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
There are some problems that are coming with these 'edits'. First, the sizes which I extracted the images appears to be twice the scale of what they...ah... 'should' be. This means like the width of the X-wing is two pixels instead of one. Personally I like the pixelated image, if nothing else as a homage to those old briefings.
Second I asked about the limits of those icons because in some cases I can't tell where the boundaries are and where they aren't. The TIE Bomber icon for example might be too wide- tried using it now and it cut-off one of the wings. One of the Star destroyers has a pixelated line going across the front that you can see occasionally because I don't know where the transparencies end. There could be a problem with the Escort Carrier and Interdictor since they're almost right on top of each other.
Which brings me to another problem- I can't tell which ship is which, and which ships use the same icon. I tried to figure out the Corellian Corvette icon and replaced it with the standard 'Corvette' Icon from TIE fighter. I presume they're the same, but I could be mistaken in that another ship uses the same icon. Also the only Mon Calamari image I've extracted is for the MC40a, while there are many variants of Mon Calamari cruiser that are usually represented with the same icon. In the case of the Star Destroyers I made subtle edits to the icon (really, you should use the info-card to get a detailed glance at what it is other than a 'star destroyer), but I can imagine this won't satisfy some people.
So while I have the interest and the mindset I'll tweak with this, but it isn't as easy as it sounds because of these problems. Is there any way to edit the .brushes document?
I believe all the icons are a standard square. I'll get the specs when I get back, but it's all in the brushes file. You shouldn't need to edit it.
dup
If I know even how big the 'standard square' is, I can make the icons fit that size and paste them in without a problem.
And what about adding new icons for existing classes? I thought about using one of the XQ icons to stand in for some structures.
Hey, if you want make some new icons... be my guest. I think the YV and NR might need them
So the icons you want are in textures\Unit_Infocard2.tga and the .brushes file is in window\InfoCardIcon-Ship.brushes
The size of the icon is 22x22 px
Infocard 2 modifies the sprites that fly around in the game. Infocard 3 modifies the sprites that are on the unit tree to the left. That I figured out, as well as their locations. What I want to know is how I can edit the .brushes file.
The icon size helps. How did Eville make these in the firstplace?
Also, I'm surprised to see the hangar defense being an XQ platform, something I didn't know.
It's all text - edit with notepad
Well they will like it, they must, it is the 'real' star wars ships icons ^^
Well, the computer that I had Sins on with the mod has encountered a strange error and bluescreens on anything other than safe mode. I can still grab the files I was working on and still have the 'extracted' images, but I can't work on anything for now. I intended to get some screencaps of my progress so far but it looks like it won't happen now...
I managed to replace the icons for the TIE fighters, assault gunboat, both Star Destroyers, the Interdictor cruiser, the Modified and Regular Nebulon-B frigates, the Modified Corellian Corvette, the Corellian gunship (with a slight modification to the Corellian corvette icon), the Rebel fighters, the Dreadnought, and I replaced the hangar defense with a platform icon. The Strike cruiser icon was replaced on the left menu but not ingame.
Also, the OP is wrong: B-wings are being displayed as Y-wings, not the other way around (incase nobody pointed this out already...).
I do have icons for mines, and I thought about trying to replace them, but for the ships already existing in SINS I wouldn't know how to begin modifying them. Before my computer borked I did look at the text file Evaders mentioned but couldn't make any sense out of it.
At the moment the only thing I can do in terms of icons is make up new ones, but I won't be able to test them. I could post them here and maybe Eville or someone can introduce them. Then again, Eville hasn't commented at all on my efforts, so I may or may not have any 'official' support for his mod.
If you don't change the coordinate mapping, you don't need to touch .brushes. You can just test them by replacing the .tga file
We'll certainly take whatever work you have, but it probably has to be in something that isn't a lot of extra work. The .tga route is the easiest to implement
The reason I'd edit the .brushes file is to make it clear where the divisions between the recognized ships are. As it is, the corellian corvettes have something like two little pixels floating in front of the icons when they are in game. I had the same issue with the dreadnought as well- little white pixels that probably came from the back end of the ship in front of them. I can't tell- the lines aren't clearly drawn in the .tga file.
Touching the .brushes file would (presumably) also let me define new ship classes and such. So if I made for example icons for the research bases and put them in, I'd add them into the 'card' files and define them in 'brushes'.
The .brushes give you all the coordinate points
I believe the format is (could be wrong on the last two, since its a square...)
Left, Top, Width, Height
If you want to modify the .brushes, you'll probably need to provide the .brushes file too.
Will this mod work without the entrenchment expansion?
If not are there any Star Wars mods that will?
No - requires Entrenchment. So does Requiem mod
Any Idea how close the release for the latest patch is? As of the update i cant play this mod anymore.
I seem to be having some performance issues while using this mod. It functions all right--in terms of actually starting and such--but the play is quite choppy. I am able to run the regular version of the game at the "high" settings with no problems at all, but when I have this mod activated that just can't be done. I've tried lowering all of the graphics settings to the lowest, but that doesn't help.
Has anyone else encountered this problem or know of a way to correct it? Here is my system information:
Operating System: Windows 7 Home Premium 64-bit
RAM: 6 GB
Processors: Processor Intel(R) Core(TM)2 Quad CPU Q9000 @ 2.00GHz, 2001 Mhz, 4 Core(s), 4 Logical Processor(s)
Graphics Card: ATI Mobility Radeon HD 4650
Adapter RAM (I have no idea what this is, but it may be useful): 1.00 GB (1,073,741,824 bytes)
Thanks for the help!
Assuming this is a problem you experience as the unit counts get up around a thousand, it's the processor. You're a little light on cycles and all of the object tracking is going through a single core. The higher fighter count adds to the cpu load rather significantly. It's why so many people have had significantly better performance with the SOA2 mod, almost no fighters to keep track of.
If this is something you're getting right off the start of the game, it's unrelated. Try a reinstall.
All right, so the problem could be that I have too many players (computer, that is) active on this mod, and with all of them building fleets and whatnot, that it is causing this performance issue? I'll try starting a new game with this mod to see if I still have the problem. I just loaded up and started playing an earlier saved game that I had, so I don't quite remember if it worked correctly at the beginning or not!
Too many units was probably the issue, as you said, psychoak. It probably didn't help that I had 9 players in the game each with massive, maxed-out fleets! I guess the mod was working correctly from the beginning.
also sounds like a laptop, usually they have rogue power management systems that screw up performance, hopefully you are playing it plugged in on some sort of 'performance mode'
Awww...ok...so how about a patch to make it playable with sins ent. 1.5?
scopesgt13, did you try extracting the mod to your mods-entrenchment v 1.041 folder and using my mod updater?
harpo
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