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
Hmmm well what's the chance of getting caught? Oh, well it's not my mod I love it anyways.
'
EvlliJedi,yr mod will work with 1.14 without a map folder
A few questions *im not sure if any have been asked if they have srry*
1. What fighters will the republic use the jedi starfighters or a clone fighter?
2. Will making the planets and grav wells larger make the game laggier? *big issue for me I've got a 4 year old comp*
3. Do you already have models for the structures or are they in development?
4. What player portraits *if any* are you planning to use? I can think of a few for each faction.
Empire Rebels Republic CIS
Vader Han Solo Obi Wan Gunray
Officer Luke Clone Commander Dooku
Sidious Leia Padme Droid
Ok. I make no promises but I can at least get you something that'll work until you get a real artist. I'll need information as to how it's going together, for instance is this adding on to the current icon file to let it work with all the races or is this going to be a totally new file?
I'll work up the portraits first. Whats your prefered contact method?
I think it could work either way, though I doubt Eville has any reason to work with all the existing races. This is a Star Wars mod after-all.
for the icon file it can be a new file because the brushes files let you select which file the icon is in, post on the warlords boards at the official website
the mod will work with version 1.14+ if you remove the maps folder, the only changes to the maps I made were to remove the starting capital ships. if anyone wants to update these for me to 1.14 compatible that would be great and save me some time.
okay a few updates
1. I have not made any updates to the mod for entrenchment and I won't start working on them until it is officially released (mainly because of the issues modding the beta and changing feature sets) I plan on using many of the new features, but it will take time to implement them. In the meantime I will release a version that is functional, but won't have new features in it. This is all dependant on when entrenchment is released and when mod tools are updated, but it will be a few weeks post entrenchment before I can start adding new features
2. I have 11 more ships to convert to the smaller model size, it makes a huge difference in the game so it is well worth it.
3. the reason it has taken so long to release the next patch is that I am giving every ship proper weapon and engine points and also making shields for each ship, this is time consuming, but it must be done! Some of these are very simple, some of them are much more complex (the mon cal cruisers all need to be done)
4. I need to make major modifications to the fighters in the game because of a lot of lag, this will take some time as well, I need to work on 12 different fighters (the TIEs are already fixed)
5. the next release will not contain any changes to research except maybe reimplementing some of the restrictions on buildings and exploration of planets
6. I will attempt to integrate the sins plus planets, but I'm not sure how much work that will be
7. hopefully some progress will be made on icons, at least an icon in the build menu for each ship, but probably not the tactical overlay
If I understand the brushes file correctly, the ship icons are 47x33 px.
Some of the ships have images here, http://swmods.swrebellion.com/wiki/List_of_ships_by_source
Most you'll probably have to search or take from the models (a way to do that outside the game?)
Sounds like we need ship icons first. Allrighty.
Ok cracked the files open and took a look. Mocked up a prototype button (88*38) and did some figuring. I'll move over to the other site from here on out but initially if I can keep my mind on it I can at least have servicable icons for the ship buttons in two weeks hopefully less. I need to make some vecotr maps of the various sides symbols to have decent looking back grounds but it's doable. Eviljedis site actually has the best pictures of the ships I could use as long as I can dig up ones with the right perspective. Hopefully I can put up a few mock ups tonight so you can tell me if you would perfer some changes.
Right now I'm working on color schemes
I think that player portaits should go as follows:
Vader Cpt. Antilles Kenobi Grevious
Emperor Ackbar Yoda Dooku
Tarkin Mothma Cody Gunroy
These are the only real movers and shakers of the military portions of each faction that I can think of. Granted, the Republic can be lead by any other Jedi Master (i.e. Sakura, Fisto, etc.), but niether Han nor Luke had any real position of power, if you think about it.
Very cool, hope to see some ship icons. I can test them for Eville hopefully
I like the character list, but instead of Commander Cody I would use Admiral Yularen
senator palpatine for the republic, jan dodonna for the alliance, any grand admiral, pestage, isard or moff for the empire, CIS could be some of the newer characters in the cartoon.
Now that Entrenchment is out how long do you expect till you have a release. I'm not talking about the whole mod maybe just like what you have already converted into entrenchment. I'm not meaning to rush you and I gather you are one of those people who "It's done when it's done" but you know just something to wet our appetites
At best, I expect he could release the work for 1.14. Don't expect a quick release for Entrenchment, he'll probably have much more work to do for that
I had a little test run with some quick icons I did this week end (venator, bajonet, procurator, acclamator, aa-9). It looks like it's not to complicated and I am not an experienced modder. finding images of the more "exotic" ships will be the most difficult thing.
Cool.
Looks great, this will help a lot and solve one of the big complaints with the mod.
I'm a few ships closer to having everything imported so once I get a non-entrenchment release ready I will probably release it. THen I work on what is necessary to work with entrenchment (should just be entity file changes)
Unfortunatly I will not be able to work on icons for the next four weeks. But if anybody else had the problem of finding godd source images, something just occured to me. If you use screenshots from the actual game and get rid of the background you will have fairly good images of all ships in the game. The ions will not look exactly like the original game icons, but poeple will be able to identify the ship anyway. Here are all the Repulic icons e.g.
I need a mod answer. Isnt it easyer to copy a mod that is already for V1.1+ than making it out of scratch then copy all the ship meshes and textures and all that stuff? I may be way off the problem with updating the problem between versions but i am only a noob modder
Once again, realy cool!
One more question, Will this mod work with V1.15? The one i have worked with V1.13 but i uninstalled and tried reinstalling but i got Error Code 2209 so i installed it via impulse and now i have V1.15.
Neat work grundalI think the icons need to be outlined for them to appear on that background
Sonar has done some work here: http://warlords.swrebellion.com/forums/viewtopic.php?f=591&t=27481
Hm...
Nice Job on the Icons.
As for leaders:
Empire:
Sidious, Thrawn, Tarkin, Vader
Republic:
Palpatine, Yularen, Jedi Council (represented by a pic of temple?)
Rebellion:
Mon Mothma, Ackbar, Doddona
CIS:
Dooku, Grievous, Gunroy
Jedi Council (temple) seems too abstract. Who would want to be taking orders from a temple?
Obviously, the picture should be Yoda. Everyone wants to take orders from someone that hilarious.
Screw Yoda. He's nowhere near as badass as a Samuel L. Jackson with Force Powers.
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