down.

on Dec 05, 2008

FearlessDefiance
A tie hunter is basically the TIE ball, with X-wing like wings, Think of a interceptor with the ability for it's wings to spread apart like the X-wing. Quick note on the mod. Excellent job. Though the Vic II for the Empire has a problem with its abilities. It starts with missile barrage and the first lvl you get (once it's built) doesnt take effect. you dont get the ability you select, but you lose the point.

 

A TIE Hunter sounds a lot like a Twi'lek Chir'daki to me.

on Dec 05, 2008

I've had minidump problems when I try to open the strike craft management tab when I have ALOT of strike craft in a fleet.  I tried to test it just now, and it seems to dance around the 170 area, but I can't pin down any solid numbers.  I now have a new appreciation for the time you spend loading and re-loading the game when you test for bugs.

Hope this helps.

on Dec 05, 2008

170 strike craft in one gravity well? damn okay well I can't fix that bug

on Dec 05, 2008

So I figured some fun shots are in order.

How do you know you're having a bad day?  Maybe when this happens...

Seriously, though, after that happened, the AI decided to do something smart: Get the #$*& out.  But it still tried to get tricky and sneak it's ships through the Executor class blockade (okay, I'll admit, I had to turn off auto-fire to get this pic):

All the thanks in the world to Evil Jedi and all the people who worked on this mod.  Awesome.

on Dec 05, 2008

EvilleJedi
170 strike craft in one gravity well? damn okay well I can't fix that bug

It's what happens when you have 15 escort carriers, 2 Executors, and a few score other ships that can deploy strike craft in the most epic battle to crush rebellious slime in all of galactic history!

on Dec 05, 2008

Hey guys,

How do I play the mod? I extracted it and enabled it in the game,but nothing has changed. The teams are still Vasari, Advent and TEC.

on Dec 05, 2008

EvilleJedi
my intent was to replicate the format of the files exactly, it's all calculated in excel and macro exported out anyway, so are you saying trunctate to no decimal places? or just fill with 6 zeroes?

By my logic more decimals=more calculations for player's computers to run.  0.000000 is the same as 0.0, it's redundant.

for example.  this is my current SSD file that i'm working on and is going to undergo major changes soon...

(thanks eville)

TXT
entityType "CapitalShip"
ability:0 "AbilityTechFrigateColonize"
ability:1 "AbilityDISRUPTIVESTRIKES"
ability:2 "AbilityFARSIGHT"
ability:3 "AbilityCLEANSEPLANET"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire FALSE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 10.0
basePopulationKilled 10.0
bombingFreqTime 10.0
baseRange 8000.0
bombTransitTime 2.0
bombEffectCount 1
bombEffectAngleVariance 25.0
bombEffectsDef
    weaponType "Projectile"
    burstCount 1
    burstDelay 0.10
    muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.10
    muzzleSounds
        soundCount 1
        sound "WEAPON_TECH_PLANETBOMB_MUZZLE"
    hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    hitShieldsEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    projectileTravelEffectName "WEAPON_EMPIRE_TL_SHEAVY_TRAVEL"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PSIBATTLESHIP"
basePrice
    credits 1.0
    metal 30000.0
    crystal 10000.0
slotCount 60.0
BuildTime 180.0
MaxHullPoints
    StartValue 8000.0
    ValueIncreasePerLevel 500.0
MaxShieldPoints
    StartValue 10500.0
    ValueIncreasePerLevel 1500.0
HullPointRestoreRate
    StartValue 2.0
    ValueIncreasePerLevel 0.250
ShieldPointRestoreRate
    StartValue 3.0
    ValueIncreasePerLevel 0.250
ArmorPointsFromExperience
    StartValue 12.0
    ValueIncreasePerLevel 0.250
maxMitigation
    StartValue 0.60
    ValueIncreasePerLevel 0.0250
MaxAntiMatter
    StartValue 450.0
    ValueIncreasePerLevel 25.0
AntiMatterRestoreRate
    StartValue 2.0
    ValueIncreasePerLevel 0.30
CultureProtectRate
    StartValue 6.0
    ValueIncreasePerLevel 0.0
NameStringID "IDS_SUPERCAPITAL_IMPEXECUTOR_NAME"
DescriptionStringID "IDS_CAPITALSHIP_PSIBATTLESHIP_DESCRIPTION"
picture "CAPITALSHIPPICTURE_PSIBATTLESHIP"
Prerequisites
    NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipCarrier"
numRandomDebrisLarge 30
numRandomDebrisSmall 10
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PSIBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PSIBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_PSIBATTLESHIP"
minZoomDistanceMult 0.50
NumWeapons 3
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 900.0
    DamagePerBank:BACK 0.0
    DamagePerBank:LEFT 180.0
    DamagePerBank:RIGHT 180.0
    Range 2.0
    PreBuffCooldownTime 6.0
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.25
    TravelSpeed 3000.0
    Duration 0.0
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.0
        muzzleEffectName "WEAPON_EMPIRE_TL_SHEAVY_MUZZLE"
        muzzleSoundMinRespawnTime 0.5
        muzzleSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALLASERHEAVY_MUZZLE"
        hitEffectName "WEAPON_EMPIRE_TL_SHEAVY_HIT"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "WEAPON_EMPIRE_TL_SHEAVY_TRAVEL"
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "ANTIVERYHEAVY"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 300.0
    DamagePerBank:BACK 0.0
    DamagePerBank:LEFT 300.0
    DamagePerBank:RIGHT 300.0
    Range 1.0
    PreBuffCooldownTime 6.0
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.1
    TravelSpeed 3000.0
    Duration 0.0
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.3
        muzzleEffectName "WEAPON_EMPIRE_TL_SHEAVY_MUZZLE"
        muzzleSoundMinRespawnTime 0.5
        muzzleSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALLASERHEAVY_MUZZLE"
        hitEffectName "WEAPON_EMPIRE_TL_SHEAVY_HIT"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "WEAPON_EMPIRE_TL_SHEAVY_TRAVEL"
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 200.0
    DamagePerBank:BACK 0.0
    DamagePerBank:LEFT 300.0
    DamagePerBank:RIGHT 300.0
    Range 12000.0
    PreBuffCooldownTime 6.0
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.25
    TravelSpeed 3000.0
    Duration 0.0
    WeaponEffects
        weaponType "Projectile"
        burstCount 2
        burstDelay 0.0
        muzzleEffectName "WEAPON_EMPIRE_TL_SHEAVY_MUZZLE"
        muzzleSoundMinRespawnTime 0.5
        muzzleSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALLASERHEAVY_MUZZLE"
        hitEffectName "WEAPON_EMPIRE_TL_SHEAVY_HIT"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "WEAPON_EMPIRE_TL_SHEAVY_TRAVEL"
m_weaponIndexForRange 0
mass 5.0
ShieldMeshName ""
maxAccelerationLinear 420.0
maxAccelerationStrafe 20.0
maxDecelerationLinear 240.0
maxAccelerationAngular 12.0
maxDecelerationAngular 24.0
maxSpeedLinear 400.0
squadTypeEntityDef:0 "SQUAD_EMPIRETIEFIGHTER"
squadAntiMatterCost:0 0.0
squadTypeEntityDef:1 "SQUAD_EMPIRETIEBOMBER"
squadAntiMatterCost:1 0.0
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshName "SUPERCAPITAL_IMPEXECUTOR"
ExhaustParticleSystemName "EXHAUST_EMPIRESUPERHEAVY"
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 0.0
    ValueIncreasePerLevel 0.0
weaponCooldownDecreasePerc
    StartValue 0.1
    ValueIncreasePerLevel 0.05
weaponDamageIncreasePerc
    StartValue 0.0
    ValueIncreasePerLevel 0.05
HyperspaceChargingSoundID ""
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
formationRank 0
minShadow 0.4
maxShadow 0.4

 

I removed several effects for the purpose of squashing minidump bugs, however i will be testing them in-game this weekend and will be sure to let you know if i have any issues with the effects you have already created, eville.

on Dec 05, 2008

thaight
So I figured some fun shots are in order.

How do you know you're having a bad day?  Maybe when this happens...

Reduced 95%Original 600 x 380

Seriously, though, after that happened, the AI decided to do something smart: Get the #$*& out.  But it still tried to get tricky and sneak it's ships through the Executor class blockade (okay, I'll admit, I had to turn off auto-fire to get this pic):

Reduced 95%Original 600 x 369

All the thanks in the world to Evil Jedi and all the people who worked on this mod.  Awesome.

 

I played an (unnamed ) player's mod and managed to build 100 trade posts at an urban planet, not to mention the hundreds i built elsewhere.  add to that the 40+ asteroids he'd scripted at ALL planet-types, and it was multiplayer... I think i made my point by torturing the game into a minidump ... lmao

on Dec 05, 2008

Hopefully streamlining it will allow the tie fighters to actually spawn. So you think it was an overabundance of additional effects that caused the minidump?

on Dec 05, 2008

Guys, how do I play the mod? It is enabled ,but where are the Star wars ships? Only the original teams are there

on Dec 05, 2008

I just posted this in the "cloaking possible?" thread, thought you guys may be able to come up any ideas based off it...

SUBJECT THREAD: https://forums.sinsofasolarempire.com/330733    EDIT:  mine was reply # 26 if anyone cares to look

I'm an avid novel reader, only a few star wars novels i haven't read... and they're new "prequels"... An Imperial III star destroyer (for example the "Anakin Solo") can remain cloaked indefinately.  My assumption is that cloaking would require a constant power supply, therefore a charge using a "capacitor" (i work with electronics, sorry) would be insufficient for any kind of sustained cloaking, because the power supply would never be constant.  In the Heir to the Empire trilogy by Timothy Zahn (my personal favorite), Grand Admiral Thrawn attacked a planet...

He sent a Carrack-class cruiser ahead of the attack that had an (obscenely) expensive cloaking system installed on it.  He then attacked the world with the force of his main fleet.  By the time the inhabitants powered up their "impenitrable" planetary shields, the carrack cruiser had already moved into orbit below the shield.  Due to the inherent side-effect of cloaking being a total blackout of sensors/communications, a jedi was required.  The insane jedi clone was able to control the (cloned) crew of the cruiser, timing their fire with that of Admiral Thrawn's flagship ISD, making it appear to the government/defenders that thrawn posessed a weapon capable of bypassing their defenses.  they then surrendered with their shields, defenses, and infrastructure completely intact.

FOOD FOR THOUGHT.

on Dec 05, 2008

frankly I think permanent invisibility is a game breaker.

on Dec 05, 2008

Ultimate_Trekkie
Guys, how do I play the mod? It is enabled ,but where are the Star wars ships? Only the original teams are there

You may have a double SOGE folder (if there's a technical term for this, I don't know it).  When 7-zip extracted mine, it put a SOGE folder with all the mod info into another folder named SOGE, so that the game wasn't able to understand what it was supposed to do, since the mod folder that it was told to access didn't contain any properly named files.

Just make sure that you don't have a double folder, than the mod should work if you have 1.1 or 1.11.(hopefully)

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