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
It's bugged I tell ya BUGGED! mmmm I think your right on that shield and hull regen thing there, though I never had the chance to find out when I was playing empire cause the game mini-dumped while I was about to take my 4th or 5th planet, not sure if I was about to zoom in or not... also... for empire, on it's scout ship, the very first frig you use for it the shield animation is wacked it's standing on bottom to top, basically the front end of the ships shields points UP and the bottem DOWN. I see that and go WTF?
Let me start by saying "WOW!" That was one of the most amazing mods I've ever played. congrats Eville, you've outdone yourself again. And now, I have to ask, why can you only play one map? Granted, it's a wok in progress, but the only way I can play other maps is to delete all the other ones and then restore them once I have started. I don't know if it's just me, or if someone else has had this problem (have skim read through all the posts, but I could have missed something). Oh and before I forget, one more thing. Why do Victory II class frigates (cruisers) not join up with all the other ships when you create a fleet? Once again, I know it's a work in progress, but just as an FYI.
Keep up all the good work, and I can't wait for the Entrenchment release (because that's no moon...),
Shauny B
...Its a space station.
You copy the galaxies you want into the galaxy folder of the mod. Or you can just delete the mods galaxy folder.
I think its the litle triangle cruiser you talkin about so if it is, the reason Victory II star destroyers dont join the fleet is because its a colony ship. The colony ship for normal sins is the same way.
And Eville, i have a deathstar 3ds file with textures of it, endor and tatooine if youre interested.
Well, maybe with the new ship scale, it might be possible for a Death Star...but it would still be pretty awkward to move around and would have tons of pathfinding/collision issues.
can anyone confirm for me that they are running 1.15 and can't see the maps? I have 1.16 and I can see all of the maps and they all work fine... If anyone has 1.16 and can't see the maps then it must be somethign else, but beyond that I'm at a loss.
The deathstar could be usefull in entrenchment as a starbase like someone said earlier. Or just make it a planet with built in novilath cannon.
I have v1.15 and only see one map but i mooved all the maps i wanted into the mods map folder and its fine.
Fighters do have variation in speed and acceleration. I recommend you look at the entity files in the game info folder. They're quite informative on the fighters. Some of them look badass but aren't, and some of them look like shit, but aren't. It tells an entirely different story compared to the popup display in game.
Alpha strike is working as intended. 10x damage and a huge penalty to your refire rate. It makes that 5 seconds a one time hit. Saturation fire I'm guessing is either hosed, or intentionally backwards and means your ship is actually in saturation fire mode unless it's enabled.
As for performance. There is more to this mod than just the expanded races. The entity files are in text format. This is a serious performance drop.
-.- all you have to do to get the maps is update them with the mapudater at the DL page of this site so go DL and update its that simple evil are you any closer to figureing out why there are so many minidump issues?
I'm getting the occasional crap to desktop while loading the main menu on startup. It may or may not be Starwars related, I'm not actually playing vanilla sins.
1.16 here and I see all the maps.
Nevermind
Complete idiot back again. This might be a stupid question, but where is the mods map folder?
thanks,
Played the CIS for a couple of hours. I had about as many crashes as I did playing the Alliance.
One crash occured when I selected a builder who was on a way to build something. I tried to tell it to build something else first and the game minidumped.
Couple of issues with the CIS ships (besides many of the models not being fully done).
Geonosian Dreadnaught:
-would not bomb planets I selected as targets IF it had to travel to get into range.
-IF I was already in range, it would shoot ONCE at the planet and then cease firing.
-IF I selected it to fire at the planet again, it would do so....in fact, it would do so INSTANTLY once I told it to fire (<1 second planet weapon) cooldown = as long as I kept right clicking on the planet while the ship was selected, it would keep firing. Planets would die very quickly with this exploit.
TRAFED DESTROYER:
-wasn't able to attack planets.
-seemed to forget to attack targets after the first shot sometimes.
SUBJUGATOR DREADNAUGHT:
-would attack planets just fine...but with a 1 second cooldown = planet dies very fast.
Victory II cluster missile ability will not show up if you use a lvl up point, if you do use it it doesn't now up on the ability management like with other abilties you can set to for auto use or not
Imperator demo bots is the same as with the above said ship.
SSD shields and hulls confirmed won't recharge when research for hull and shields are done. They stay at the base amount. Even when placed near a repair station they stay the same. I can comfirm this because I sat for 5 minutes hovering over the ship to see if there was any change at all to hull and shields. There was NO CHANGE what so ever. I didn't see any recharge beyond the base set stats for it.
Yet to have run into another minidump... it's probably to early to tell in this current new game since I haven't gotten far in it yet. I'll update and give more insight if anything else comes up
The SSD shields and hull recharge. Since the rate is the same, it just seems to take forever for those massive shields and hull values to go up.
Any attempt to view a Mandator Dreadnaught crashes the game.
What? Ya stupid suestion but im not here to judge. Its in:
C:\Documents and Settings\Username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.15\SOGE 0.9\Galaxy
As for the crashes, I've never seen them so i might check it out. It might be the re-sizing. But i dont see how it hould be. I mean Celestian Bodies mod re-sized all the planets and it works fine.
Right, after extensive testing I am for 90% certain the minidump problem is because of a problem with the pirates. I found it out after I destroyed the pirate base very early on in the game, and has no minidumps at all for the remainder of that match. Since then I have tested all factions playing without pirates and haven't experienced a single minidump. I am not sure what exactly causes the problem, it could be that one of the pirate raid waves that can spawn is bugged explaining why most of the raids happen without problem. In any case, simply disabling the pirates has removed all minidumps for me.
In addition, I have taken the liberty of fixing the bugged research trees for all factions, until Evil releases a fix himself you can download them here (RAR file):
http://www.2shared.com/file/5260007/253cd188/GameInfo.html
Simply extract the files and then copy them into your GameInfo folder, replacing the originals.
Ryuzaki777 updating the maps is great for the people that have problems but saying that is the solution doesn't help me figure out why it is happening in the first place.
for people like Lord Tareq, these types of fixes are very very helpful, it will make newer versions much quicker to push out. Keep them coming (though you might want to PM me a copy of the link so I don't miss it)
What I don't want is pure rebalance fixes for ships at this point. if people want to submit ability/buff fixes or research fixes it would help immensely.
okay I also need confirmation of turning off pirates reduces or removes most minidumps, please report your findings along with the 1.15 vs 1.16 map issue.
hmmm have no clue what I am looking for with that download site for the download =/
nvm figured it out
For those reporting bugs, you guys will probably want to link through our bug tracker
Eville will be able to check off which bugs have been fixed and so forth
I hate to burst Lord Tareq bubble, but I just played a game on a Random-Large(Multi) with 1 of every race and pirates set to inactive, and I still got a dumb after 20 minutes in.
I also confirm without pirates their are minidumps all over. PLayed 1.16 however against all the races at the same time, so dont know if that contributed to it minidumping
Yeah, don't know how much he's played since, but I'm guessing coincidence. I've been thrashed by them twice now after dropping a pirate base. I've been suspicious in the opposite direction, that killing them off creates a glitch...
Edit: The mandator glitch seems to be the only surefire crash. I haven't been able to find and repeat anything else so far.
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