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
Hmmm I believe Fileosoft has a very high end computer and on the 7DS forums he explained he's able to run the mod on max settings... as you said though about all that other stuff I left out... yes... quite true. My computer... is in the mid to low area, though if the mod isn't huge I'm able to run it on max settings... usually. I just order a new HD and 4 more gigs of ram for it so I might be running it faster come monday
tbh I have very few problems with performance with any mod including 7sins
I have win xp SP3
3.5gb ram (limited by xp32 bit)
dual core athlon @2ghz (almost 3 years old now)
geforce 7900 video card (also 3+ years old)
none of these things are new at all, so maybe it's a vista issue, or an integrated graphics issue, but I run everything at highest and 1920x1200 and I only see any slow down when zoomed directly in on explosions (texture transparency will eat any video card) and with more than 3 AI players at once in larger games (the time compression obviously sees an impact but at 1x time I almost never notice a slow down). I keep my computer very clean from spyware/bloatware and keep my drivers up to date, but I don't do any other extra performance tweaks. I am really curious about the system specs and configurations of people that have performance problems...
I logged in and activated my account but the website is terrible i get erros at evrey turn may someone send me the download link via private message?
what errors are you getting, without specific information we can't figure out where you are having trouble.
the mod is not being made avaialble by a download link for the closed beta, please follow the instructions in the beta test forum.
I'm getting flash errors and page that say don't exsist, I don't know whats going on, and the pages don't load at all if very slowly..
Edit: Nevermind i got it to work and I'm already signed up
Heh... I have xp as well,
right now I have 2 gb ram (soon to be 6)
AMD Athlon (tm) 64 X2 Dual core processor 5000 + 2.81 ghz
nvdia 8800 GT (I think it's a 512 mb maybe... )
all in all the computer is maybe a year old now... maybe a year and a half. I ordered it's parts and put it together myself... it was cheaper to get it then from one of the other places... and I didn't have to deal with all the extra crap they put on computers. My only issue is the operating system since IT DOES limit the amount of ram your pc uses unless you change the settings to have the computer use the maxium amount of ram it has
lol what?
In regards to shutting down mods: I have no idea where that shit comes from, the worst I have ever done is told people that they have to do their own work, and figure stuff out themselves and maybe warn them about IP liscences that I know have been aggressive about thier IP enforcement (Star Trek, Honor Harrington, Enders game) I have very little tolerance for what amounts to willful blindness, illiteracy and selfish lazyness, but I in no way wish for anyone to stop working on their own projects.
Added a bunch of stuff... faction names, militia names, ship names, star names, planet names...
Lots of good Star Wars stuff
Fantastic job with the 0.95 changes so far. I played for 2 hours straight last night. With the old version, I'd sometimes get minidumps 10 minutes in.
hey Eville-
I have some questions:
1. I am having trouble D/Ling the mod; specifically, I cannot find the link. I have signed up on the Mantis bug tracker and the forums.
2. I know that (in part) I have already asked, but this time I have a slightly different question- Is it alright if I use and possibly modify (or have a very-well-trusted associate modify) the following ship meshes&textures- the Venator Star Destroyer, Victor-II Frigate, Consular Cruiser, ARC-170, V-19 Torrent, and (once I finally get the v0.95), the Eta-2 Actis?
You must post here to gain access
I can't speak for Eville, but I doubt he'd have any issues sharing his models as long as credit is given.
as stated before the beta test is being run through the beta forum on the warlords site and instructions are in the beta test forum on how to get the mod, if you can't see it let me know what you registered under and I can see if the approval got lost somewhere. The insturctions for how to install and configure the svn client are in that forum
just curious what you are looking to modify and why? If they could help me in some way that would be great. otherwise you are free to use the models that are provided in the mod.
I am registered under the same name as here, and I get the following error when attempting to open the page.
[phpBB Debug] PHP Notice: in file /includes/session.php on line 1475: Undefined index: user_id[phpBB Debug] PHP Notice: in file /includes/session.php on line 1477: Undefined index: user_lang[phpBB Debug] PHP Notice: in file /includes/session.php on line 1479: Undefined index: user_dateformat[phpBB Debug] PHP Notice: in file /includes/session.php on line 1480: Undefined index: user_timezone[phpBB Debug] PHP Notice: in file /includes/session.php on line 1481: Undefined index: user_dst[phpBB Debug] PHP Notice: in file /includes/functions.php on line 2604: Cannot modify header information - headers already sent by (output started at /includes/functions.php:3159)
As for the models, I am looking to add a number of new features or changes to the Venator in particular. I am unsure what I could change on the others to make it fit with the style I am looking for.
This is a (very basic) summary of what I am intending to change on the Venator- completely rebuild the twin-bridge system, by lowering it and centering one of the bridges, removing the other completely. This new 'bridge' is now the observation, astrogation, and communications array decks. Alter the primary gun turrets to be slimmer and have closer set, more detailed guns (still laser cannons, but these will be continuous-wave fiber-optic-laser cannons). 6 Laser-cannon turrets (like on the USAF's ATL system) mounted ventrally, 1 super-heavy beam cannon (also mounted ventrally) to the rear of the docking bay, cut down engine # to the four big ones, shorten the 2 longest, add a 1-barrel super-heavy laser turret to the forward deck, but far enough back that a 'mag-rail' launcher for SC can be installed, and have enough room behind it for the fighter lift; exchange the 2 twin-turbolaser cannons on the forward spines with laser turrets similar to the ventral mounts, install 10 very-large missile silos, and 56 small missile silos.
The V-19, ARC-170, and Eta-2 would likely receive much smaller changes, mostly to make them appear to carry missile weaponry, or heavy laser cannon (continuous-wave beams though). The Victor-II and Consular I am unsure as to what I will do with. ATM, I mostly intend to use them as interim models until I can get some of my own.
Also, the associate that I wish to have modify these (I haven't got the slightest clue where I would start) is Thoumsin on this forum, File'O'Soft on the 7DS forum.
Alright I've signed up.
Alright so I've played a game on the beta, and so far I am enjoying it fully with no mini-dumps. I do have a few opinions for you Eville.
One: Movement speeds::: Alright so I think since you've expanded drastically on the amount of tactical squares around each planet that the normal fast movement speed is alittle sluggish, maybe you should think about resizing the gravity-wells again, or speeding up the ships movements more. It would make things alittle more productive for higher-paced games.
Two: Soundss::: The Sound Effects for the projectiles is horribly loud, maybe think about tuning it down a bit?
Three: Engagement ranges::: Ok so with the resizing of the ships comes the resizing of everything else. And in my personal opinion the ranges in which ships open fire, is WAY TOOO much they should be relatively close to each other, as they were during the space battle of episode III. Just something to think about.
P.S.: I have posted two minor bugs on the bug tracker.
1. the movements speeds are actully higher than they were in the original game (and it is effectively five times faster because eveyrthing is smaller, it's just the acceleration that is a lot lower, I can play with it a bit, but I liked how this looked and it gives meaning to positioning of defensive fleets and which hyperlanes to take (adjacent are better than opposite)
2. this I can fix
3. both endor and the opening of EP3 are brawls and they are explained in universe that they are odd conditions and not normal combat. you will find that if you move your ships closer a lot more abilities and weapons come into play. This is done for a reason. Some ships are standoff and fire at long range and some ships are brawlers and get in close. Different factions have different mixes of ships. As I get more abilities in play this difference should be clearer and actually add some depth to combat rather than just throwing everything into one gigantic mess.
Sounds good to me, I hadn't realized the ships speeds were increased, but I guess it's balanced out by the size. So I'll just learn to be patient. .
Thank goodness my ears are saved!
I keep forgetting this is a beta, and mod in progress, my apologies. I was curious if you wanted me to take a more active role in any way I can I'd be more than willing to trying fitting it into my schedule. Otherwise I thank you greatly for this wonderful mod.
keep up what you have been doing, I need more feedback and bug reports (especially after tonights updates are uplaoded, a bunch of ability tweaks)
we've got a lot of testers and not a lot of feedback! I really appreciate those that are commenting on the forums, some of the feedback has helped us make some major progress, but as more abilities are added and ships are balanced out we will need more feedback from our testers. The beta is getting nightly rebuilds that are available on the SVN so if you haven't updated recently do so and see how much has changed. If you haven't signed up and think you can provide us valuable feedback please sign up at the link in the first post.
I dreamt I played this, which is odd because I haven't played this mod since it's original release for vanilla sins!!
Maybe it's a sign I should help out. Hah.
When I get back from thanks giving (Canadian thanks giving this weekend), I'll sign up and give tons of feedback if you still need it.
we should be into a public release by mid november so you'll be able to test all you want
i signed up let me in
guys where do i download the beta files?
i noly have problems with the acceleration. I had a Mandator warp into a gravity well that had some enemy ships bombarding the planet. The ships turned to run, and the Mandator INTERCEPTED THEM because it was able to get up to such a high speed, and over took the enemy ships but kept skidding past them because it couldnt decelerate . All the ships look too small in my opinion, but i might be able to get used to it if i play enough.
Personally, i'd rather just use my awesome republic version of the Executor as a big kill-all ship, not necessarily an interceptor (unless i can ram enemy ships with it and lose minimal HP =P).
That, and, though i'm sure you are already working on it, the icons for the ships are either difficult to interpret or are completely nonexistent. Hard to see what i'm up against, and i once didnt even see an entire enemy fleet in my grav well because their icons were blank lol.
Over all though the mod is incredible. Models and their skins are so beautiful and detailed. I have played a 7-hour game and am about an hour into another game. So far i have had no mini-dumps or bug problems whatsoever.
I commend you on your amazing work. Keep it up guys!
The new beta is for entrenchment 1.4 correct?
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