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
Still checking in from time to time to see how things are going. I'm amazed at EvilleJedi's dedication in squashing each bug one after the other.
I just wish the bugs I am running into weren't complete show stoppers, I'd love to have little bugs, not minidumps from what should be minor changes...
Some of the folders like to hide, typing in the path manually should work, make sure to put in your version of the mods folder in the <version> area.
When i try to play this mod the new races dont show up when i activate the mod... did i mess it up or mis-install it? please help
well when you unzip a mod, you always have to remember that there will be another folder Within the folder. Usually all you need t do is just extract that folder from the original.
one more thing. I dont know if the OP says this or if it was said in another page, but did he relase a 1.03 version yet?
mr_blut3d I have not seen a entrenchement version of this mod, and I read all the mods just to see what is happening, and offer what little help I can, but there are NO significant alterations from 1.15 to 1.17 beyond the numerical changes, so the mods should work in 1.17 which all genuine sinners will have, or can easily update to.
harpo
I haven't had any minidump problems even 5 hours into a game but one of the people I play with online has minidump problems about 20 minutes into a match.
I have
Core i7 @ 2.66
6 GB ram
4870 Graphics Card
Vista Ulitmate 64-bit
My friend has
core 2 duo (Don't know clock speed)
2 GB ram
Nvidia 9800 GTX
Vista 32-bit
Also I'll leave a fun pic because I was bored.
If you are looking into getting Republic/CIS working with the stock races, you may want to see if JasonF is working on that with the Star Wars: Requiem mod
I have a save where it crashes pretty consistantly within about 5 minutes of loading.
http://www.mediafire.com/download.php?mwimenjiydn
I was goofing off in a sandbox style thing with all settings set to fast and pirates enabled. It crashes when I was bombarding the volcanic planet where I had my 3 ISD heading or within 5 minutes of loading.
if anyone wants to do some really heavy duty testing on the new version I need some help tracking down crash issues (seriously don't ask for the new version unless you are willing to dig into the files, modify stuff and figure out want it causing the AI crash issues, it is quite unplayable until I get this fixed)
PM if you think you can help
Dang Eville that sucks.Done give up man I really wanna play this mod for entrench.Been waiting a long time for you to finish your master piece.
The crash issue has to do with the pirate raids. i get dumps anywhere from 2-5 pir8 raids in the game. All dump just as soon as the raid launches. We had the same issue with SoA 2. Check your pirate raid strength compared with its fleet size. Make sure they match up. Contact Darkshimmer he is the one who fixed the SoA 2 pirate raid issues. It is best just to make the mod pir8 raids match the original sins pir8 raids exactly in galaxy def, and in the player pir8 entity.
For players it is best to disable the pirates until this can be fixed. I had no crash issues with pir8s disabled.
Is this still alive?
I was wondering the samn thing too? Anybody home?
Yes, Eville Jedi is working on the last prevalent minidumps. That's why he's asking for active testers with Sins experience to root out the problem. Until those get resolved, he won't release it for the general public.
once the minidumps are resolved a version for entrenchment will be rolled out very quickly, just need to solve minidump problems...
Yeah! I hope that the next version of the mod will be released soon cant wait But take as much time as you need, i'll be waiting patiently ^^
4 Executors!? This mod really needs to limit the amount of SSD's you can pull out.
I just downloaded this. First, great job with ship design!
But I have had two glitches:
Both involve the Imperator Star Destroyer (haven't tried this with another).
First, it doesn't regain anti-matter unless near a sun or a capital ship factory.This is very annoying in battle.
Second, the Demolition Bots upgrade doesn't work. When my ship leveled up, I clicked on Demolition Bots. But it didn't give me the ability, and I wasted my upgrade.
I've noticed on the Demo Bots&Cluster Warheads abilities the upgrade doesn't work. I think it is because the require a research that isn't present.
Also, I found two bugs a little while ago while playing it using the debugger. 1. The Republic Mandator has no right-side weapon hardpoints, but has a target bank & damage in that direction. 2. The Republic Praetor has too many bombing hardpoints.
The Anti-matter is not a glitch it is designed so that you must recharge the reserves before combat, as to make the ships a bit more realistic. Yeah the research isn't present, so the abillities don't work.
well i've wasted a lot of time trying to squash the AI crash bug and find out that it is simply a matter of poor documentation on the part of IronClad, see here for more. This means progress on the actual mod can start again....
https://forums.sinsofasolarempire.com/363106
awesome, cant wait to see this mod reach completion
My guess is that you take them back to the factories, as those have an ability on them that recharges AM.
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