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
does this mod work with entrenchment? or just regular sins?
(hopefully i actully get an answer i know i've posted a question twice about 4 days apart on a different forum and still am waiting for an answer )
the current release is for sins 1.16 ... no entrenchment as of now, eville is workin on it ... keep cool and stay tuned ^^
i like to eat chicken wings
abilities and death explosions/debris are the big things I am investigating now.
Perhaps if we had a list of ships, people can go and test one or more ships and report back.
Putting this on a wiki page might be a good idea. As well, testing of all the ship's abilities to make sure they don't minidump either.
didn't mean i had asked about this mod on the other forum tho i can easily see how u thought i meant that...
no my question on the other forum was about it's particular mod
so no i wasn't attempting to rush things or even getting "uncool" i was merely asking if it worked on entrenchment
if anyone needs to keep "cool" it's you hahnholio...
??? Destiny14, oversensitive much..?
HahnHolio was totally friendly and replied right away for you. There is no reason to take his last comment as an insult...he obviously meant it as 'hang in there and keep checking in for updates!'.
one big problem is that the dev exe can catch asserts that are anything short of an empty file pointer, the issue with this is that it seems to be able to survive crashing better than vanilla because of the extra messaging and warning code, I've been trying to use the asserts to track down some issues, but I don't know what is a 1.15 -> 1.16 problem or what is a problem with the mod.
for example this assert
Assert @ c:\gs\main\CodeSource\Engine/Math/RandomStream.h(75)maxV >= minV
not sure how to find this one...
Pirates are definately a problem, so I am going to change everything back to vanilla sins and only load the ship files and see if that prevents the minidumps.
current causes so far can be
death explosions
missing debris
some abilities
pirates
I ran a bunch of massive games with way too many ships in dev mode and I was unable to crash the game ( I mean like 100 SSDs per side with all fighters, that type of massive stress test for as long as the ships survived) so dev mode has to have some additional error catching that is preventing the engine from bailing out and minidumping, but is still not providing a message on the conditions that are causing the issues.
particles and sounds seem to be fine.
Got anything that does a random 1-75 function? I'd bet money on that being the function reference.
I'm not at all sure what that >= references though, V as velocity makes utterly no sense as the minimum velocity should be zero.
Edit: For the anti-matter refueling buffs, assuming you don't intend to stack them, you need to change something around. You can get one of each for a regen of 15.
Edit again: It's a good thing I don't gamble. Randomstream.h should be a continuous random number generator, and 75 the value it had a conniption on. I've no idea what you'd be modifying to get that, but it should be a problem of a minimum value being larger than the maximum.
lmao to paradoxnt Ion Blot statement
Hi EvilleJedi, just listened to your interview at shift queue. Good job!
If anybody else here wants to hear it it, it is at http://www.shiftqueuerts.com/index.php?option=com_content&view=article&id=84:shift-queue-rts-review-vi-return-of-the-qevillejediq&catid=35:news&Itemid=53
In this interview, EvilleJedi elaborates on his vision of Sins of a Galactic Empire. It is certainly worth a listening to.
I certainly like your idea of having capital ships start with their 'abilities' instead of getting them as they gain experience. The whole 'Yay, we destroyed a few ships and now we know how to use these ion canons that have been sitting here all along' never really made sense. Plus, I also REALLY like that these abilities are going to be more like 'tactical power management' choices then 'duct taped' onto the hull extra weapon/defense systems.
P.S. Sorry that I fall under the 'I have ideas, I can playtest' group of contributers...lol.
EVILJEDI I NOW WORSHIP YOU AS A GOD *bows down* i have ten times more respect for you now ive heard your history and what you've done im gonna have to get HW2 now just to play your other mod
wow this is what my friend had to say about the mod
zeta264:"This mod sucks A**, It only looks good. It doesnt play well,The research didnt go well,I couldnt get long range jumps, and the AI spammed too much which made pirates worse."
and let me say i chewed is A'' out
a better solution send him to me so I can put him in a forced labor camp to actually fix the issues.
he will be paid a grain of rice for each bug squashed and 1000 sharp toothed weasels will be set upon his nether regions for any written, gestured, spoken or thought word that is not making things play better.
seriously though, if you aren't willing to improve the quality of it through constructive and well documented bug reports then you really are the worst type of lazy.
thats why im sorry i should be playing more to help ive been busy though
Man i keep getting mini-dumps when i start playing the game i can be playing for 10 mins 20 mins or even a d*** hour but i always get a mini-dump and it always happens WHEN THE BATTLE GETS GOOD!!!! Someone PLEASE help, cause i really need it, stardock only says look in the forum and thats it, no help at all to this certain situation
You and me both buddy. best mod ive ever seen and its the ultimate tease! play then minidump = denied!
Best thing you can do though is play it, see if there is "triggers" that you think causes the dumps then report it to EvilleJedi who provides this mod so we can assist him in squashing the bugs.
God damned I want to play this mod so bad!!
*goes back to testing*
I may have run across another trigger, or maybe not.
It seems that, no matter the distance, when I self-destruct an Alliance capitol ship, less than a minute later it mini dumps.
Other than that, my minidumps have been seemingly random, yet tend to happen during fight (epic and generic) yet aren't consistent at all. The only other corrolation isthat I never minidump as the Empire. i minidump more under the Alliance, then the Republic, then the CIS (Republic minidumps pretty early, though). Is anyone else experiencing the same thing?
I'll play again soon and actually write down the situations so as to be ofbetter help.
I think the scuttle minidump is directly related to bad explosions/debris, I think I've at last got that one narrowed down. I believe the rest are abilities and the pirates.
I've had no problems with the pirates (except with them spamming f*cking dreadnaughts...my poor MC80a and co.). The same goes with explosions and debris. I've been plaing on Highest, high, medium settings (top to bottom) for ships and structures, and highest on planet detail. No elevators, highlighted gravity wells, 'ship mesh highlight', and no colored or deep-space skyboxes....if that helps at all.
Then again...I have been primarily playing on a costum map of 189 random planets around a single star....
It's terribly unfair to them, but pirates are really easy to handle. Just build repair platforms for them to chew on and leave your fleet just outside their target. Phase in right after them and you've got a free meal while they eat through the 25k hitpoint shielded building.
One problem seems to be that "FixedLevel0" abilities sometimes don't work on capital ships, most notably Demolition Bots. Or possibly it is a research requirement problem.
You have to research all the abilities before they can be used
certain ones i should say
Going through the entity files, some of them may be missing. The repair platforms for instance don't actually repair. The tech that makes them available was removed, but their repair ability is still dependant on it even though the platform itself can be constructed.
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