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
The Star Wars mod kicks some serious butt! Just to make sure everyone knows I have nothing but the highest regard for evillejedi. I am not here to cast any aspersions.
Yaeh I guess if it might affect their sales that might be grounds for copy right infringement. From my understanding of copy rights though, if you aren't making money off it it's fair game. I'd have to do a little more research though.
Well, yeah, if he tells the BSG people and they don't want you to do it, then legaly you can't because they own the rights to it, and if you do, then have fun in court peoples.
Hmm what damages would they sue you for? They would have to prove that they had a game in comission that was in direct competition with yours.
Maybe american courts are different, but where I'm from you can only be sued for damages. So if you made a mod that didn't cost the company any money they really couldn't do much. Something like the halo starcraft mod would because it might affect their game sales. I'd imagine the game they'd be designing would have to be really similar too. So Halo Wars and Star Ccraft have similar principles. Where a mod for Sins would be so different from the design of Halo Wars they wouldn't really have much to base their arguments on.
If they really didn't want you doing it though they'd probably just call you to court and make you spend money defending yourself in hopes you'd just give up.
Sorry, I've helped to derail this thread off topic. I'll stop posting here. My appologies.
I'll download this mod tonight and see how it goes. I tried out the original way back in may, it was pretty neat.
Yeah, Tkins, you are right...
Ok, so everytime I try to start up the mod, it minidumps. Now, I've yet to update my game to v1.05 and I don't have impulse (Not sure, though, as there seems to be an exe. that is titled Impluse). I believe te last time I updated my game was back when this before this mod's beta was released. Should that matter?
That matters a lot, actually. It only works with 1.11 and 1.1, so you need to get Impulse then update your game. Then the mod should work.
Anyway, this is an awesome mod. I can't wait for the final version.
The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up, it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.)
I have no idea about a BSG mod, I did help start the HW2 BSG mod(though only by taking control of it and making a playable mod that they could work off of), I haven't been involved at all with any BSG mods outside of that one.
kurkistan: the large gravity wells were taken out until I can fix A LOT of bugs with them
Actually, I'm pretty sure they "CAN", its just they usually don't bother unless someone is gaining at their expense. Court is not fun for anyone, except for lawyers that count the cash they're going to make in their head...
Thanks guys! Wow....I actually feel like an idiot >.<'
I just pee'd everywhere.... but i wanna bask in it for a bit awesome job, cant wait for the full version
I see
Is there somewhere where we can post suggestions? One of the things that really bugs me is how weak all the scout ships are. They can't even explore two planets. They arrive at the second one, and promptly get killed. I think that they need to be buffed a little.
One other thing. I don't know if you know this or not, and if you do, I apologize, but there are a bunch of ships for all the factions, that have weapons that do 0 damage.
Still, its an amazing mod, and I love the Executor!!
you beat z3r0x, hes still taking his long ass time,
wait a tick, are you helping with IA 2 clone wars?
yeah IA2 is getting all my models that I have completed
zero damage or very little damage, a lot of the lasers are for killing strike craft, the game rounds it to the nearest value per second.
suggestions are fine here I am going to read through it all.
I agree with kyogre. Corvettes and such survive in a battle for 1 second. Another thing that annoyed me is the ion bolt disable ability. My sdII was disabled like the whole battle from neb b frigs. I think the ion ability should be very specialized. The cost of ships is to low imo. Wish in the description it could list what damages are for what.instead of just saying laser it could say point defense or somethin.I guess the lasers cant be slowed? AM I the only one who thinks they are to fast?
No, they are Star Wars speed. Just not Star Wars ranged. Point blank in Star Wars is a few thousand kilometers.
But yes, hopefully Eville can get us some custom strings soon with ship info and suggested usages. TBH this looks like EaW without the crappy interface and less-than-terrifying Star Destroyers.
i think in episode three the "point blank" range is much closer around 1-5 km, in that scene is canonical evidence of the tactics and strategies of clone war battles.
anyways to eville, thats really cool, cant wait to play IA when it comes out(whenever that is)
Do not mention the prequels! They are to Star Wars what Voyager was to Star Trek. Ths complete and utter kiss of death. Seriously, if a movie uses the term "younglings" and/or has Jar-Jar Binks, and/or is 100% CGI, do not consider it in any way, shape, or form a useful source of canonical information.
One would think that Jar-Jar Binks and "Anie" Skywalker would be good reasons in and of themselves to not quote anything from the prequels, but some people just don't know any better. Nothing against you, mind you, you simply didn't know. However, now you know. So please do not mention the prequels EVER AGAIN. They aren't canon, because George Lucas was senile when he created them. Senility-created = non-canonical.
haha, point taken
First off, I'd like to thank those who slapped me with the obvious fix for my previous issue....seriously, thank you.
That aside, I've noticed something odd about the Geonosian Class Dreadnaught: It will only attack enemy ships when you select it and then right click on the enemy ships. Not only that, but after doing that one must continue to click on the enemy ships in order to get that behemoth to actually fight! Were it not for the fighter squadrons, that ship would have just been sitting there in that gravity well not doing a damn thing without me realizing it.
Other than that I have one question: i know that the empire overhauled much of the old Republic ships, but why does the Republic have a Victory II? Imagine my astonishment when, after selecting my opponent to be the Republic and myself as the CIS, two Victory IIs role right into my territory.
All that aside, seriously awesome mod, Eville....I find myself grinning like a mad man with anticipation for the full release.
Man, is it ever so refreshing to see the star wars universe come alive. Thanks Eville.
I remember when you released the first version of the homeworld mod. It was rough around the edges but still impressive.
But what blew me away was when i revisited the updated mod a few months later and was blown away by the little details you had thrown in.
I hope you have motivation to do this with this mod. Awesome stuff nonetheless.
I praise and curse lucasarts.
I praise them for not shutting down quality mods like this one but I curse them for not producing games that have the same level of quality you have shown with your models.
I mean those final versions of the homeworld models were jawdropping (even to this day). I wish stardock would buy the star wars license and hire you on as the chief modeler and produce a killer title based on this engine.
Only in a perfect world.
Well done and keep at it.
[quote who="kurkistan: the large gravity wells were taken out until I can fix A LOT of bugs with them" reply="16" id="1959476"]yeah IA2 is getting all my models that I have completed zero damage or very little damage, a lot of the lasers are for killing strike craft, the game rounds it to the nearest value per second. suggestions are fine here I am going to read through it all.[/quote]
Thanks for the info. I take it that Neb Bs are for killing fighters? I built a ton of them (partly because I like to look at them) and they didn't seem to do anything against large ships. Another thing about the Neb Bs. For some reason, they try to fly into planets. They all just cluster around the planet, and when you hover your mouse over one, the little green arrow says that they are trying to go inside the planet.
Oh, and something seems to be wrong with the Droid Control Ship's demolition bots. You select it to use an ability point on, and the point dissappears, but you don't get the ability.
I love this mod. It is amazing. I can't wait to see the final version.
Lol great mod Wish that the next version would have Icons
There are many great features available to you once you register, including:
Sign in or Create Account