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
Please make this change if you are still having minidumps on our 1.0E release
Beta testers should not have any issues
I've already done that, CIS still mini-dump me once their ships get attacked.
I had the same problem using one or two CIS models in another diplomaty mod.
I replaced the shield mesh by other (from another mod) and it works for me.
For exemple i'm a using the CIS_MUNIFISCENT.mesh from SOGE with the Shield_AsgardBeliskner from dolynick_SGGalaxy...
Is there any way to make this compatible with the original Sins of a Solar Empire?
Yes, recode all the text files to use non-Entrenchment template. (As in, basically rewrite every non-art file of the mod... good luck)
The old one is still available. I think it's compatible with vanilla.
http://warlords.swrebellion.com/warlords_files/
So you might have seen this already but just in case, this seems like a more comprehensive map of the SW galaxy than any other I've seen.
here's the link: http://images2.wikia.nocookie.net/__cb20090903054824/starwars/images/d/d2/MainGalaxy.jpg
Not bad.. but no Star Wars Atlas
No need to worry. I has teh Star Wars Atlas. And that's from the Star Wars Atlas, pgs. 4 &5. All maps will be done. Life is getting in the way. lol
lol alright just trying to be of some assistance haha
Ya... it's the numbers now. Heh I have too many planets. They look awesome but I need to now put all the pop, health, roids, and prices in for each one. Let's just say I shot way way past the 30 planet estimate.
haha, as long as you don't kill my computer put as many as you can
Your comp will be fine. I ran out of different planet types anyway. lol
hey guys i just stumbled upon a mod for Empire at War called Ages of Star Wars,
I was thinking how cool it would be (and I think this is even what your going for) to have all the ages of star wars added into your mod. I know right now you've got galactic civil war era/ clone war era so far, and I've heard your working on the new republic era. It would be cool to add in the jedi civil war era, the great galactic war era and the hyperspace war era.
Just a thought I had, since empire at war is no where near as cool as sins of a solar empire.
It has been discussed, but the problem is that we have no cannon ships to fill up all the required places. Plus the fact that they would be out gunned most of the time. We just don't know enough about the ships yet to do so. We'll need to wait till the Old Republic comes out and we should be able to add that in and with that figure out the Jedi Civil War era ships. The Hyperspace War ships are pieces of junk, really, as with the Sith War. Again lack of knowledge about the ships is the main point. The New Sith Wars we know next to nothing about the ships used even though it only happened 2000-1000 years before the movies.
The easiest way to get old eras included in something like this would be to have early access ships be the old stuff, and make tech advancement to the later eras expensive, separating the sides by philosophy, which would ruin the Vong completely, and require nuking many of the ships to fit them into the sides. Having Old Republic era ships go up against New Republic era ships would mean the entire galactic fleet was needed to repel minor incursions, even if balanced out by sheer numbers, they'd just cripple high end cpu's in order to get a large enough fleet to go raiding.
My though exactly, Don't balance it. That would make the game play differently for each era which would be fun. But we still don't have enough ship info for the fleets I think. Death Star is kinda useless in fleet engagements. It won't be able to destroy planets. It won't be scaled right, even with my larger planets. Sovereign maybe one day. ^^ Star Corvette-SC (Harrow or Victory-class), Star Destroyer-SD (Imperitor), Star Cruiser-SCR (Allegiance), Star Battlecruiser-SBC (Titan), Star Battleship-SBS (Implacable), Star Dreadnought-SDN (Executor, Vengeance) This is my leveling, I'm not sure if I would put the Allegiance as just a big SD, then with the Vengeance as a SBS, Implacable as a SBC, and the Titan as a SCR. There isn't a standard naming system and this is my personal one. The Executor is a SDN, as most star wars techies would agree.
well i mean if your going up against the vong with the old republic era ships you can't expect to come out on top.
If they aren't going to be balanced, they should be a separate mod. Bloat for the sake of bloat is a thing to be avoided.
True. Well we could make it a separate mod.... But it would be up to Eville if he wants to do that cause he would be making the, awesome, ships. Call it "Sins of the Old Republic" or "Sins of a Galactic Republic"? Would be fun having all the previous eras in there...
Personally, I think it's a lot of work for Eville to maintain one mod. Doing two mods? Even more work...
Yeah would be a ton of work, but it would be awesome
I still think it'd be cooler to have it all in one. No need in making it realistic as far as technology goes like old republic can't possibly beat the empire
nova, are you going to give us a galaxy forge addon with your new planet types? So we can make our own maps too?
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