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 didn't think there was a way to fix it
My MC's are still getting torn up. I had to call in the Super Caps to fight against the AI when I'm the Alliance. I think it might just be that the alliance requires more micro management, which I absolutely hate. I'll keep playing and see.
Oh and funny thing happened, i sent a SSD to a planet that had 2 ion cannons on the other side of the grav well, it moved 2 inches, then couldn't do ANYTHING, unfortunately it was turning and rotating (wtf?) so it never even moved an inch, all the time being under the effects of ion cannon.
Try turning off autocast on some of the other abilities.
The diplomatic cruiser should be good on antimatter, but volley fire and ion volley running at the same time will wear the other one down before it's shields drop. The cruiser versions are in a really bad position that way. They will rarely, if ever, have enough antimatter for a shield restore when left to their own devices. It's a 200 antimatter use on ships with 250 antimatter total. In a heavy battle, you've got time for one, maybe two other casts of something before you need to save for backup shields.
First time playing was amazing. I started my game up a second time, except this time there was no sound. I restarted my computer and there is still no sound. All the sound options check out. Im not sure whats goin on and if anybody can help it would be appreciated.
I get the same thing but with interface options. It's odd and it only happens sporadically.
hmmm interesting bug, I checked to see if there were any unreferenced sound files, so I'm wondering if it isn't a SINs bug in general
I think I've had it happen in original Sins before, but not for a long time. Could be when loading very large saved games. That's when I usually experience it.
Just downloaded your mod and played through a multiplayer game with a couple buddies. Absolutely loved it, I can't imagine the amount of work you put into it. Afterwards we all compared notes about the mod and there was only one universal complaint.
All of us agreed the ships seemed too small. There didn't seem to be that much of a size difference between cruisers and even the mack daddy capitol ships. We may be alone in this thought because I haven't seen anyone else mention it in the thread though I honestly didn't read through 43 pages Anyone else have any thoughts on this?
Still though, excellent work!
**Nevermind about the re-sizing, I just found a post on page 40 explaining the re-sizing for large battles***
If you do anything else to this mod, add the old republic and sith armada (actually all i want is the sith armada ).
I really want to dish out a couple of those sith interdictors agianist a few star destroyers. btw i dished out 3 SSD on a med sized map with about 40 SD protecting my home star (just the star). Well I had one for each of the remaining stars. What was going through the AI's head must have been something like this..... . Next is what was going through my head.... . go ahead and report my facespam, but i have the right to think rotfl,smile,terminaterthingy,devil,happy,megadrool,rotfl whenever i want!
I'm sure Eville has some models for the KOTOR era. I just don't know there's enough to flesh out two races... and that would match with anything the current races have
the vessel capablilities would be an issue and while there is just about enough to make full fleets, I don't have very many of them in any shape for being used, as stated before the main goal now is to finish off the rough edges on the existing ships and move into the NR and vong
Oh one other issue, not sure if it's been adressed, but flak burst doesnt hit any of the fighters (atleast not alliance or empire ones at any rate)
How hard would it be to just add in starbases using the golem as a mesh?
If it's just replacing the mesh, I could do that for you guys tomorrow and just have them use the current stats.
Hello,
actually im trying to play SOGE 1.0e online. A friend and i give it a shot. everytime he or i want to connect to a game ( from the other ) we get these massage: Your galaxy.scenario file differs from the host. We both use sins + entrechment. Both are up to date and SOGE 1.0e. No other mods.
Quick help would be usefull...
Thanks
Teradoc
EDIT: If we play entrenchment online it works, but with soge on we get these message...
well it seems like the galaxy scenario file is the culprit, one of you send the file to the other, for some reason it may be conflicting (I really don't know why) it is also possible that one of you is using the relase version and one is using the SVN version?
Thanks for your answer, we redownloaded both and it works for us then. We tryed on Ironclad Online and played for 60 min. Very nice experience against humans... Nothing in compare to AI. We had a lot of fun but the speed on IRC was terrible. Lots of lag so we decided to play over hamachi. Just downloaded the latest version and give it a shot. It was like a LAN Party. High speed and no lags and the best of all --- 4 hours of minidump free gaming. We started a new game 2 humans vs 2 hard AI and i tell you there were galactic battles...
We discoverd no real bugs at all. Only difficulty is when you play at a different languange. Sins & Entrenchment are installed in german, SOGE is in english. After a little bit testing we both removed the german.str form the string folder and everything went fine. No string not found messages any more.
Once again : Thank you master EvilleJedi !!! You and your team have done great on this mod. Never again vanilla sins...
Tomorrow we continue on hamachi... For the Imperial Fleet, for the Emperor !!!
Thanks and see you later
-snip-Teradoc
Dude. nice name. Loan anybody an Interdictor lately?
Ahem. I was thinking about capturing ships, because I saw in the "show off your ship models" thread that Evile said that sins "doesn't have a place for ship to ship boarding vessels". So I was wondering, what if one of the directly targeted Ion cannon abilities (not like a volley, but like the vanilla Ion Bolt) also applied the "can be captured" effect found on neutral extractors? would that work? I might have read something about him trying that before and it not working, but I can't remember.
Hmm in theory it is just altering the target filter and constraints of the original capture ability and yes you could do so that it uses a entryvechile to capture it. Then again my ability theories seem to rather go against me then with me .
The problem with that is it might unbalance games, use it on a SSD and you just did 2 things
1: Took out the largest threat to you.
2: Stole the largest, most powerful ship in this mod, for maybe 1/20 its actual cost, and you did it instantly.
for the instant use you could do so that the ability aplies a targeted buff to itself and then the buff will apply the buff to target with entryvechile on bufffinish and give the buff a timeelapsed finishcondition and make the buff channelling. That way it wont be able to use it instantly and you could alter the target filter to not include capitals, then again it might become less usefull.
that is the essential problem, in HW for instance you could caputre ships but you had to put enough capture vessels out to subdue it and then drag it back to your mothership, there is no way of requiring X ships to capture an enemy vessel, you can't base it on health or AM either so having a capture ability is just impractical in sins unless it is a uber capture ability that is highly limited to a single ship
Thanks... I love the Imps... And High Admiral Teradoc rocks. The books are great stuff. Only sad that my namegiver died so early.
Another Multiplayer report:
Today we were 3 Human vs 3 AI ( hard ).Map: 3 stars, 74 plantes at random. One question to Eville: What have you done to the AI ? They rushed us with some much force that it took 2 humans to push back one AI. I played as ipm my buddy who helped me out as rep. The enemy was a rebell. It was quite amazing to see how the AI worked. Flank attacks, wormhole use, defense testing. We had a lot of fun...
Have a nice day
I think it works better on large maps, if you wou;dn't mind taking notes in your next MP game I'd be very interested if you did some scouting early on to establish sight with probes and let me know how the AI progresses
and if the AI is building turrets, that is a big thing that we thought was broken if you can report on that as well I'd be very interested to find out the triggers (we certianly haven't seen it)
Sure i will try to scout around and take a look, in a few minutes we start our next match...
Will report then.
Bye
EDIT: Map: 4 Stars, 59 Planets Triumv... 3 AI Hard, 3 Human, diplo activated. AI is builing defence building. I have seen Missle and Turbolaser Platfroms ... before they vanished * har * . AI is challaning... Many different ships and tactics.
Tomorrow more...
I'm really surprised you got rushed by hard AI on a multi-star map, that's impressive.
For defense, we need to know numbers.
Personally, I've never seen even a defensive AI build up half the tactical slots in a well. They'd get up around one golan, a hangar or two, and four or five turrets by the late game, but never progress more than that. Seeing one or two turrets in a well is the normal broked shit AI.
Hopefully the addition of starbases will make them play better defense, they whore them in vanilla entrenchment after all.
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