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
mostly the help would be in icons, abilities, research, stuff that takes a lot of testing
Are you talking about the mod for starcraft or the actual game? And besides it dunt really matter which you are talking about. They are, by all means, fun. However, I lack xboxlive (and plainly just don't care about multiplayer, except the only 4 player thru campain, and same goes for a ton of other people), and play games mainly for the storyline, which halo 3 (and two) were both severly lacking in.
Oh yeah, and if your talking about the space mod for this game (SINS, dur ba dur) then I am actualy looking forward to that mod. I've always liked covies the best, and look forward to crushing the pathetic humans with them. (or the stupid brutes if I choose to do covie vs covie)
As I had previously mentioned about the Geonosian Dreadnaught...and maybe a few things i have not mentioned:
1. It will attack a manually specified enemy target.....if you're lucky. I've seen it attack ( I think i have, anyway....unless Eville has added in a heart attack feature that causes ships to spontanteously explode every now and then when around the GD)
2. The GD must be EXTREMELY close to a planet in order to properly colonize it. You have to literally tell it to move, prefferably parellel, to the planet then select colonize and then select the planet.
Now then, quick question Eville: should the.....er.....screw it....Trade Federation Droid Control Ship, maybe, have better anti-fighter guns on it when compaired to the battleship?
Now, that aside, I'm not sure if anyone has mentioned this but...the Naboo starfighters/bombers...maybe hangar defence craft? Eh? I mean, I don't really remember (keep in mind that, even though I prefer SW to any other sci-fi...thing, I only really know what I've gotten off of the movies and various games) if the Naboo had any really major star ships other than the queen's transports, so if their fighters/bombers belong anywhere, then perhaps setting them up inside a hangar defense platform would be their only place.
I'm just hoping to see some TIE Defenders once the fighters are added in. Pretty please.
Yes hopefully we will eventually see TIE Defenders and some of the other more obscure but awesome fighters and bombers from the star wars universe! As long as it's within the limitations of the game hardcoding of course
Apparently hangars have limits regarding max fighter and bomber types available but ships don't,
Could always buff their size up and turn them into frigates?
TIE Defenders probably won't be in the game until the New Republic era
"Each race only has one fighter and one bomber type" - WRONG
"Each hangar capable unit only has one fighter and one bomber type" - TRUE
Ok mr.Who - thanks for setting me straight, that's EXCELLENT news as far as I'm concerned and I'm glad I was wrong! OP edited to reflect mr.Who's information.
tie hunters? anyone?
What is a TIE Hunter?
i happened to notice this. first of all, get notepad ++
second i highly recommend eliminating some decimal places. feel free to reference my test files.
http://hosted.filefront.com/DukeSkymocker/
lol I have notepad++.I use it to mod eaw Whats the diff between the 2 they look the same? whats wrong with decimals? I think Eville had it out to a science or somethin.
my intent was to replicate the format of the files exactly, it's all calculated in excel and macro exported out anyway, so are you saying trunctate to no decimal places? or just fill with 6 zeroes?
A Tie Hunter was featured in a few Rouge Squadron Games. They are Basically what happens if the Interceptor had a baby with Vader's Tie. Pure Badassness (and hard as hell to beat on harder difficulties)
*Looks at Duke Skyschomker and sighs* I think it's time for an icon and a name change
Great mod.. 15 min into it though i get a mini dump..sad
tie hunters are eggs with a bow tie on.
A tie hunter is basically the TIE ball, with X-wing like wings, Think of a interceptor with the ability for it's wings to spread apart like the X-wing. Quick note on the mod. Excellent job. Though the Vic II for the Empire has a problem with its abilities. It starts with missile barrage and the first lvl you get (once it's built) doesnt take effect. you dont get the ability you select, but you lose the point.
"Though the Vic II for the Empire has a problem with its abilities. It starts with missile barrage and the first lvl you get (once it's built) doesnt take effect. you dont get the ability you select, but you lose the point."
Some of the Capship abilities need to be researched first.
anyone else getting minidump issues, if you are PLEASE tell me what you were doing right before it happens, if you don't it will be very very hard to track down.
A TIE Hunter sounds a lot like a Twi'lek Chir'daki to me.
I've had minidump problems when I try to open the strike craft management tab when I have ALOT of strike craft in a fleet. I tried to test it just now, and it seems to dance around the 170 area, but I can't pin down any solid numbers. I now have a new appreciation for the time you spend loading and re-loading the game when you test for bugs.
Hope this helps.
170 strike craft in one gravity well? damn okay well I can't fix that bug
There are many great features available to you once you register, including:
Sign in or Create Account