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
we are wroking on getting an entrenchment release out at the same time, but we are also rebalancing again to make sure the research and abilities work better, that's a major part of the delay
I've gotten Entrenchment (thanks again Yarlen!) but haven't installed it because I am more interested in having the mod work properly. Once you release your never version, you can count on me to spend entire days play testing it. I have plenty of time to do so....gotta love being laid off!
Sorry to hear that.
And Para, when you install Entrenchment, it doesn't install over Sins, so you can play vanilla sins or Entrenchment while Entrench is installed
Hell yea!!! it better have a death star, i swear!!!! and Red Team Go on the one for entrenchment HUH
Lol, thanks John! How've you been these days anyway? What have you been working on lately?
As for being laid off, it gives me time to enjoy life and relax for a while. No kids or wife means I don't have money worries. Also, keep in mind that I am Canadian and we spend tons of taxes on things like Employment Insurance...I can go another year without working and still get 60% of my last job's wage.
Gotta love living in a semi-socialist country!!!
for some reason the mod doesnt work with me
i dnt get any minidump messages or anything like that but it simply doesnt let me play the game i go onto new game it doesnt show any maps for me to select
does any one know what could be causeing this
any help would be aprieciated
v1.15 will not show maps other than the small one. You'd need to upgrade to v1.16
we are shooting for the entrenchment release and an update to vanilla to be around when the new patch comes out, hopefully in two weeks (if IC is longer on this then we may release it in two weeks) no garuantees though
Check my post on the top of page 22 to find out how to fix this.
HI all... a couple of things in Requiem 2 that might be useful to SOGE:
Finally, I'm working on a Death Star mesh/texture. I'll post a separate thread in a while but if anyone else is working on this just letting you know and I'll be posting a thread with the mesh/DDS model I've been working on.
Thanks for the Karma Para
I've been doing pretty good. I got a job and a new computer with a 4870. As far as Sins goes, I've been playing alot of Entrenchment online with my friends and making maps for it. I also delved alittle into particle effects and been helping alittle with the Battlefleet Gothic mod (testing, support, and semi texturing). I still mostly play TF2
And don't forget we're becoming more and more socialist, not that it's a bad thing (if anything, the market got more free in the few past years and went out of control and caused this "recession")
Hmmm, JasonFJ has a Death Star model mesh available for download. Seems he doesn't mind others using it as long as they do some work on making it better.
wait, are the vanilla factions also available in games iwth this mod?
yes, though they are unchanged, so they really don't present a threat to the larger alliance and imperial capital ships.
Eveille and team,
Just finished a few hours of playing with this mod. I have to say it is simply outstanding.
I can't get over how much better the details are on the star wars ships vs the original game models.
Quite frankly I didn't expect the engine could support such fantastic detail. Well done!
Irondclad modelers should sit up and take notice at your work.
I absolutely love how you nailed the miniscule scale of the fighters. They are as small as nats when next to the ships as they should be.
Too bad the scaling is a little buggy. I am sure you will fix that.
suggestions:
Not sure if this is technically possible but it would be nice if you could slow down the fighters speed so they don't move around like hummingbirds when they are hanging out at their motherships. I also think it would be ideal if their speed could be slowed down by a factor when in actual combat.
Also, not sure if it's possible to slow down ship's movement when they are in firing mode so that they appear to have a more epic feel to the fight. You know like lumbering giants. I realize this is probably to tricky to pull of as it could slow the game down way too much for the impatient.
When the ships are not fighting but chasing or transiting then they could keep the speed fast. Not sure if this is possible with the engine.
Anyway great job! Talk about breathing new life into this game.
Hey um i'm running sins 1.16 i hav entrenchment 2, but every time i try 2 build a mandator as the republic, the crashes it has also crashed once just randomly about 10-15 mins in. Any help would be appreciated
The mandator model is bugged. It will always crash the game, there is no workaround.
Well you could change the model to something else, but in that case you might as well build Praetors.
Besides that, this one amazing mod, my favorite ship would hav to be the Venator; Its AWESOME
any idea on realese date for the entrenchment version??
Never mind. I fixed the hummingbird fighters myself. Anyone snooping around the .entity files should try these numbers on their fighters and bomber files:
maxAccelerationLinear 30.000000maxAccelerationStrafe 10.000000maxDecelerationLinear 100.000000maxAccelerationAngular 9.999992maxDecelerationAngular 99.999985maxSpeedLinear 270.000000
It's basically a reduction of a factor of 10. Now the x-wings glide and turn by the bigger ships just like they do in the movies.
I was surprised to see how easy it was to fix the missing alliance bombers. Now I have proper B-wings showing up in my hangars vice the sins bomber models on some of the ships.
Really hope the a-wing mesh file can be fixed. It really breaks the immersion seeing jumbo sized A-wings next to tiny but correct x-wings.
Oh and I highly recommend to all to integrate the fantastic explosion mod that's available. It took me about an hour to figure out which files I wanted. Now I have fantastic movie like explosions in this wonderful mod.
Holy cow talk about star wars nirvana. I am as close as I could possibly hope to recreating the coruscant battle at the start of episode 3.
Thanks Eville!!!!
Hi I just DL'd your mod. However I am having trouble installing it . There's no appsdata in my user folder. I have tried to manually type in the extention given to me by the game itself. For some reason there is not ironclad folder or mods folder anywhere in the Sins of a solar empire folder. I am running it on vista and dl'd it from stardock. Could either of these be the problem?
Thank you
you need to go to control panel , then click apperance and personalization, then under folder options click on show hidden files and folders , in this window click on show hidden files and folders and then hit apply. you should then be able to find the path.
it worked thank you very much
Aargh. Most. Have. V1. Now.
Hope the entrenchment adaptation is done soon! One thing though. I noticed that the imperials were behind in cap ship count. Any real reason? Anyway this mod is excellently done and makes me very excited for future versions.
Edit: A good SSD counter for the alliance would be a viscount class star defender. Problem is that the viscount is New Republic. Sigh. Seeing some New republic stuff would be cool.
really the only good counter for going against an SSD is a large fleet
really trying on getting an entrenchment release out, but there are some aspects that are not cooprerating with files causing minidumps that weren't a few days before (and going to the backups doesn't help) argh
Yeah, I would tend to agree that the SSD is a bit tough, but if it weren't then the game wouldn't be remotely realistic - besides, the Alliance get a huge bonus as their smaller ships are much better than the Empires.
BTW, EJ, I've added some new files and fixes on Mantis. I haven't seen you check it out lately, but I figured out why the Alliance is always crashing if you didn't fix that already, and I made the local militias a lot tougher. See the following threads:
http://warlords.swrebellion.com/mantis/view.php?id=340
http://warlords.swrebellion.com/mantis/view.php?id=345
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