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'm rethinking the antimatter system, the AI works very poorly with it
Just got to say, I hate you.
The current AM system is rather annoying for a fast expansion without building a dozen colony ships, which isn't that bad for the other 3 races, but it costs alot for Empire. Perhaps a very slow regen rate for colony ships, or an ability?
I'm thinking that freindly structures will have a more rapid regen rate buff to the gravity well, this should help defense. and some vessels will have AM recharge buffs for ships around them. all ships will have a slow recharge. I still have to play around with the AI triggers for this to make sense, but essentially it give a defensive bonus to some worlds, but leave lightly developed worlds easier pickings and also allow invasion fleets/revenge fleets an advantage over fleets that are not resupplied.
hi
cooooooool mod. i already played your hw2 mod.
are u planning to implement dynamic movement? it would be cool to have moving ships during the battles...
greets
dennis
One Question though, would having multiple of a ship with the regen buff speed up the rate for the multiple of the ships or, just stay at one steady rate? If it doesn't intensifiy the regen rate, then having multiple ships would only go so far as covering a larger fleet with the area affect.
Well, if it's within Eville's purview, I'm sure a freighter/tanker can be implemented to recharge ships. I would also make the tanker have a huge and damaging blast radius should it be destroyed.
I would probably limit the stacking to maybe two, but also have it only cover an area of the battlefield, so you could put the freighters outsystem, then during a lull in the battle drag some ships back to them to recharge while also giving the defensive player a target of oppertunity, I will ahve to see how it works before I commit to this
dynamic movement doesn't really work exactly right, I've experimented with it, but found it to be more of a mess than anything. besides with the longer ranges and slow turn rates in the mod the dynamic movement is less of an advantage, I am experimenting with some ships having it to fit thier role (smaller frigates dynamic with capitals non-dynamic) again still have to experiment more until I will commit to it.
I will be starting up a beta test of the entrenchment version soon, but need some help in straightening out a lot of things first. If you are technically able (you've done sins modding before or debugged mods) please consider helping out. All that is really stopping getting a mod out is having the files edited, almost all of the graphical work is done! (or at least playable) I am specifically looking for people that have experience with abilities/buffs as well as UI elements like setting up the icon files, strings etc.if you are interested please register here http://warlords.swrebellion.com/forums/viewforum.php?f=598 (this forum will coordinate it)and here http://warlords.swrebellion.com/mantis/my_view_page.php (bug tracker)
I just finished building up the test release for the new version of SOGE
This version has a lot of fixes included and should resolve most of the minidump problems (I have one issue that crops up in large games that I'm going to ask blair to look into.) So I will be sending out messages to those who have signed up at this thread http://warlords.swrebellion.com/forums/viewtopic.php?f=589&t=27668
we will put a link up as soon as we have decided how to distibute it.
this version will be maintained by JasonFJ in the future so that I can work on new ships and fixing mesh and art issues, Hopefully he can add in things like the planets and other tweaks that were in reqieum.
Very cool Eville!
Surprised there hasn't been more responses
This is excellent news....I'm always lurking around the forums.
testing 1.04 compatibility before uploading
coolness
Looking forward to this.
This version is sweet... 4 small games so far, no minidumps. It's very stable.
Eville is adding the abilities - should have a beta release soon
Where/when can I download THIS?
Im Curious if u guys will eventually add a Pirate/Hut/Zann Consortium/Mando/YuzuZong/Sith Empires in the Game cause these factions may prove alot of opportunities in the game
Also if u would add like Timeline races also like OLD REPUBLIC/ANCIENT REPUBLIC/SITH EMPIRE/SITH
yeah please if possible
waiting for the entrenchment beta!
Beta testing has started... reply on the Warlords forums and I'll add you
Yes and yes.. factions like the Yuuzhan Vong and the KOTOR factions are expected, though not in the immediate future. I know Eville Jedi has a number of models he's has worked on.
Registered yet i can't activate my account....
The two races I will be adding for sure will be new republic and vong, after that I don't know how much the game can take (unless they make some significant changes in diplomacy for resource loading and hard capped arrays)
anyway more people need to sign up, only a couple have got both the mantis account and expressed intrest. signup now!
Yeah if you take a look at 7 Deadly Sin's mod they have several races and you have to actually run it on high or lower settings to actually run it without minidumps and the what not... depending on how good your computer is ram wise, if you had a lot of ram you could probably run a game smoothly at full graphics
if i had entrenchment i would be beta testing right now.
Being from the 7DS mod team, i will answer this.
Yes it is true that we do have the empire (and hopefully New Republic) in our mod. However the way we will have our versions/factions (which were originally made by you know who) will be diffrent from here. That way we can have our combo mod and you can all have this plate of awsomeness.
On the RAM issue.
I personally have 8gb of ram on this laptop that i use, but it isnt just abot RAM. processor speed, the videocard you use, even your OS are all intertwined. Even I cant go on max settings on 7DS, yet i can go on full settings for Crysis & Crysis Warhead.
Its all about how the game loads too. Crysis loads on a sereis of levels or chapters, wheras Sins loads everything all at once. While Stardock may say that the attune everything for low end computers, How the Game engine works is mainly for high end computers.
Ok long winded and lack of 1337 speak: Can I Haz Reconz SOGE now?
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