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
Evaders.... you mean that about the NR and YV? if so... OMG! please do tell more...
And on that note.... any idea on the ETA of the next update?
Probably not for a while, you can test the current version in the beta test, however I have a lot of personal things coming up in the next month that pretty much make progress impossible, I'd be really appreciative of some help during this time frame on correcting some of the larger issues with the NR and vong (overall balance, interface and research) please post in the beta forums if you will have time in the next month to work on these types of things.
Well, Star Destroyers, regardless of version are really huge, a Corellian Corvette can fit into the hanger of it
( wierd picture I k now ) but check the corvette
tiny nabula - B frigate there heh
wow, I found the most awsome map you guys can make
Insanity:
But you get the picture, scaling isn't correct, but if it was I guess I answered myself on this pictures, it would be to large to fit in the game.
Just curious though ( ontopic =D ) All ships has different lasers, mostly 3, does this also mean that all lasers have different ranges ? It seems so, but knowing it 100% sure is nice!
Scaling is done within the limits of the game, in order to make for better gameplay. It isn't trying to fullfill true scale, otherwise planets would be really large and everything else is super small. If there is a question of whether it's 100% realistic, no. But I'm sure Eville has done the best he can.
If there are obvious scaling errors, please report them as bugs
As to the map: Star Wars Atlas, nuff said. Someone with time needs to work on it
I know what you are saying, I was merely replying to the guy I know now that you guys or modders already played around with scaling and such, and found this to be the best possible scaling as of yet, and I still enjoy seeing every ship made.
Got me all back to Tie Fighter witht he sounds and all that, back then, star wars games were really awsome. If anything, if they make a new Tie vs X-wing game, insta buy!
I wish I could assist, but I have no mod skills at all, nor knowledge about anything else, all I can do is comment, spread the word of this mod/game and hope more come!
Perfect scaling is impossible anyway, there are different scales depending on what you use for a source. The official canon numbers for the original trilogy ships don't even match all the models they filmed it with. Once you get into all the expanded universe stuff it's pretty well scattered.
Just downloaded and installed this to give it a try now, at least the version available on page 1. So far it's impressive... I like seeing the Nebulon-B2 back in action as it's one of my favorite ships and it's been out of the picture since it first appeared in TIE fighter.
Still in the process of my first game, I don't typically play online and always play comp-stomp. Looking great so far.
Though I wondered if you'd consider reintroducing the BFF-1 from X-wing/TIE fighter as the imperial freighter? It's unmodified at least as of the version I played. There might be more impressive freighters out there but I always liked the BFF-1 for its simplicity.
I haven't textured the freighter, but that is planned
as for scale discrepancies, the ships that are purposely scaled improperly are as follows
The executor represents its official length, not the old 8km number (though I have confidence that there are 8km SSDs of a different class out there)
ships without known scales have been assigned sizes that fit with most descriptions but I may have taken artistic license (these would include ships with no known images)
most fighters are 3x larger than they should be, no way to get them tinier and still be selectable
mon cal cruisers are probably the biggest offenders
Liberty is 1500m this fits film evidence an ILM model evidence, the maria is 1400m to reflect its relative difference from the liberty. the MC80 frigate and diplomatic is 1200m, MC80a is 1300m (this is the size of the Xwing vs tie fighter variant it is based off of) Home one and the Mon remonda use the SWTC estimate of around 4.3km this can be argued, but it is what I settled on. (when the new mon remenda model comes out you will understand why they are the same size...)
viscount is full size, though the mediator is around 4km, this is just a personal opinion even though it violates the statement that the mediator is half the length of the viscount
The providence cruiser is twice the actual length it is stated to be, I have always believed that it was too small and recent clone wars series episodes have given more weight to the argument
the procurator differs from the SWTC direction as well and same with the mandator, though without official representations...
the tartan cruiser is smaller than it is official stated to be, this is a personal decision (though the broadside and gladiator will be updated soon to address that scale conflict.)
the hapan battle dragon was redesigned and has a 500m beam , but is around 800m long, another personal design change, IMO it represents the upgraded battle dragons during NJO and eliminates the antiquated rotating gun segments and laundry basket spars ymmv
Ive always liked the scaling in the mod, so in my case thats preaching to the converted.
Now what we need is a model for the turbo laser turrets/missile turrets thats more size-equilient than the current star destroyer size turret and a few starbases.. oh how i would love a starbase..
As ive already said on the forum im no sin modder but i would be willing to lend a hand in say dooing stats on ships, abbilities etc. Notepad editing is always easy.
Personally I'd like the platforms to make a return. Those were the best Starbase-like things I've ever seen in Star Wars, and like the other TIE-fighter original designs they haven't made much of a mark on the universe.
Thise one at 2:17 ? http://www.youtube.com/watch?v=cozXQbUh4U8
All this stuff makes me wish I was young again and play those games to death again, god X-wing, Tie Fighter, Xwing vs Tie Fighter, why didn't they make a remake by now! =d
Yeah, the XQ-2. Of the space platforms from TIE fighter it seems to be the most popular (as it appeared on the cover of The Krytos Trap for the X-wing book series).
Thanks to DOSBox I'm playing TIE fighter again, but I wish I had a joystick...
Either way I don't know how XQ platforms stack up against Golan defense platforms- I've never read a book containing a Golan and they didn't stand out anymore than a space platform. Since you play a campaign where Thrawn builds a Platform in a remote sector to keep pirates under control, I'd imagine the XQ series would fit better as a starbase over a Golan. After all, Starbases in Sins are supposed to have economical capabilities as well and many XQ platforms are employed in this fashion over the games.
XQ Platforms are basically TIE hangars; Golans are full-on battlestations.
Just a thought, but you could use XQ stations as trade centers, and the Golans as the battle(star)stations, and if possible able to make fighters from XQ Stations, perhaps even on Terran planets, have pirates use XQ stations, where Z-95 Headhunters launch from together with frigates/cruiser type things!
k back to reality...
Sparda, XQ platforms are more than just TIE hangars. They can be everything from patrol stations to research bases to trade points. They fit the role of starbase better than the Golan in my opinion, for this reason.
Actually I thought the Golan Is would work as replacements for the gun batteries while Platforms (perhaps the scaled-up XW-Alliance versions at 1km in diameter) would work as the space stations- since you could have merchant and limited manufacturing capability in them as well.
There are five varieties of XQ to choose from, so it's possible to just take another version for other roles of space installation. XQ-1 could be a research platform, for instance. Though I also thought re-purposing the Deep Space Manufacturing Facility would be another obvious answer. Ultimately I don't think EvilleJedi has figured out how the economy works, at least for the empire, so what needs for what facilities is probably up in the air.
Regardless of their role, XQ platforms do not have the level of firepower needed to classify as a full Starbase built for securing a gravity well, unless all planets got modded to allow multiple Starbases, in which using the XQ platforms would make sense. A single XQ is not powerful enough to secure a gravity well in the same way a vanilla Starbase is.
If you can mod the size, perhaps you can mod the armament as well? Besides, TIE fighter is really restrictive in how the capital ships are armed due to game limitations. An Imperial Star destroyer for example has only the fraction of its canon armament for this reason.
The bottom line is that you're more likely be able to find an XQ in the middle of nowhere as well as being in orbit of a planet. You can establish Sins starbases in relatively empty areas of space (wormholes, for example, or space debris fields). What would a Goldan be doing there except to guard a chokepoint? And why would it be receiving civilian traffic?
Uh yeah, I know Starbases are built to secure territory. I'm simply stating that the XQ platform lacks the necessary firepower on its own to secure a chokepoint against incursions by hostile warships, the primary purpose of a Starbase or equivalent, not acting as a tradeport.
Just make a death star a starbase.... duh...
Well, Star Destroyers in TIE Fighter are under-gunned compared to their canon statistics. Take a rough guess on how much the difference is, apply it to the Platform, and problem solved.
Starbases don't do well against fleets on their own, either.
A single starbase of the sins-starbase magnitude cant be an XQ or even a golan as they are to weak to take on that role. Unless you want to have a drastically nerfed starbase that is or as someone said mod the game to allow several. The starbase in sins, beeing only 1 per gravity well has always been a beast when fully uppgraded and it has to be or it will be pretty useless or delegated to beeing support. It can look like.. whatever.. I think evil and crew has the models for starbases allready so im eagerly waiting on any info regarding them.
Death Star won't be in the game unless Stardock implements a "destroy planet" Superlaser ability
Not sure if any of you would find this interesting, but after I got my first play in of the mod I didn't really like the icons used for the ships. However, it did make me think of the icons used in the breifings for TIE fighter and X-wing.
So I did my best to 'extract' them from screencaptures of the game
Obviously this can't run the gamut of the ship selection in the mod, unless I were to try re-creating them in paint or something (The easiest way to work with pixels, IMO). Just thought it would be a neat idea, as I think these look better than the ones being used now (Sorry Eville!). I don't have 'Defenders of the Empire', so I don't have access to some of the other units there (like the Dreadnought, T-wings, Carracks, etx...yet.)
I'd start to make my own icon sheet to paste here but I don't know how it works. I get that you need an alpha channel for transparency but how does the game recognize what coordinates go where to represent the ships ingame?
There is a .brushes file that maps where the coordinates point to. I would suggest just replacing the existing graphic, so that you use the same coordinates defined in the .brushes file
Good initiative Norsehound. i for one would like some new icons. But offcource its all up to jedi and crew. hehe.
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