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
Hey guys random question anyone know how I can update my video drive?
http://www.nvidia.com/Download/index.aspx
or
http://ati.amd.com/support/driver.html
or possibly
http://downloadcenter.intel.com/default.aspx
Plz help me, I downloaded the mod (is it supposed to be just a small rar file?, it downloaded nearly instantly) and extracted it to the right place. However, I still cant play it. Is it b/c I have the digital version?
I have a similar problem. I download the file to my desktop, but then when I move it to the mod folder I still can't play.
Samurye.
the download should be over 100 mb so if downloaded instantly you probably need to re download it. you have to extract the rar file to the mods directory
I redownloaded it and got the bigger file, but it still did not work. I have been having this problem with all mods. When I first download it to my desktop, it comes out as a rar file. I then send it to a compressed folder, and then extract it to the mod folder. Am I doing this right?
THanks for the help
Maybe my game is screwed up, but the computers don't work for me when I play on a galaxy forge created map... They just sit on their home planet and do nothing.
"send it to a compressed folder"
I don't understand what you mean by this. What you need to do is decompress the .rar file... using WinRar, 7zip, or other such programs. What you should get is a folder SOGE in the folder mods. There should be other files inside the SOGE folder, not another SOGE folder or archive.
is the mod planned to include the new republic era?
Yes, the New Republic era is planned update .. though probably not for a while
Too bad there isn't enough ship info for a KOTOR mod........or IS there?
There is not.
So, optimism really is overrated '
Hey, I just downloaded the mod and it looks amazing, except I keep mini dumping at the very begining, usually as soon as I build my first building. I have all the options turned up to their highest and am running on Windows Vista 64 bit, with a Q 9650 at 3.2 GHz, 8 GB of DDR2 RAM, and dual 9800 GX2's in quad SLI. Should I turn down the graphics or.....
There are quite a few Kotor ships that could be modelled from the video games and the KOTOR d20 RPG book. Just Not enough to fill whole factions for all of SOSE purposes though. But it's not a dead era by any means. I'm sure a lot of newer visual content will be available with Star Wars The old Republic. Only problem is that they're going forward around 100 years or something like that. That could be considered yet another different era.
Still, there are a lot of things for EJ to work on just to get in the New Republic and Imperial Remnant.
Happy New Year everyone!
Anyhoo, just wanted to say that I've played as all four factions and, already stated and obvious kinks excluded, everything rocks. How's the progress on the strike craft bug going, Eville & co.?
FInally installed this mod and it is awesome. However, the game keeps crashing ("mini dump") issues whn I ahve super large fleet battles. Even when I turn down the graphics I still ahve the problem. It probably ahs to do with the immense number of fighters and bombers I have (114 squads). Any fix for this?
Also the AI for the Emire faction does not work for me. They just sit on their home planet.
Any estimate as to when the next version will be out?
there will be a slight delay as forces at work and the holidays prevented me from doing any work in the last two weeks. However progress will resume this weekend, so given that I will probably push it out another week or two for a update of this version (for non-entrenchment, I have not tested it at all with the beta and won't begin until the expansion is actually released.)
I think I have fixed the fighter bug along with a lot of other issues and I am now working on abilitie. One of the big changes will be to how anti matter is handled,
I still have an outstanding request for someone to attempt the icons (or even be a script monkey to setup the files, excel experience is required as I think I have a way of automating the script portion)
A simply fantastic mod. The choice of ships is overwhelming, and more than anything the sound effects are superb.
Other than the shields not fitting the ship size, I've seen no major issues.
Well done.
Good to know you're still with us, Eville.
Have you given any thought on increasing the number of strike craft hangers have? I mentioned this earlier, but I think that it's worth emphasizing how worthless hangers are with only two squads each.
Gonna giver a whirl. Sounds pretty sick
can some body help with the mod? I can't get it to even show up on the mods section
thanks!
^ The mod path is C:\Documents and Settings\(YOUR_USERNAME)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods. That's Local Settings, not Program Files.
If you can't find Local Settings or Application Data, they may be hidden folders, in which case you should go to Folder Options in the Tools tab. Once there, go to the View tab and select the "Show hidden files and folders" radio button.
Once the mod is in the proper folder, you should be able to access it in-game.
i just tryed to download it from the link you gave out.. the only thing is when it was finish downloing it said it could not find your file then it just closed out
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