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
Hi,
Having tried out your mod with a few medium-sized games against three or more Hard AI, I can say that this mod is well put together, contains high-quality models and is very exiting to play. I have, however, noticed a minor gameplay thing that was not mentioned in the "Known Bugs" section of the OP, though it may have been noted at some point in the past 40 pages (that I haven't read all of)-
My main problem was with ships like the Venator I (republic crusier) and the CIS cruiser-carrier. These craft, though combat oriented, are difficult to combine into fleets with other combat classes due to the way the SINS engine treats non-capital vessels with the colonize ability- namely, that they are automatically selected separately from combat craft. This means I would have to have a separate fleet just for Venator I's, or just for the CIS carriers, which is a tad bit irritating, but less so than trying to get a mixed fleet to stay together (first time selecting the fleet grabs only combat ships, selecting again immediately after giving only the colonize-enabled ships, third selecting only the combat again, etc.)
EDIT: I just realized that I never mentioned I'm only using the publicly availiable version, not the beta SVN. So you might have aready delt with this or decided it was working as intended.
EDIT II: also the rebel mc80 SFRS, which is really a shame because it is such a wonderful combat crusier. EDIT: Actually, this one seems to work. I tested the other two first, though- they don't. At least I don't think they do. It seems not to be the ability itself but of some other flag that I, not being educated in the ways of Sins modding or file structure, am unaware of.
My big quesiton is, will there be more improvements on the AI? When i first played the game i built three Executors and went into enemy space. (they were on hardend AI) and to my surprise not only were there few defenders but all their ships were still only crusers or light capitals. I even tried a game with them as a hard researcher and still same resaults. It is a good game but not too fun if i can just make a few ships and destroy them all with no effort.
AdmiralTeridoc do you mean the acclamator I and the Trafed carrier? (the venators should not have any colonize) personally I like the fact that they are seperate because they really don't belong in the first wave of a fleet operation, they would get murdered. Defenses need to be eliminated first. I usually use the quick groups (1-9) to move ships around anyway so the selection issue is only a problem right at the beginning when you have at most the local defenders to deal with.
GimpyChris: I'm sure hoping we can do some things to beef up the AI, though we've been trying to get them to use defenses more and it is failing miserably... I'd really like to make the AI harder to kill on its own turf. IMO the attack strength seems okay between normal, hard and unfair, but the defensive strength is completely screwed up and the AI just doesn't like playing with us.
Thank you sir, I just played a match with an unfair researcher and i was actaully overwhelmed in terms of attacking, so perhaps I was wrong in my orignal statement. But thank you again for such a wonderful mod and keep up the good work. On behalf of the United States Air Force,
good day sir
hmm which race were you playing against? I am curious if the attack scripting might be broken for some races but not others.
I was playing against the Rebals as the Imperials at first. Currently i am Republic facing the CIS and in this game they have me cornered into my last colony. THey are using SBB classes to overwhelm me. Quite the challange to withstand the slaughter
Im probaly missing something, but could someone tell me what ship the Empire uses to colonize planets? I cant seem to find the option to do so.
Great Mod though, I love how Star Wars Fits with SOSE so perfectly. My only issue with it is the scale of the ships and stations, shouldnt they be bigger? Star Wars ships and stations usually are Massive.
The scale was changed to fit a large number of ships in a battle. Perfect for Star Wars, not so much if you're looking for "true universe" realism ... but it is all a tradoff between gameplay qualities and realism.
Hey, do you guys still need help fixing the abilities and... text and icons 'n stuff? I'm just going through my download fixing whatever I find; but idk what you guys still need done. Great mod by the way!
anteachtaire for right now if you can post descriptions of your fixes on the mantis bug tracker we can take a look at them, make sure you don't duplicate items that are already there, and report one item per bug so we can close them out individually.
The abilities need oodles of balance input, of which we're getting... zip.
Either I'm perfect, and got them just right, or people are in love with the cheese or something...
lol, 's like goat cheese! Ok so I'm on the mantis tracker page, but I'm thinking the version I'm using is out of date (seems like it says alot of the errors on my version are fixed...) I signed up to be a tester a while back, but whenevr I try to dl files it says they're no-longer available.
EvilleJedi, I havn't downloaded the mod yet, but I was looking at a few screenshots, and have to say when this is finished I must get it. Out of curiosity, are some of the skins of these ships modeled after those used to upgrade skins in Star Wars: X Wing Alliance?
Version 1.0E is about as finished as it can be, granted there are bugs and stuff will be improved upon, but it is considered to be the release version. Everything beyond it is working towards a version 2, essentially an expansion pack
I believe the only ship that uses any upgraded models or skins from xwing alliance is the alliance bulk cruiser which I got specific permissions from that author, TBH most of the xwing alliance upgrade artists are very protective of thier work and do not share it, with good reason as I guess a lot of them have been burned by others stealing thier work. The reason my models are freely availble is that I didn't want to have the same thing happen to me, so it was just better to make the entire catolog availble to anyone with enough brains to convert them.
Get access to the current development version by applying here
If it's marked fixed, then it's here!
I just played this mod, and I love the models you have in game, I love this mod.
I see there are 41 pages of posts, and I tried a search, so if this has been covered, please forgive my noobness.
The only issue I had with this mod... is colonization. None, at least what I could tell, none of your ships in the frigate factory menus, tell which vehicles are used for colonization. I actually exited the game, and read in the forum description which ship I needed... I really had a tough time with it. I finally figured out which ship for the empire I was supposed to use.
Another... at least for the empire, I had to guess by reading the descriptions which ships I had to build to have squadrons. Before building the executor, anything I built didn't have any, except the single ship I built for colonizing. Seems to me just adding a few words to the build menus would make things like that less of a problem.
Again, sorry if that had been addressed before I really had a good time with your mod.
Is anyone else having a problem with the filefront download. it keeps stopping after 11Mb sometimes a little more. Ive tried restarting etc. Cant think of any reason why the download finishes itself before all 220Mb's have been downloaded?
Are there any alternative download Sites?
Sorry if this has been mentioned before but i dont have the energy to search through 41 pages
Edit-: Managed to get it completed using firefox instead of Internet Explorer 4millionth Time lucky.
Definitely use Firefox. Some of the descriptions were made before the abilities were set.. if you want to help, please suggest what needs to be changed
I have to apologize for not downloading this Mod earlier. I am absolutly loving this... except for one thing.
The only problem I have is why does every frigate, no matter what race, cost only 2 supply points? This isn't right... some of the more advanced or heavier one should cost more. As it is you get just swarmed by little ships... way too many little ships. In Regular Sins.. vanilla or entrenchemnt... a light frigate should be around 5 supply points... a heavy more like 10-15 (aprox... I don't have the list right in front of me)... but you get the idea...
Other than that I think it's quite well balanced... and a hell of a lot of fun!!!
Some of them do cost 1 point, typically scouts.
The frigates get raped pretty bad compared to the cruisers, a bulwark might be 12 points, but six of even the best frigate aren't going to kill one, not even close. The ones with a nice ability have their niche role, but most of them are just easily massed distractions, not a serious threat.
They pop a lot faster than you'd think in combat, and there's not a damned thing you can do to keep them around. There's a lot you can do to keep the heavier cruisers alive. I have found myself thinking a few more of them need knocked down to 1 point though. The only way to get them worth more is to rescale the game and multiply the usage by five or so and give them room to shift.
Ok EvilleJedi, I got it.
Awesome.
I apologize if this has already been covered (I can't really go through 1000 posts heh), but are the models incredibly small or have you increased the size of everything else? I'm assuming the size difference probably has something to do with making room for the SSD and making the battlefield larger?
As well I'd like to praise you for a few little things, such as using Star Wars Universe planet names, putting in names of certain starships (such as the Chimaera), and having a wide variety of ships used by all the factions using their real designations. I've played mods of various games before where a MC80 would just be called a "Star Cruiser" and there would be no winged variant. Where a Nebulon-B frigate would just be a frigate. I know its not much, but I appreciate the detail. And I could tell you obviously are trying to be as close as possible to SWU ship stats when I saw a calamari cruiser with something like 14000 shield points and only what, like 2000 hull, when compared to the star destroyers that had less shielding capacity but a tougher hull.
Obviously room for improvement, but hey, I've got no real complaints. I don't have the time, patience, or skill to make a mod half as good as this one.
"If you don't like it, make it yourself!"
I like it, and I couldn't make it myself.
Yes, the sizes are scaled for large battles. This is intended - unless there are major reasons to do so, I don't see Eville rescaling things again. It's a lot of work
Eville is trying to keep things as close to canon as possible. Where there are inconsistancies, I'm sure he has taken some artistic license. However, if you see something that is obviously wrong, feel free to point it on on our bug tracker
Thanks for the great praise. I'm sure there will be continued improvements as long as there is support from the fans!
yeah re scaling things was necessary, but it is a huge amount of work because I had to rescale effects and speeds and everything, not just the models and their hardpoints
I noticed when fighters/bombers attacked hangar defense platforms, they would only shoot at one odd location not attached to the mesh. Other ships would shoot it all over though. Not sure if that is fixable, or even worth fixing.
I was wondering, could we have the capital ships and larger cruisers focus more on fleet enhancing passive abilities, and have small cruisers and all frigates have the more active abilities?
Example: for CIS, instead of having an ion cannon and weapons scramble for both the ECM ship and Battle cruisers (forgot the name) why not have the battle cruiser have a close range passive jamming ability that lowers accuracy and range of ships by x %. Then have the ECM ship have a long range active weapon jammer that only jams one target ship.
For the empire use more things like oppression on the star destroyers, and for the Alliance have rally or martyrdom abilities no the MC's
The reason I suggest this is because original sins is all about the strategic level, but by midgame it becomes way too tedious to micro all the abilities on all the ships. With SOGE it's even worse because there are way more ships at play. If we move more ships to a passive ability set up, we'll have more strategic level play. instead of clicking each star destroyer to attack target x, we would be moving fleets into strategic positions.
So far though, I've really liked the play style in this mod. I enjoy have those large ships engage one another. The bolt action weapons are really cool to look at.
OH one last thing. I play this on some specialised maps and it seems to work even better than sins, the only thing I'd like to change myself is hyperspace speeds between planets and stars. Any hints where I could do that?
(I have solar systems with a few planets set up, and many systems, I want to have them jump faster between planets)
most of the abilities are set to auto and the ones you really want to control are on the capital ships, the capital abilities are a lot more effective and the cruiser abilities for the most part are designed to fire automatically, certianly you can micro more if you want, but that's an option not a necessity, I find myself usually moving the capital ships and letting the cruisers do their own thing once they are in the proper area.
in the player files after the research definitions is the hyperspace block, it has a speed you can adjust. you may have to use the bin -> txt command line tool that is in your sins install folder.
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