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
I do prefer playing as the alliance, but i have noticed two things:
1. X-wing squadrons apparently hate me enough to refuse my orders to attack enemy squadrons. Instead, they simply go after that squadron's host ship. i have, though, on occassion caught a glimpes of some X-wings going after enemy squadrons on their own. Now, i know the X-wing is more attack-fighter than pure fighter, but was the balance shifted more towards attack-bomber, perhaps? I'm asking because, when I produce ships like the MC80-HSC, who's fighter compliment consists of X-wings AND bombers, I only produce X-wings for previously mentioned reason...that and simply because they're X-wings.
2.the Mon Remonda, liek the Imperial class IIs seem to have a common issue: Upon jumping into an enemy gravity well they simpy sit there. Granted, any ship that comes within range of the guns gets thoroughly perferated, and the fighters and bombers do launch, but that's it. However, the Mon Remonda does angle itself to face the charging AI and, once all enemy ships are destroyed, does sometimes actually move in to bombard the enemy planet. Now, while I doubt you, Eville, would have given these ships a 'dick captain' program ("you all can attack me if you want, but I ain't movin. You'll get close, but my guns will rip you apart without giving you a chance to even open fire. Why? Because my ship is awesome, and your little bath-toys are just floating pre-debri."(This is what i imagine the program would be 'thinking')), what do you suppose the issue is?
As I do prefer to check and see if anyone else is experiencing the same thing i am.....is anyone else experiencing the same thing i am?
im having exactly the same problems aswell as there not being a y wing mesh at all?
note the 'list of things notto report' up in the topic description. It is a list of issues and bugs already known to Eville and co.
But yes, there aren't any meshes for the y-wings, ARC-170s, and various other strike craft.
EVILLE, PLEASE READ THIS
I am quite well aware that what I now suggest could be interpreted as presumptuous, and most likely displays an astonishing lack of even the most basic understanding of how SoSE works, but I would like to suggest a rather large change to the basic structure of this mod. In short, I would like to see culture become the most important feature of this mod.
To my knowledge, culture percentage can affect ship stats in the form of shield mitigation, and I am presuming that it can affect other stats as well. If this is not so, than just stop reading this and have a good chuckle at my expense. All I know for sure is that there is some kind of boost “in friendly culture” for shield mitigation. It would be best for the purposes of my argument if this boost was proportional to just how friendly the culture is, instead of being a simple true/false scenario. I know that capital ships, at least, have a culture spreading and a culture repelling affect, and I also base some of my ideas on the assumption that this affect can be applied to frigates and cruisers at will. Assuming these things, I now make my argument.
I came to this view as something of a fanciful epiphany, but become more and more convinced that it could work as I think on it. Currently antimatter recharging is accomplished by placing ships near logistics structures. This is a noble attempt to represent the need for fleets to be supplied, but is somewhat unwieldy and forces an unacceptable amount of micromanagement on the player. If culture percentage can affect any stats, then I suggest that antimatter regeneration be directly related to the culture of the gravity well a spacecraft is occupying. This means that your ships will regenerate antimatter in friendly gravity wells or (hopefully) in enemy gravity wells penetrated with friendly culture; giving them a significant edge in combat, and (if culture bonus really is proportional to the percent of culture) that the effectiveness of fleets fighting for the core worlds would increase as maximum allegiance goes up nearer to the capital. This could also be used to make the game more challenging for large empires, with poor logistics at the end of long supply lines, and give smaller defending empires more of a fighting chance.
(Note: I’m pretty rusty on my Star Wars lore, so feel free to criticize me on my characterizations of the factions)
This culture-based antimatter regeneration offers a range of new options to differentiate the factions. The Alliance could gain greater boosts from friendly culture and have more effective propaganda spreading, this giving them more of a guerilla feel and forcing disproportionate responses from other factions in order to deal with Rebel propaganda, thus tying up resources that would otherwise be put into world-conquering fleets that the Alliance really shouldn’t be able to match toe-to-toe. The Republic could gain similar advantages, just to a less degree. The CIS could be something of a middle ground, with some mildly-evil tendencies balanced out by their fighting the oppressive Palpatine Republic. The Empire, of course, would need the most culture support to operate and be extremely susceptible to enemy propaganda, allowing you to make the Empire’s ships qualitatively and quantitatively superior to everyone else’s, but still balance the game. That brings up one of the greatest benefits of using culture more actively: It adds another way to balance out the factions. All cries of “but the Rebels could never beat the Empire in a fair fight!” will be forever silenced because they won’t have to; they’ll just make the fight unfair.
My second assumption, that any ship can spread culture, is actually quite crucial to this culture-based game working effectively. If every single ship in the game can give a differing amount of culture repression or support, than this system could actually be workable. The Alliance propaganda structures could be very effective while their ships could have very little culture repression and a culture boosting affects, this determined by their power; on the other extreme the Empire’s propaganda structures would be nearly useless, especially compared to their incredibly intimidating and reassuring battle fleets.
This in turn allows for an indirect warfare where scouts lighter ships may actually make a difference. You could send in cheap units in preparation for an attack and weaken the culture of your enemy with their presence. This could give rise to entirely new strategies; such as sending cheap, fast ships to weaken the culture of the core enemy planets even while dealing with their border fleets on outlying planets.
EDIT: I almost forgot this, and it's pretty important.
If your fleets really have a cultural punch, then you could gain control of a planet without having to bombard it into slag. This would give a more profitable way to take over planets for those willing to spend the time, and could simulate "surrender" and stop you from having to have the Alliance indiscriminately bombard civilian populations. This might even allow you to do away with bombardments completely, with “invasion” abilities injecting a large amount of your culture without damaging the planet (if you can code that into an ability). You could still bombard planets at need, of course, but it would no longer be the only viable option.
Thank you for reading this far. I apologize if I have wasted your time with my idea, or if what I propose is simply impossible, but I think that it is worth considering.
Freaking cool idea the question is if its possible
Thank you; and yes, that is the question. I would like it if someone who knows the answer would comment.
so in 0.9 you guys made the "Super Capitals" extremely small??
does anyone have 0.75? i mean anyone, not just the devs
Hi EviliroN, it isn't that the caps are made smaller, it is that the scale of all ships is reduced. So, SSDs are still many times larger than Star Destroyers which in themselves are much larger than cruisers.
It really works out better this way for 2 main reasons. Ship sizes look more 'realistic' (ie, less ridiculous) compared to planets and grav wells. Also, ship pathfinding works much better now compared to when ships were oversized.
Yeah i completely understand why you guys did it. it makes total sense.
i just have a mod i play by myself, that i made, and i use a couple of your meshes.
i thought 0.75>0.9 would have better textures or updated models or something, so
i just copy+pasted without even checking. all is good, found a 0.75 floating around somewhere
thanks
Culture is true/false in terms of bonuses as far as I am aware.
I don't think capital ships can spread culture 'natively' but you can add a passive culture spread through an ability if you so desired.
^Thank you for commenting.
True/false isn't very good news, but my scheme could still work with that.
I could have sworn that capital ships had a "native" culture spreading effect. If it turns out that they don't, would it be possible to give ships the effects of culture hubs?
Capital ships have a natural ability to suppress enemy culture that varies with level, but they can't create culture through that.
And yes, you can make a ship a culture hub through an ability. (You can make it a 'hidden' ability if you use the fifth slot added by Entrenchment.)
Ah, suppression. That could work.
It is incredibly convenient that the next version of this mod will be for Entrenchment. I like hidden abilitites.
I just downloaded the mod and the 7zip thing you said you needed. I put the 7zip file in the correct mode path for Sins and when i go on Sins it shows up as a mod but doesnt do anyhting. How do I work the mod for starwars?
By the way this is the first time i have done this
is there going to be anymore versions for non-entrenchment, such as one with complete models, textures, and everything else.
some one plz help
Sloth, you need to extract the .7z file. (You can use WinRar for this if you don't get 7zip.) It should create a SOGE directory. Place this directory in your Mods - 1.16 directory.
Make sure you are starting normal SINS and not Entrenchment.
should i click the 7z for mod on Sins to make it work?
plz im am novice for this kind of stuff i sort of need step by step
Look at the main post.
You need to either extract the 7z file to the correct directory, or you need to extract the 7z file and then move the SOGE folder to the correct directory.
i did that then when i went in game the mod showed up as SOGEO,a and when I enabled it nothing changed
You may have a double SOGE folder (if there's a technical term for this, I don't know it). When 7-zip extracted mine, it put a SOGE folder with all the mod info into another folder named SOGE, so that the game wasn't able to understand what it was supposed to do, since the mod folder that it was told to access didn't contain any properly named files.Just make sure that you don't have a double folder, than the mod should work if you have 1.1 or 1.11 (hopefully)
This from the first page.
nope still doesnt work and still says the folder's name is SOGEO
If you've done this correctly, you should have a folder in
Mods-v1.16\SOGE
within that folder, you'll have the folders
GalaxyGameInfoMeshParticlesoundStringTextureswindow
There will be at least one more release before Entrenchment. I don't know if Eville intends to branch and work in parallel with a non-Entrenchment and Entrenchment version.
There are many great features available to you once you register, including:
Sign in or Create Account