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
Assuming you're using the same 1.15 version of Sins that I am, the problem lies inside the window folder. The one that came with the mod, not the one that runs your computer.
Go into it and find the "GalaxySetup" file. On or about line 9, it'll say something like "scenarioListLabelTextId-GalaxyForge...." Delete this line. Then, on or around line 32, indented under the "scenarioFileLocationButton" heading, there's another "GalaxyForge" section. Delete that line and the 2 underneath it. I had the same problem when I first got this mod, and these two actions fixed it. If you delete the wrong lines, reload the file from the zip (at least I'm assuming you kept it) and send me a PM, I'll copy some of my file into it to show you how it should look to work.
Sorry if I'm stepping on toes, but I felt I could help people enjoy this wonderful mod a little better.
In addition, sometimes the QUIT button in the main menu does not show up for me. Oddly enough sometimes it does show up.
Can't say I've had this problem, so no ideas here on that one.
A couple of sugestions:
1. It might be better to disallow AntiMatter regeneration during combat. It would help reduce the severity of deadlocks.
2. The different ships should have their individual official speeds and turn rates. As it is, it seems like most ships of the same class have the same speed.
SPEED
top speed is the same for every class except fighters, accelerations and turn rates are different, this is intentional. Iwill be modifying the top speed and acceleration in a future version (slower acceleration, but faster top speed) to make ships cross gravity wells faster.
ANTIMATTER
the regen of anti matter in combat should only be if there is a support ship or structure around, I'll check to make sure it works, but I will be adding antimatter regen to ships like the botajef and galofree (think of them as tankers and munitions ships)
RYUZAKI777
make sure you have the EXACT same files in your mod directory and have the exact same version (delete any other mods or move them to your desktop or something to make sure)
MAP ISSUES
I know 1.15 changed a lot of things with maps, try upgrading to 1.16 and see if you ahve the problem still, I copied the 1.16 window files not the 1.15 afaik
DeadlyShoe: I'll look into including something similar, the militia simply didn't get in this release
MINIDUMPS
Please post what you clicked on, what race you were playing and playing against and also your machine specs. I can't figure this out without that basic information.
note: EAX is a general purpose register location that is normally used to store a 32 bit value for comparison or mathematical operations, it doesn't refer to EAX sound card issues. but what it can refer to is a NULL value or uncomparible value. mov edx,dword ptr [eax] would mean MOVE to register EDX the value that is located at the memory location in register EAX ( I might have it backwords, it might be move EDX to memory location in EAX)
I'll fix the weapon point issue on the Praetor
SHIP SIZE
Some of the fighters didn't get scaled down. I need to ask Ironclad if there is a global minimum zoom for all objects as modifying the view settings will not allow me to get closer (this would fix the small fighters issue IMO)
the TECH, ADVENT and VASARI ships won't get rescaled, what's wrong with KM long tankers? how do you think people on Coruscant eat? the largest vessels afloat today are oil tankers and cruise ships, and aircarft carriers are big because they are floating runways.
FIGHTERS VS BOMBERS
fighters are Awing, xwing, vulture, nantex, tri droid, tie fighter, tie interceptor, eta2, torrent, nimbus
bombers are ywing, bwing, vulture bomber, tie bomber, assault gunboat, arc170
Ok EvilleJedi
My Specs:
Vista 64 bit updated, 12 gb ram, i7 Intel, Nvidia 285 graphics, Creative Titanium Sound. I am also running the Sins vanilla client 1.16 for this mod. All my graphics settings are on high, not highest as advised in a lot of other mods to prevent crashing.
When It minidumps:
I get so many I am having a hard time specifying it. But when I mouse over/click anything "Empire" or "CIS" (2 races ive played so far) and almost always during combat. When in combat I zoom in and it minidumps, I hover over a ship and it minidumps, but its not just there. Sometimes I can be in the diplomacy screen and it mini dumps allthough this could for all I know be due to combat ongoing in the game at the time.
At this time it minidumps me a LOT. I simply cant figure out if there is a universal/specific trigger
Other mods work with np at this time.
I will continue in the hopes I can give more specific info as I really love this mod!.
Anyways other than minidumps this mod rocks!
When i zoom in during an engagment with any of the modded factions Rebels Empire Republic or CIS any of them when i zoom in while there fighting it mini dump(wasnt doing it before but it is now sadly)
You need more RAM and a video card. Onboard video sucks.
its a laptop i cant switch anything -.- and id like to hear evil's opinion not yours
and my game runs fantasic without the mod so dont tell me its my comp because i know the video card is crap but all my games work fine
I was just giving some advice, no need to be like that. I'm sorry if I offended you. And the reason why SOGE has problems is because it uses more RAM than vanilla Sins. Each bit of added content adds memory usage. And SOGE has the three vanilla races plus the Republic, Empire, CIS, and Alliance. So it uses maybe twice the memory of standard Sins, more if the new ships are higher-poly than the vanilla ones.
Minidump info:
Moved the mouse over the Imperial Torpedo Sphere to view the infocard. Infocard popped up and dump occurred. No battle occurring, at least on my front, 4 AI players, none as mod races. Was zoomed out a ways to view half the system I was in.
HP, Vista64, AMD 2.3 Ghz quad core, 6 gig ram, 512 mb video, Nvidia Geforce 9500.
Note: At the time I had the resources to construct the sphere. Just tried it again w/o having the available resources to build one and no dump.
More cowbell, and by cowbell i actually mean death star.
-.- uuhg well whats the point in having the mod if i cant play it again i dont think its my comp cuz last version of the mod worked just as well as sins so idk but the mini dumps are really geting on my nerves hopfully evil you can fix it if theres anyway you can.
so far everyones computer is better than mine (except the integrated video, but the processor is better) so it obviously can't be a performance thing. I definately get a minidump with the alliance after a while so I think there is an ability that is broken, the other races I haven't seen the minidumps except when I am really pushing it (7 AI at 8x speed which btw runs like crap )
I've let the thing run all day on 8X with an Empire only game....came home and everything was fine. Now I'll do the same with an Empire versus vanilla races game.
My system is a:
Intel Core Quad Q6600
Velociraptor X2 in RAID 0 config
8 Gigs DDR2 1066
ATI Radeon 4870 1 gig
P5B-Plus MB
Creative Labs FX
22" 2ms widescreen LG LCD running at 1680X1050
Microsoft Habu RAZOR mouse
Awsome updates! I think since the ships are smaller, the factories should be smaller to. And for combining mods, the only one that i beleive would actually make this mod better is the Solar Sins mod by danman. It has urban, forrest, extra gas giant planets and more. it would really make it more like star wars.
But i really like the re-scaling. it makes it more realistic with the planets and the games normal ships(Tec, Vassari, Advent). But i still thing the weapon dammage is to high. I only looked at the mod and played for maybe 10 minutes (5 an empire, 5 as rrebels). Im kinda making my own mod. Verry verry slowly.
You could try modding out the vanilla races, and perhaps your least favorite of the Star Wars races.
Which is funny because what he has in the image is an Imperial Lambda Shuttle
Thats what i mistook it for. They do have very similar shapes and the fighters are very tiny so it was easy to get them mixed up.
If anyone wants to modify the stock races to have higher hull shield and damage values I will include that in the future if you send it to me.
How bout get rid of the stock races alltogether
Super Star Dread shields and hulls don't regenerate past a certain point when upgrades are applied to them, they stay at the base stats from what I saw
Some bugs(?) I have found:
- Random minidumps during combat when I zoom in during combat, playing as Imperials vs rebel alliance.
- The repair platform cannot repair, and seems to have the wrong shield regeneration ability. Its ability doesn't restore shields, but envelops a friendly ships causing damage taken by that ship to be split and redirected to the repair station. This may be intended but it seems extremely unlogical.
- When a carrier uses his 'spawn additional bombers' ability, a bomber from the original Sins race spawns. (in the case of Imperials a Vasari bomber)
- Certain research objects fall outside the research window, making them unable to get researched.
Some balance stuff:
- The imperial missile cruiser is overpowered for its cost. It can eat any other cruiser for breakfast while costing less.
- Bombers do too little damage. They should be slower and more vulnerable to fighters to compensate for a damage increase.
- Pirates are somewhat unbelievable. Wave after wave of huge fleets, they pale the rebel alliance in terms of ships and manpower. The time between pirate attacks should be longer.
- Less ships should have the AOE anti-fighter ability, as it makes fighters/bombers fairly useless. When a pirate fleet jumps in my system for example, guarded by 4 hangar defenses, my 12 fighter and 12 bomber squadrons all get annihilated in seconds, posing little to no threat to the pirate fleet.
plz explain "minidump"
I've been on forums for a while but havent figured that out yet...
'Minidump' is a file created by the game upon crashing. Used to find out/fix what caused the crash by Ironclad. Modders do not have access to the file contents.
Played 3 hours of Alliance versus 5 other Empire races before I minidumped. I had all the other players as Empire since that faction seems to be rock solid stable. This way, being the only non Empire, I could be ~100% sure any minidumps would be something I personally did.
GLITCH REPORTS:
1. What I think caused the minidump was when I tried to use the MC40 Cruiser's Ion Canon (first time I tried to use it). It was almost dead and I tried to get one shot off with the Ion Canon and the game minidumped. OR it could have something to do with the MC40 being destroyed while I had the target icon for the Ion Canon up and was trying to target an enemy ship.
2. The Imperator's 'Demo Bots' ability doesn't actually show up when you sink ability points into it. It also wastes the points you put towards it.
3. The Alliance Military Tech Research section 'Substance' was 'squished' against the section above. I couldn't research anything lower than the Nova Canon in that whole window.
4. The Alliance Civilian Tech Research section 'Materialism' had the top buttons 'squished' against the 'Perception' window. I couldnt' research Fortification, Tactical extra slots, the reddish orange ring thing, Hardened cities or planetary shield upgrades.
BALANCE REPORTS:
1. Seems that I generally don't use frigates or most cruisers (just not as cost effective as Cap Ships)....of course, against a human that likely would quickly change.
2. Fighters do far too well against frigates/cruisers/caps/platforms. They really should only be useful against fighters, bombers (ESPECIALLY), trade/resource ships, constructors and colonizing frigates.
3. Bombers might need a +5% bonus against medium/heavy/very heavy armor targets. Maybe also slow them down a bit compared to fighters.
4. I still don't like how ships can regen antimatter during combat. This tends to heavily favor the defender. Besides, how do the supply ships deliver AM while the shields are raised? No Star Trek Teleporters allowed here!
MISC THOUGHTS:
1. Eternal Dragon mentioned that shields and hulls on SSDs don't regen. I think they do, it just feels a lot longer than other ships because of the massive values involved.
2. I am fine with bases being bigger than the ships. That is generally how it is in the StarWars Universe anyway.
3. I really don't like how the cap ships end up with ability points that can't be used. It is really distracting once you get huge fleets and you are trying to upgrade the caps.
I would imagine that you are planing on tweaking the abilities to have multiple levels = we'll have a use for all our points.
7. It might be a good idea to have Max Shield Recharge give a 500% shield recharge bonus and last 2 minutes (no way to interupt). This would simulate manually rerouting all power systems into the shield generators. However, the penalties of using this ability should reduce engine/weapon/ability power to ZERO (no need for the extra damage penalty).
Would make for some interesting decisions for when to use it. It would also be unfortunate if somebody chooses to use this ability just before the enemy shows up = they can't fire back or move for 2 minutes.
QUESTIONS:
1. Do the different fighters and bombers have different values in terms of speed/manuverability? I know they do in terms of hull strenght and weapons (you can see that simply by hovering the cursor over the units).
2. Any chance on seeing a Sovereign or Eclipse type Dreadnaught for the Empire (or pirates lol)?
3. As it is, is there a chance for weapon fire to miss against any ships besides strikecraft? I was just wondering about the value of the Targetting Uplink ability.
4. The Alpha Strike ability shows as having a 0% PENALTY to weapons cooldown rate....is this what it is supposed to be?
5. The Saturation Fire ability shows as having a 50% PENALTY to weapon cooldown rate AND a 75% BONUS to speed and a 25% BONUS to acceleration....this can't be right, can it???
6. Ion Bolt shows as actually giving the following BONUSES to targets hit:
-0.8 per sec Antimatter recharge BONUS
-150% Ability Cooldown rate BONUS
-75% Shield Restore Rate BONUS
-75% Max Speed BONUS
-75% Acceleration BONUS
Is this how it is meant to be?
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