12/12/2009
Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire EntrenchmentA Star Wars total conversion mod for Sins of a Solar Empire12-12-2009TEAM=============================================Models, textures, ship stats: EvillejediAbilities and tons of debugging: Psychoak (It would have taken another year without this help)Swrebellion.com Web support and general debugging: Evaders Interface icons: OzwolfSW Music: PedroMany 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, thanksCONTACT=============================================Development website http://warlords.swrebellion.comDevelopment forum http://warlords.swrebellion.com/forums/viewforum.php?f=593&sid=d9baa3b5114c49929088ca5b1506e866bug tracker http://warlords.swrebellion.com/mantis/view_all_bug_page.phpsins forum https://forums.sinsofasolarempire.com/331584INSTALLATION=============================================The zip file should be around 225mbExtract 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 riskIf you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest versionThis release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent systems and Galactic RepublicThere are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the futureSince 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 patchesIf 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 abilitiesThe 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 patchResearch costs have not been finalized, they will change in the futureSome 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 thisOn 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 versionsYwings are currently being displayed as bwings, this will be fixed soonSome abilities or effects may require work, this is especially true of abilities like SprintSome icons are being reworked and will require some adjustmentsFighters 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 workDownload Links=============================================
http://www.filefront.com/15122655/SOGE1.0e.zip
acolyte173, that is because the acclamator I is considred a colony ship, it's actually the correct behavior (but a bit annoying) however it is necessary for the AI to work right,
as a quick update I am going through and adding descriptions, shields and fixing weapon points on all of the ships. This makes a big difference ( the weapon points and shields do) as the game expects things to be aligned properly so that targettign and collision works. I have completed the CIS and the Empire is almost done.
I still can't believe how difficult they made icons in the game so don't expect that to ever get done.
I am looking to produce the next version around new years which should fix a lot of the balance and bug issues as well as have some graphical improvements for some ships.
Did anyone volunteer to do the image icons? Tell me how you want them done, shouldn't be too hard to script into an image map that Sins uses
Well the AI, uses the Botjef Armed Transport well enough and it has the colonize ability.
I've posted some updates on the proposed research thread, including a few sketches of what the Alliance and Empire's military trees could look like.
https://forums.sinsofasolarempire.com/332559
Feel free to offer suggestions - most of it is based on user feedback.
The sketches don't yet include a prototype section - it may be kind of pointless if there aren't any icons, since it would be hard to tell what's being researched without a photo (HINT, HINT guys!)
If all else fails, I guess somebody can take a screenshot of every ship in the game and use photoshop (or frickin' MS paint) to generate them.
nice work prawn
the head man wants you Evillejedi! At lest im pertty sure that he want you and just got the name wrong.
thanks for the heads up, I usually watch certian threads, but only occasionally trawl the rest of the boards (like once a week or so) questions sent off to Blair
okay so now for the next news.
At this point my plan is to release a patch for 1.12 sometime around new years and try to fix most of the bugs that have been identified, after that the mod will require entrenchment unless there is some managment tools are provided to manage multiple versions. I hope that any changes to ship entities are the same in the versions and that entrenchment represents additional content, that way certian files could be excluded for non-entrenchment versions and be backwards compatible (models and textures should be compatible so as ship hardpoints are fixed or textures are updated they will be usable in nonentrenchment)
Thanks for the mod, its awesome to finally be able to command my favorite SW ships, and the amount of ships and the accurate sizes is truly an amazing job. I do hope you can fix the fighters soon, as I would really enjoy sending a huge swarm of Tie-fighters to their deaths
Have a great christmas!
Eville- Any thoughts on what Entrenchment may bring to this incredible mod? Obviously there is a balancing issue with the stations needing to e stronger. I ask this question and expect to be trolled over "balancing" but if I am the empire and I build a space station...
Just a GEEKS sins fantasy... even if I cant blow up planets.
Keep up the great work! I installed entrenchment and I am going CRAZY now that I cant wip out the Executer on these fools.
hey eville the mods great and im enjoying it loads!
while trawling the web i found a forum with some ship designs that i thought maybe you would like
i know this ship is not strictly from the timeframe of your mod, but it is an excellent ship design, there are also a few others from the forum , that are of very high quality, look for 'drone 04'
heres the link to the forum-http://i27.photobucket.com/albums/c167/Dronetto/Galaxy-class_01.jpg
while drone's art is top notch, he has a consistant design element on all of his ships that I do not like (the bridge) for ships with no know images I am working on my own designs.
until we can actually blow up planets there will be no death star (though the sovereign or eclipse is a possibility)
hope you didnt take my suggestion the wrong way, i love your designs, just thought they could be usefull. also are you planning to add the new republic as a faction?
questioin, will SOGE .75 work with 1.12 yet?
should work with 1.12, if you have logging on it will throw a non-crash warning about enum values, but should be fine to play.
What do his ships/bridge look like?
in general they all have a very large command tower placed on a pylon (like a star destroyer, but even larger) I liked how it worked on the strident design he made, but it is repeated over and over again on star destroyers, frigates and even mon cal ships.
Just a thought on the deathstar, couldn't it be made to be made like the vasari ult weapon, or the TEC one, just up the dmg so it wipes out any size colony? The TEC one damages planets, but I think the vasari one damages ships in structures, maybe if they could be combined?
The Empire already invented their own Novalith. It was a long time ago in a galaxy far, far away. Except they called it the Galaxy Gun, and it was an actual spaceship that could even hyperspace to other planets. Plus its shells were one-hit planet-busters with an effect similar to the Death Star's superlaser. Namely, it blew entire planets up.
Alright, my first post here.
So, apparently the next version will require something called entrenchment to run... What is it? Is it free? And where can I get it?
As far as the game itself, I really enjoy it, but I think it would be more fun if you HAD to do more research. IE: All ships are available and all abilities as soon as you begin. It would be nice if all of that had to be researched like Vanilla. I know I've already seen mention of that here, so I guess I'm just agreeing with that. Other than that, GREAT mod!
Research is being worked on. Please take note from the first post
research is completely worthless in most cases. (other than ship cap and support cap)
Really?
I do all the research *besides the structures and ships* and I still get all the bonuses.
Then perhaps it would be a good investment of time to MAKE it worth something. Otherwise, basically, its just a wargame. The research adds realism, it adds dimension, more strategy, and is basically a GREAT aspect of SOSE that really shouldn't be left out of any MOD.
That being said, the CIS research really is useless. Of all of the military research options, only 3-4 actually affect your units.
No one is disagreeing with you Serene
That's why there's already a thread dedicated to research ideas. Feel free to post your suggestions therehttps://forums.sinsofasolarempire.com/332559
sereneOne80012 I think you misinterprited the OP, research in the mod is worthless because it is not done yet, don't waste your time on it etc, not that research in general is worthless. Until I was told that it was screwing up the AI I was just pushing it out to a later patch.
sorry about this Sparda Son but being a huge star wars fan ill have to add something it didn't blow up the planets it just caused a nucleonic chain reaction that destroyed the surface (hey kinda like a novalith) except that it could also target ships and limit the amount of damage it did for example teh galaxy gun blew up a rebel transport in the middle of space. but yes it did "blow up" planets
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