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 97)
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on Jan 24, 2011

Links to swrebellion.com will be back up this week. We're in the middle of a server migration.

Sorry for the trouble

on Jan 25, 2011

thanks for the info. spent all weekend trying to find somthing about it. from what ive seen of this mod this far its awesome. you guys even found a place for the gun boats.

i would like to see space stations but that would be all of the crying youll hear from me.

ill have to take a look at the settings. i just run on default settings. i only play the huge maps. so ill give that a go and let you know.

thank for the work and the heads up. ill bookmark that site. thanks again.

on Jan 25, 2011

tazzerus on huge maps I usually use all low to improve the speeds, BUT I usually do NOT zoom in to individul ships, but the grav. well only. and for me I tend to call huge  any map over 150 gw's

harpo

 

on Jan 26, 2011

im still getting minidumps. the last one i got was this

v1.051-2011-01-25-02-41-20-374-482.dmp

this time i had everything turned down on low

on Jan 26, 2011

tazzrus, which mod(s) were you using?

unfortunately the only people that I know of that can decode the dumps ARE ironclad & stardock.

from the filename I can see you were playing entrenchment 1.051 and that the dump happened at 2.41 AM on the 25th of jan 2011.

harpo

 

on Jan 27, 2011

Is this mod compatible with Sins 1.191 and entrenchment 1.051?  I have tried playing it but I run into constant mini dumps.

on Jan 27, 2011

SPQRLegionnaire
Is this mod compatible with Sins 1.191 and entrenchment 1.051?  I have tried playing it but I run into constant mini dumps.

from the op

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

harpo

 

on Jan 27, 2011

im only running this star wars one. i havent had the time to try it on a smaller map yet.

i was just hopping by giveing the code it would give a little more info on the dump.

but even with the dumps. you guys rock.

on Feb 03, 2011

Hello

 

Any word on whn will be the server back up? I am waiting to get the fix to see if I can get rid of the minidumps and enjoy the mod!

on Feb 03, 2011

Sorry we're having some issues with the subdomain configuration. It should be back this weekend sometime

on Feb 04, 2011

Hey Long time, but I'm anxious to get back at this I have a new computer, and want to try helping out again, but the warlords site is down? Can I get an update on whats happening.

on Feb 07, 2011

Evaders99
This is the fix if you're using 1.0E (not the beta): here

Don't send us the minidumps - there is nothing we can do with them

I am still trying to find the fix you refer to here, As the links are broken I have tried browsing around the warlords page, the bug tracker is down and I could not find fixes anywhere...

 

Help would be appreciated I get constant minidumps 30 mins in the game.

 

Maybe the easiest response for me its just to wait until you get the server fixed I understand  that the fixes are around there somewhere...

 

hope you can get it right soon!

on Feb 07, 2011

Sorry the bug tracker hasn't been brought up yet

 

Try this

on Feb 07, 2011

Evaders99
Sorry the bug tracker hasn't been brought up yet

 

Try this

You can make that fix half the work. All you need to do is add the line to the entity.manifest and +1 the count.

No need to add a file to the mod for Ent or Dip unless it has been modified as the game checks the mod folder then the game Ent folder for any files not included in the mod.

on Feb 09, 2011

Thank youvery much.

 

I did the change but I minudumped again, this time about a couple of hours into the game, is there any other tweak I could do?

 

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