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
Mod updater? I didnt know there was a mod updater
here is a link to my mod updater thread, the downloads in it are my complete modding utilities sets.
harpo
The only patch that is needed is here - and it not specific for 1.5
ugh....i no longer have the mod downloaded and everytime i go to download it, it wont allow me to. Anyone have a mirror?
Edit: It seems Filefront doesnt like me. I cant download anything from them...
i keep crashing from a minidump issue. I have no idea what this means. But it seems like on this mod I frequently run into this issue.
YAY i finally was able to download SOGE and now it works
Hahaha Radus comment about the little ships makes me laugh. They are kinda tiny. But at least you can buuild massive fleets. Not that i get a chance seeing as the AI on UNFAIR always boxes me in...units are so expensive
Anyway love the mod keep up the work
does the most recent download fix the minidump problem?
has anyone figured out how to fix this problem?
After playing the Sins of a Galactic Empire mod for about 1-2 hours the game will crash and will recieve a minidump message and the player can pretty much no longer be able to play the current saved game. For example one of my saved games crashed about 20 seconds after my most recent ingame save. Everytime I opened up the save without fail 20ish seconds later an error beep would sound, the game would then crash. It would give a minidump error and sins would close. I've heard this is a problem for more than just me, does anyone have a solution?
yeah I did that, it didn't effect anything.
I copied the file, and then I changed the count, and added the line into the entity.manifest
all you have to do is change some lines in the ships entity file..i just did it...and it works for me..it's just a matter of taste i think... i personaly like the smaller gravity well...and i actually want to see the ships that i'm shooting at...a very important part of this game are the battles..and i love watching those...especially now that i modified the ships ranges and the ships get very close to each other before shooting...
I don't care about changing the gravity well. I just don't want the game to crash. What lines do you change to simple fix the crash issue?
The easiest way to get a working version is to switch to the svn version. Then you can fart around with the unfinished additions and have several other bugs and balance issues straightened out.
If it's too much trouble to switch, since you're having issues following the work around, do the actual fix. Go into ABILITY_COMMANDEER and change the target of buffType to BUFF_COMMANDEER. All fixed, no manifest editing or additional files needed. The alternate file has existed the whole time, we just pooched the reference to it.
The Malevolence is not finished? cause i ca't see any textures on it..
Yes, it is a known issue and will be fixed in a future release
http://warlords.swrebellion.com/mantis/view.php?id=365
i have 2 questions:
1. what does "blockade ability"do?
2. "invasion ability" works exactly like "colonize ability" and you can invade only neutral planets, or can you invade also enemy planets?
I've been trying to download this mod recently, but everytime I try the download times out.
I deleted the file I had of it to try and fix it since I had made changes to the lines in it trying to fix that minidump issue but now when I try to download it always times out. Whats going on? maybe its just my internet its been sucking lately.
On a theoretical level it's invasion since planets in the Star Wars universe don't get bombed out of existance. (Well a few times but rarely) And they are much tougher. So think of colonization as you are winning over the populations of a planet and getting rid of the last reminants of the enemy and setting up your own government.
yes, but can you invade/colonize enemy planets ? without bombing them out of existance?
No... That's hard coded. We can't change it. Plus all invasions start with a orbital bombardment targeting military intallations and shield generators. Maybe in Sins 2 we'll get the ability to activily contest populated planets. But that would require modifications to the game engine itself.
It steals the income, not just blocks it. Blockade also halts and steals income from cargo ships in the well. Hit a major trade hub with it and you've got the potential for a very nice revenue spike.
but i thought "embargo ability" does that
There are many great features available to you once you register, including:
Sign in or Create Account