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 said, in ENTRENCHMENT... make that a public entrenchment version.
Anyway, its good to see the voices changed!
Then, what about starbases?
This public release will be Entrenchment (of course, you could help in our testing if you want access to the latest code)
Starbases haven't been added yet, I know Eville has a plan for them.
hay i went to dl the mod and it said it was no longer availible.
Join our beta test or wait for the next public release (really really soon!)
You don't want 0.90 anyway, it's minidump city!
Hold on, does that mean there will be no starbases in this SOGE entrenchment version(for now)?
or does it just mean they will have vanilla starbases of standard SOASE races?
No starbase for now i think
Correct - no starbases right now. They will be in a future release. Right now is balancing the ships stats and abilities, getting research working etc.
very close now, just need to make sure there are no random string errors or anything and then do all of the packaging and stuff to release it
again this is for entrenchment and if you are in the beta and get updates through the SVN you will not need to download the file when it is posted, just update and have an even newer version.
I signed up in the Warlords forum. Where can I find instructions to use mantis?
I never saw a forum look like one. Do I simply just report bugs by posting there?
There is a decent manual, mainly for those people who are deploying Mantis rather than users themselves
http://www.mantisbt.org/manual/
It's pretty simple for users, mainly View Issues to find any bugs, Report Issue to report a new bug.You don't have to worry about too much else, just try to give us the most details as possible.
How goes the progress on the public release? I've a couple friends who are firmly in the 'casual-gamer' crowd who have the game but can't be arsed to go through the beta process. Lookin forward to the update so we can get our killin rebel scum on.
Thanks!
It's released!!
Go for it!
Victory!
You guys rock
Okay, I've played for about..10 hours for now. I see that public version has been released, and congratulations. This is my personal thoughts regarding some issues, which are not bugs, so I will post it here where other public users can also discuss.
I tried all four, to see the trees and units, and then hopped in for CIS(I like droids.) and played for about 10 hours in 2:2:2 comp stomp. First of all, unlike the 0.90 version(yes I played that one before..and ended up having ultra frequent mini dumps) this one is VERY stable! I never saw any bugs so far(except that the droid tri-fighter goes invisible when zoomed, which is already mentioned in the post). Truly remarkable!
I also enjoy seeing a lot of capital-class ships which are not really capitals in-game. At first glance, I thought 'what the hell? why did they put ISD as a capital AND cruiser?, but now I am rather happy to play with lots of massive ships. Well, but I think the Icon for capitals and cruisers should be differentiated, right now it is impossible to tell them apart in the empire tree, unless I click them and see for myself.
And that Jabba's portrait as a pirate...that was a very good touch. And planet names. This mod really makes the game look like a Starwars universe.
Oh, and BTW I did found a bug..the direction of CIS colonizer's 2D image when zoomed out is like, 90 degrees rotated from its actual heading. Apologies if this has been already mentioned in mantis...
The down side is, because of the huge gravity well it really takes INCREDIBLE amount of time to manuver. Even structure building is too slow, because the builders have to move so much. This makes the game really, really slow.. and we all know that Sins is not a fast-paced game. Not that I like fast games, but this is just too much..
Another issue is, I think there are too many ships that can attack strike crafts. I think they are much less effective.. I really saw them disappearing very quickly in battle, and ships like capitals are distracted, trying to follow those squadrons, which is frustrating. I think strike crafts should be countered by fewer options.
And buzz droids.. according to the description, there are no difference in the ability levels of buzz droids. Is this a mere error of description?
Plus, I think scouts should be more endurable. They just die so fast, and it is difficult to explore. Lots of ships having the ability to bombard the planet is.. well, I think that makes the game for fluid. I kinda hope that ships will have more specialized roles, though. I really like the abilities of that banking clan' frigate(Munificient?), that is innovative, but I think some ships are just basically cheaper and lesser versions, vs expensive, stronger damagers, which makes some ships practically obsolete when more funds are available.
Okay, that was my early 10-hour impression. I understand that most of things I've mentioned here is basically the same with 0.90, and if this is the team's intended style of gameplay, then I understand..but in my opinion it would be more enjoyable if some elements are modified.
Oh, another question. I saw the concept of 'milking ship' in 0.90, and I did not see one in CIS now. Is the concept dropped out? I see that ships regenerate their anti-matters by themselves now.
Edit: I also want to add that there are too many researches in military tech right now. I think making them similar to Distant stars or mad scientist Mod(like, making the upgrades have more levels), and reduce the numbers of them would be better.Or move some of them like hull reinforcement to defense.
Another Edit: I think some CIS capitals can use some voices from the movies, like Grievous's or that Trade Federation viceroy's. I am not good at it, but I might try to record them via softwares from the movies, if you want. Gotta finish my semester first,which ends next week, though.
gikane thanks for the feedback
a few comments
ship zooms and icons are being reviewed
the tactical icons rotate based on which direction you look at them, there wasn't a better way to do it it, but there is no up in space so it's fine
I was thinking of changing the build rate multiplier that is in the game start up options, that should improve things a bit for people that want a faster paced game. The gravity well size IMO really makes you think before sending ships around. I am looking at some other concepts that would make this make more sense.
strike craft and bombing targetting is being reviewed, though I am suprised you are having trouble keeping your fighters alive most of our testing indicated that they were much more effective vs each other than vs other vessels. (I think the fighters are doing their job in other words, rather the larger ships taking them down)
scouts will be adjusted, we just recently changed their behavior
the cheaper ships may not be as useless as you think, because of how the damage and shield mitigation works in the mod you might find that small frigate swarms can be overwhelming vs single larger ships.
the research is still under review, but a lot of the reason there are so many is that they have different effects and different entry points so you could upgrade armor without changing ship hull points for example
Weapon effect abilities don't display the percentage chance for taking effect. The level 3 version of buzz droids takes effect roughly twice as often as level 1.
Hey guys i'm having a bit of trouble downloading the mod from Filefront. Whenever I click on the link it takes me to Filefront and I begin downloading the mod however, after about a minute of downloading it abnormally terminates the download and declares it complete with about 15mb downloaded. I have run a virus scan and its come back negative ( i'm running another one now ) I'm using Microsoft Security Essentials. Has anyone else experienced this problem....is it me and my pc or is it the download?
I think it is file front being overloaded, I just checked the download and it died at 30%, it worked fine last night and I know other people are getting it. It could possibly be your connection with your ISP but unless you have problems with other sites timing out then it looks like it is file fronts servers being loaded down (despite what they say)
I'm uploading it to the stardock site now as a mirror, but it will probably be a few hours as it is going very slow.....
yeah i was going to say when i dl it it says unexptected end of archive
and i have tried twice
Thanks guys.....yeah, I downloaded SGgalaxy from Adrive without any problems so it must be Filefront ( thanks for uploading it to another site Evil...I'll download it with joy when your finished ). That's what it tells me as well ant77man.
Thanks for your hardwork Evil....I must say however when I read that there would be no starbases in this release I was a little disappointed but, to have the chance to play as the Empire, Republic, Alliance and Separatists is priceless!!! Thanks again.
The advanced defense structures are pretty starbase like. A Golan 3 is one nasty little bastard unless you have siege weaponry or a super capital to deal with it safely.
well stardock barfed on the upload, but filefront seems to work now, so I'll try to find more mirrors in the meantime
well i tried the mod and you guys did a good job. the only thing i would bring up i believe it was already said, and that is the gravity wells are way to big.
It downloaded when I first got it. Good job, 450 downloads already. Amazing
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