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 will release a patch for vanilla sins before an entrenchment version. I want to get 'most' of the mini dumps out. I haven't gotten there yet, but I've fixed a lot of them.
I noted on a couple of v0.9 alliance frigs that the weapon points seemed to be several ship lengths in front of the models. perhaps, after resizing, the weapon points did not get moved?
So. . . Eville, have you taken a look at my idea?
A simple: "You ignorant cretin, I have no intention of even glancing at your pathetic idea, let alone taking it seriously!" would suffice if you don't think it has anything to recommend it.
Eville is a VERY busy guy he will get to it soon im sure
^I understand (and appreciate) that, I just want to make sure that he even sees it. It would be a shame for me to write all of that only to have it not considered because he scrolled down too fast.
The biggest issue with resupply systems is that the AI has no idea they exist, and will always operate as if it has normal AM regen.
^That actually may lend weight to using culture instead of "supply depots" becuase the AI could regenerate antimatter in friendly space whether it wants to or not.
Is there a way to increase the importance that the AI places on culture? If there is, wouldn't that go pretty far towards solving our little dilemma?
I took a look at it, but I don't know if it can be done and there is next to no way to modify the AI at this point.
Ah. That's too bad. Thanks for looking at it, anyway.
@EviliroN - please make a bug report so Eville can check whether there is an issue or not
http://warlords.swrebellion.com/mantis/
ok evaders, and...
What about checking here in gameplay.constants:
playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 5 BuildModuleCivilian 6 BuildModuleResearch 6 UpgradeResearch 8 UpgradePlanetArtifactLevel 5 UpgradePlanetPopulation 5 UpgradePlanetInfastructure 5 MaxBountyBidCount 6 UpgradeStarBase 10
to the best of my knowledge that dictates what the AI builds, not how it uses it. until ironclad relents and puts a LUA or similar scripting engine with hooks to the AI we won't be able to actually modify the behavior of the computer players or alter the actual gameplay logic
right now what we can really do is tweak the constants in the formulas that they have exposed
A good analogy would be like Ax^2 + bx +c we can set A B and C as constant floating point values, but we cant make them variables dependant on runtime parameters and we still get a quadratic response. (same goes with abilities we are given preset functions that we can add to a list with a limited control of the parameters they can apply or what they can apply to.)
Thanks for this awesome mod. I have a question and suggestion.
What do you plan to use as SW faction's starbases?
I think Deathstar suits well with Empire(able to move like Orky, with planet bombarding lasers).
I am really looking forward for any updates...goodwork, Eville!
we have already established a death star will be hard to do
hey for some reason whenever i try to use this mod the game freezes and when i push like escape the game crashes with no explination. anyone know what its going on or have any idea how to fix this? if it helps any i use windows vista.
Is this in the middle of the game? These are minidumps and Eville is working on them
If this is actually trying to activate the mod, check what version you are using. It needs to be v1.15 or higher, and not using Entrenchment
i am using v1.15 but i have no idea what it means to "not using Entrenchment"
Entrenchment is a "micro-expansion" for Sins that focuses on fortifications and defenses. It basically attempts to make turtling a viable strategy.
If you don't know that Entrenchment exists, then it probably isn't a problem with using this version of the SOGE mod.
Entrenchment - ala Stardock's mini-expansion. If you haven't bought it already, you probably don't have it.
We need more information. What are you trying to do and at exactly what point does it crash? Are you trying to use other mods too?
i am only trying to use the star wars mod. and when i click to activate it the game freezes and when i hit space bar or anythying else it crashes.
Impulse download? Or a retail install? Have you tried a clean reinstall? Or redownloading the mod archive?
How did you extract the SOGE files? Where did you put them?
Seems quiet here...too quiet! I guess most of us are just waiting for the next Sins of a Galactic Empire beta version at this point.
It's usually like this. There's nothing much until a release. A lot of "when's the next release" and few people actually reporting bugs. Then it goes silent again.
Silence is golden.
700th post. Keep up the good work.
Samurye
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