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
one question why did you make it a rar file i download it and it it comes out on my micrsoft word pad.. why didnt you just do it like the others and made it a zip file instead ... i mean the whole thing just crashes when i try and download it<..and i did it two times and came up with the same thing
because if I made it a zip people would complain, if I made it a 7zip other people would be confused, if I made it a self extracting EXE people would say it doesn't work.
I wonder if Eville responded to that and thought... maybe I should'nt respond to everything.
Love the mod... Still playing it too much.
In other words, get WINRAR - problem solved (or 7zip.. or...)
Not to sound like an leetist or beat a dead horse... but I think questions about installing a mod should be addressed in a form for that.If you are modding a game you should have some basic knowlege of how to install things. And if you don't, thats ok, there are tones of tutorials and forms to help you out. Heck even type "how to" and your subject (ie "decompress rar") in google and you'll probably find tones of help.This mod looks great. A WIP still but great.
Its great to see such hard work.
I dont know if this has been asked before but... Ive noticed some of the ship meshes are unfinnished. (Invisible hand etc...) also, the ships are somewat to scale but the Executor is bigger than a panet! I belive this is waaaay off!
also just a thought here. maybe you can add the death star? u no maybe it can be like a verry slow mooving novilath cannon or somthing... also the frigates are waaay to weak. i cant even scout out more than 3 planets without them being destroyed.
just another suggestion... ask uzii if you can use his sins plus planets. it yould make sence, have urbain planets like coruscant in there with the star wars theme.
But this is an awsome mod.
few updates on progress for the next version
The empire and CIS all have shields and proper hardpoints (very critical for ships to actually work right I found out), currently working on getting the alliance and Republic to the same point.
most fighters have been implemented and working, still a few bugs with them, but no crash issues.
cost and weapon damage are completely recalculated.
most frigates have higher shield regen rates, the full shield recharge ability and very high shield mitigation to survive longer. However they will still get vaporized quickly when alone, they just last longer in fleet engagements.
Most ships have a long description now, but no icons (curse you icons of evil)
many of the abilities have been reworked on ships to be more useful. Ion cannons have been completly reworked, they will stop antimatter recharge, abilities and hyperspace temporarily, but only reduce the targets abilities slightly (10%-25%)(repeated Ion hits do stack)
Ships have a lot more antimatter, but do not have a Antimatter recharge and all of the abilities now have a cooldown timer. Ships do not lose antimatter on hyperspace. you have to return to a friendly world to 'refuel' your abilities, this means defensive ships get a bonus of having a larger pool of antimatter and offsets the heavier attack capability of many of the ships.
shipyards, repair platforms and research stations and the trade hub have been given the refuel ability
most of the pointless research has been removed to prevent the AI from wasting money on it, but a lot of work needs to be done to make research worthwhile.
neutral capture and colonization is improved, missile barrages are toned down a lot
once again eville you have amazed me!
When will the changes be made available.
mod is great just needs to be tweaked a bit love the model textures though especially the venator
Any plans to include the Yuuzhan Vong?
Thanks for this Mod. If I had any skills in which to do so, I would have been more than happy to offer my assistance with both my love for Star Wars and Sins
Maybe its the planet scales that are way off? I don't if its Eville Jedi's intentions to make things true-to-scale, that would make Sins really unwieldy. But I'm sure he's considering ways to make it more true to Star Wars.
I think there are some Yuuzhan Vong models in Warlords. So maybe end up in Sins eventually, but probably not enough sources for a full complete race or anything.
the vong will be in eventually, but definately not in the next patch (well not in any working form anyway)
If I could do it easily I would double the size of the planets and grav wells (about to the size of a gas giant, but smaller than a star), there are multiple reasons why but for right now you'll have to deal with the odd scale issue with the SSD. I probably won't be going back to the scale of the grav wells seen in the first release because the game doesn't play well at that level.
Hey i just downloaded this mod. It seems really good though I have a few problems that I ope you might fix.All the ships have the same description and image. (The heavy cruiser and the battleship) because that can make it confusing if you are like looking for a frigate with a colonize or a scout ship etc.Also I was wondering if you had any plans to include Sins plus by Uzii in future releases. Becasue I think since its Star Wars there should be planets like the Industreal and ocean etc.Other than this is a great mod and am looking forward to future releases
@Daniel_jackson
Good to have ya with us as a new fan. Please take a min or two to read through some of the pages of replies, especially ones from our patron saint EvilleJedi. You'll see commentary on the icon/description issue, and several dozen warnings about 1.12 compatability.
Then join us in prayer that God may smile on EvilleJedi.
As far as scaling issues go, have you considered making the ships smaller instead of making the gravity wells bigger? Would that not result in the desired effect?
Just a suggestion.
THat could work, though it would require redoing hardpointing once again (all the hard points etc) I think it would definately help the movement issues of ships clustering together, it is worth testing I think. There might be unforseen consequences (in HW2 it caused the ships to bounce around)
So how long until the next update?
Indead, will you be realesing the fixes, or will you wait till its done for that.
I will do the experiment but not implement it this version, I still have some work to do with alliance and republic ships as well as some more abilities work. My goal now is to have something when Febuary rolls in (but not after entrenchment)
Also, I strongly recomend adding Sins Plus to this, I wan't to have my Battle of Couruscant and a Battle of Endor.
Just realized, If you can make an ability that allows a ship to make a planet uncolonizable, then you could add the deathstar. Don't go anywhere with that though, i'm just speculatin out loud.
first off thankyou very much the excellent work. To see this level of work around here is awesome. Kudos to you my good sir 5'd!!
Not sure if this is the correct place to report a bug for this mod, or if it is a bug, but i was playing a game last night and i had the enemy (republic i think) rock up on my home planet and bomb me off it from the edge of the gravity well then hype out! I was a little shocked that by the time my fleet got to them on the edge of the well, my planet was down from 6000 health to 2500ish... (enemy ships were acclamator IIs)
Later on in the game my providence class also did this feat, however all of my other vessels moved up to the planet for a 'normal' planet bombardment range.
I wasnt really sure if this is meant to happen or not, i mean its not like lasers are going to dissapate too much so range shouldnt be too much of an issue. Just thought i would give you a headsup. (mind you serves my self right for not having a big enough fleet to scare them off he he he)
I have read a few people commenting on the scales, i think they are spot on as they are large enough for an excellent amount of detail, far more than i expected. And yeah they make standard SINS ships look small, but an isd is 1.6 ks long, it SHOULD make a little garda look...well....little!
Once again cheers for an awesome mod cant wait for the next patch mate!
Also one thing I notived is that all the Frigates when they get into a grav well all they go for is the fighters and none of the actual ships. Also I was wondering if you plan on releasing this mod under Entrenchment or if it already is because I dont really want to have to go back through 10 pages to see if you said something about it
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