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 only minidump I faced was, after playing the other factions long enough to find out what ship had which strike craft, I tried to switch over and play as the CIS. As the map (Huge, multi, random) was loading, PING mini dump.
That asie, excellent mod! Personally, I think the ship sizes are just fine, and the anti-matter thing makes perfect sense. In my opinion, all that needs to be done is fixing the research tree so i can jump to other galaxies, the completetion of the fighters, and the mesh work. But even with those issues, this is still one of the best mods out there.
well no, they're just graphical upgrades for the vanilla factions, and i think it would be pretty sweet to take a couple of kortuls and duke it out with a fleet of SDs.
w/great graphics
excellent mod!
just wondering if you plan to add the rest of the fighter meshes and such in the entrenchment release or in another release before?
and i think the ship scale is perfect!
Hey supreme mod!
I am a sad man though as I get minidumps very quickly. I use vanilla sins v 1.16 have all graphics settings set to high (not highest) and even when playing empire only and using the standard races to fill the other slots I get mini dumps all the time.
Is this a known problem? is there something I can do to contribute to investigating/fixing this??
Best regards a HUGE fan but albeit an unplayable one
if you are playing vs the normal races and you find that the minidump happens when you click on something (or build something) try it a few times and if it happens consistantly that will be a big help. I've let games with the Empire vs empire run for over an hour at 8x speed. so I'd try testing with the empire as the AI
I get minidumps with allance AI after about 20 minutes and I'm trying to sort that one out.
Thats exactly the case. I get minidumps when I click on something. Its not "click automatically minidumps" but the minidumps when they happen is always happening when I click on something. So maybe its the same error on Empire as youre testing on alliance? anyways once more what a rediculously awesome mod!
Really hope this gets figured out
Seems I get minidumps even when I don't click on stuff. I am going to try a medium map without any original races and without the Alliance to see what happens.
Oh yea evil why cant i play my friend online it says we have a diffrent mod code or some stupid thing like that
Ive played some more and indeed I just found out during an engagement vs one of the computers (early in the game) the game mini dumps if I even zoom in on the planet where the action is at. If I let it be and let the combat unfold I dont get that particular minidump only if I zoom in on that combat planet. and it minidumps every time doing that.
So basically I cant flee, use my ship or have any interaction with the combat heh bummer!
just got it and it looks great.
New versions great nice job. I haven't gotten a single mini dump playing as the empire versus alliance for 1 hour. Just two minor complaints and one questions though.
The first I think the fighters are a bit too tiny to appreciate I was excited to see the fighters up close but they're too small to see.
The second also involves size but is also very minor the trade ships size is not altered so a tec trade ship is the size of a star destroyer.
What are the empires bombers? The imperial shuttle craft?
no... the imperial have bomber class... it's called a Tie Bomber
Yes I know imperial bombers are the tie bombers im asking why in this version they are this
and not the tie bombers which is this
Also I just had my first minidump. I checked twice to make sure. I played for 49 minutes as the republic and bought a mandatar dreadnaught as soon as it was constructed it mini dumped. I tried it twice both times it dumped.
Just got a minidump on the explosion of a patrol frigate. It happened right after an autosave, so I reloaded and watched it again. The explosion seems to be glitched, it hung pretty bad as it went off, but from a different angle I avoided dumping out.
Edit: Looks like it might be a sound issue that's causing the dumps. Visual studio is showing the break on an eax function, will run the debugger for a while and see what comes up.
Scratch that the mandatar doesn't crash the game when its completed it crashes the game when its viewed.
Played an all Empire players game for several hours without a single minidump.
I have to agree with the others who think that the ships, especially the fighters, are a little too small. I know, however, that it is a total pain to resize them and it is unlikely to happen. Although I think at the very least you should make the fighters a little bigger, if its not too much work. Having X-wings in game isn't worth much if you can barely see them. Also, the A-wings are about the same size as vanilla fighters, as are the B-wings.
I also think that the gravity wells are a little too big. Uping the speed would help, but it is a pain to wait for ships to move across.
Other than that, this is amazing! Keep up the good work!
It's too bad I don't know how to read assembly code...
If anyone does, it's a mov edx,dword ptr [eax] the thing is breaking on.
The debug log viewer is showing nothing when it kicks it. It does however show a missing weapon point for the front bank on the praetor.
I forgot to say that I love the new ship sizes. They now feel like they actually belong in the game engine. Even the massive Executor Class Dreadnaught didn't feel particularly awkward (that is a night/day improvement from before).
Also, at this new size, the ships look much more natural and 'realistic' next to planets and asteroids.
Finally, I hope you stick with the new moderately-large gravity wells. The gravity wells aren't so huge as to be kludgy, but are large enough to give room for fleet maneuvers. It is a perfect balance.
Have to say what a great mod your making here, the new scaling is great in my opinion really makes the ships look like ships and not some monster sized titans. Only gripe I have is the speed of the ships which I think could be just a little bit faster, so I dont have to be silently screaming to my ships to jump already because my planet is getting hammered to the stone age, but of course its a matter of personal taste. again great work and looking forward to your entrenchment version of the mod.
hm...sadly, all posts regarding only Small Random Map available vs CPU are beeing ignored?!
doesnt anyone have any clue to what is causing this?
i´d just love to beat the crap out of a litle more opponents than 1 on a small map ... so please, try to help, or point me in the right direction ...
thx in advance
HahnHolio
The "shuttlecraft" you see in the game is the Assault Gunboat, an advanced fighter/bomber hybrid with shielding.
As for scaling the models, there is a program that makes scaling them very easy, you can find it in the "Q: how to scale ships"-topic I made. I doubled all ship sizes for personal use and it took me maybe half an hour.
***
This modified GalaxyScenarioDef file gives players back their starting structures and converts the militia to approximately equivalent SOGE ships.
http://www.deadlyshoe.com/SINS/GalaxyScenarioDef.rar
Extract to the SOGE/GameInfo/ directory.
Note for Eville and other modders: Although most structures have been added to the PlanetItemType list, most ships have not. If you want to change the militia to other ship types you'll have to add them to the PlanetItemType list, or change an existing list entry.
Um... Do you have this problem with all mods or just SOGE?
Perhaps it is a localization issue. Are you running an English version of SINS?
Thanks for that deadlyshoe, was planning to do it myself this afternoon, you saved me some work.
About the Small Random Map problem, I have it as well. Only that map shows up. However using TAB & ENTER I can still switch to medium, large & huge random maps. My sins version is 1.15.
In addition, sometimes the QUIT button in the main menu does not show up for me. Oddly enough sometimes it does show up.
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