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
Embargo doesn't steal any income. It does block the cargo ships from leaving the well, but it kills off in well production instead of siphoning income.
You use Blockade to make money, and Embargo to slow down reinforcement.
i may have missed this in the description but does sins of a galactic empire use planets from distant stars or 7ds?
No, SOGE does not use the Distant Stars/7Sins planets. But... I have ported them all in from Distant Stars and I am waiting for permission to release the updated mod. So it does exist. Coruscant looks awesome as a city planet...
is there any new updates and where do i find them
Not yet. There is no offical updates yet. I don't have permission yet for the planets and the SOGE team is working on the New Republic and the Vong. I hope to release the planet and map pack soon. There is no date on the new races part, whenever they are done. I will put the planet and map pack up here once I get the last few bugs and permission to do so.
thanx
thanks novacameron yeah coruscant just isn't quite the same as a terran planet.
so nova what is the issue with getting permission? Shouldn't the mod team just want you to have a version that adds sins plus? or are they wanting to release a full version with this once they finish the two new factions?
Radu1: Mmmm, looking at the module specs, you can't. It's more of a game balancing thing, besides being hard coded it looks like. I think structures are too cheap tbh... Shipyards and the like are rare in SW. In Sins the goal was to wipe the other guy out. In SOGE it is to conquer them.
davidt0504: It's not the SOGE team. I'm waiting on the Distant Stars team. I sent two PMs to them, just to be sure..., so now I wait....
ah well good luck with that, cause after playing distant stars maps, its just so hard to play on a star wars map and coruscant not be a city world; manaan not be an ocean world, or endor not be a forest moon.
now i realize that it would have been weird if the structures were to be capturable...in the original Sins i mean, with the original races...if you, as the TEC, would capture , let's say, a Vasari Capital Ship Factory, from wich you could build TEC ships.....TEC ships from Vasari factory....however, it would'n be that weird if the races had the same structures (like in SW)...or if you play against the same race with same structures...
@novacameron I shot a post on the distant stars topic and they said to get permission from the creator of sins plus and the mod for the stars too. If you go to their topic they linked the creators of the mod.
Ah thanks I'll try to get to that soon then. People read posts more then... If not I'll make my own planets. Which I just might anyway since I looked at the planet textures by Uzii and was disappointed. They are actually simple... and I thought it would be hard to remake them. But I'll need the meshes from TohKlidan for the different size planets. And I'll take a look at the star textures to see if I want to use them... And I'll probibly throw out the planet bonuses... Sorry -UE-_Carbon. Not Star Wars-y enough.
karma for even the chance that I'll have good star wars planets
OMG my new city texture looks awesome... and way too shiny.... but then again the planet is covered in metal so... some shinyness is in order.
Edit: City planet is complete. Well I need to get rid of some tiling that exists but I do say it looks awesome... I'll release it soon! Then on to more planets! Note: at this rate it's about a planet an hour. And i need to compress the texture... 21MB.
so when you release this will it be a seperate mod that will work with sins of a galactic empire? or will it be a "new" version of soge that simple has these planets?
Well SOGE doesn't touch the planets at all. So the mod could work without SOGE. But this is to be part of my larger makeover for SOGE. Well here's my City planet... Night:
[URL=http://s910.photobucket.com/albums/ac309/NovaCameron/?action=view¤t=CityNight.gif][/URL]
Day:
[URL=http://s910.photobucket.com/albums/ac309/NovaCameron/?action=view¤t=CityDay.gif][/URL]
Certainly would like to integrate it in the mod if Eville Jedi likes it and NovaCameron allows it
only suggestion I'd make on the city planet is to give the city lights more of the lined look like in the movies
but it looks awesome still
Oh it's very lined and bright... Actually in the movies it's too dark for a planet that never gets dark. Remember about one TRILLION beings live on Coruscant at it's hight. In the movies, or your pic, it looks like... say, 100 billion, one tenth of what actually lived there. And the whole planet is metal so it's going to reflect ALOT of light. But you are reflecting it into space so... I dunno, I'll play with it.
so hows it coming
will the bonuses from distant stars be available in this? I wouldn't want this to delay you from releasing just the planets but maybe you could even do custom planetary bonuses? I think there are already some in sins of a galactic empire? or maybe that was requiem.
I probably won't get a chance to work on soge until june (and that might be questionable if work steps in) but I am looking forward to what novacameron puts together. If it is available when I get back into the modding groove I will definately integrate it (especially if the new planets have different modifiers and are in a SW map, either galactic or sectors would be great)
No, I'm going to scrap all the current modifiers, well I might see if I keep some, and make new ones. And yes they will definately be in the map i'm making. 70% done. Deep Core, Core, Colonies, Inner Rim and Expansion Region are done. 571 planets total I think in those. Need to finish up the Mid Rim (40% done, about 80 planets to go.) and the Outer Rim. (about 200-250 planets....) I actually plan to rework the tech tree in the future. And create different maps from the base 'Star Wars Galaxy Map'. There will be a fraking ton of new planet types.... like 30+.... I'm not joking.
So basically I'm overhauling the game for my maps... lol And here is the post in the SOGE forums about the planet types that are planned. Please comment and add or subtract.
It's split into each planet type I have so far with a short discription of them.Terran Type Planets (easy planets):Terran: Like Terra, duh, with multiple climates, in game already. (I'll rework it anyway, maybe or maybe not a new texture.)Agricultural: Farms, lots, and lots of farms. Have to feed the ecumenopolises of the galaxy some how. ex Chandrila, Ruan, and TaanabPangea: One massive continent. Half Terran and half Desert. ex BandomeerSavannah: Plains and Forests with seas. ex Bothawui and DantooineForest: Forest with Plains and seas. ex Endor, Gamorr, and KashyyykMountain: Mountains ex Ossus, RishiDesert Type Planets(medium planets):Desert: Desert... already in. ex Tatooine, Rattatak, and N'ZothTundra: Tundra with ice caps and some forestsJungle: Jungle with seas. ex Yavin, Thyferra, and RodiaTidal: Habitable tidal locked world.Arid: Plain, Seas (maybe), and Deserts. ex Ord Mantell, Ansion, NubiaIce Type Planets (hard planets):Ice: Ice sheets. ex Hoth, Ilum, Rhen VarAquatic: Water world. Mannan, Kamino, Rakata PrimeSwamp: Swamp and seas. ex Dagobah, Nal Hutta, and ToydariaBarren: Barren of life, wasteland. ex KorribanCrystal: Shiney crystal planet. ex Christophsis and MygeetoIndustrial Type Planets (centralized planets):Ecumenopolis: All glittering city. ex CoruscantRusty: Run-down ecumenopolis. ex Metellos and Nar ShaddaUrban: All land is urban but has oceans, usually highly industrialized. ex Taris and EriaduHigh Terran: These are the centers of culture, commerce, ect. ex Alderaan, Entrallia, BrentaalIndustrial: Polluted factory worlds (maybe split up... industrial/foundry ). ex Fondor (maybe rusty?), BonadanGreen Industrial: High tech industry. ex Corillia, KuatMilitary: High Military worlds. ex Anaxes, Cardia
Aquatic Industrial: Aquatic worlds with industry. Mon CalamariVolcanic Industrial: Volcanic with industry. SullestVolcanic Type Planets (extreme planets):Volcanic: In the game already. ex MustafarGas Giant: In the game. ex BespinIce Giant: Smaller gas giant. Just for variety. More Crystals.Toxic: Polluted from industry or environmentally unfriendly to humans. (maybe split into polluted and toxic)ex Duro, Raxus PrimeRock: No atmosphere.Acid: Corrosive atmosphere. ex VjunAsteroids are there own class and I'll figure them out later. Post comments and ideas. " />
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