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
or were you planning on just releasing your planet types with maps along with the mod?
Love this mod just having difficulty geting my economy to flow nicely.
Well, been playing this since before Entrenchment, and I really love the mod overall. But, those bloody minidumps!!! I tried the fix linked earlier in the thread, and managed to get an entire 4 hours into the game, and just as it was getting AWESOME... minidump. Any other solutions?
(For the record, I used the moving the domination file thing fix)
I'll release a forge datapack with my planets. I just have to finish them.... Just been busy the last 3 weeks.
yeah thats cool, i was just curious about the plans for galaxy forge
i still dont know how to modd it this is the only game i cant mod plz help me???
Is there any plans for a further release of SOGE ? mainly any new ships ? ie most of the ships from the warlords mod ? is it possible to create sins models out of the models used in the warlords mod ? Or do you need to make each mesh/ship from scratch ?
https://forums.sinsofasolarempire.com/356807
Download this ^^
Open the sinstextbinner.exe file in it and select txt and entity. This will allow you to modify the nice looking game info files. I'm not exactly sure what you are trying to mod but this should be of some use to you.
Yes, there will be more releases coming. We're in a busy time right now.
Expect a more polished NR and Vong race, new abilities, hopefully the new maps. Lots of other stuff is coming.
All the models do come from Warlords. The models aren't the problem, it's putting them into the game with the proper mod files, adding abilities and stats, balancing, etc.
If you want to help, the current beta test has the existing code. Feel free to start modding it
Cool will do where is the beta available ? Do I need to sign up on the warlords forum ?
Yes - here
Hmmmm looks like everything is going smoothly, Good job to Eville as always. I just stopped by to see if I could lend a hand anyway I can. Oh.. and apologize for being a blundering idiot awhile back.
Having trawled through the past few pages looking for an answer, I managed to forget if I found one;
Will this version work on the most recent Entrenchment version, and whether there was a fix that worked for the MiniDump issue?
Y.
in my opinion there should be no reason for it to NOT work as there has been no significant changes to the entity files from 1.04 to 1.051, just the strings getting an extra button text
harpo
when the new races and other updates are done where will they be posted?
also, i would personally like it better if they are part of the same mod even if theyre unbalanced
Expect any official updates on the Warlords sitePlease check our beta testing forum if you want any current files before release
Hi @all,
First thanks for this fine mod. But I have a little problem, which is maybe known. After playing the mod for several hours I got a minidump. First I looked to some Forums and in one post I read that the Executor class can cause a minidump. I had a save short before building this fine ship, so I tried it but it also minidumped at the same timepoint. Then I thought it has maybe something to do with installing Trinity in german so I reinstalled in english ->also minidump. Can someone help me to solve this prob (maybe by reading the minidump file)? The origin Game and entrenchment are running stable.
PC settings (not the best, I know
Sony Vaio VGN-FE41M
Intel Core 2 Duo T5500 @1.66Ghz
nVidia 7400 Go
1 GB RAM (and a Highspeed USB-Stick as "external RAM")
playing on lowest settings
Nice greetings
Robert
You need at least 2BG memory to play this game. Because windows needs about 512mb-1gb of your memory all the time. sorry but you need more memory to play... SOGE isn't as light on your comp as the original is. you can try to use some virtual memory in your hard drive but i'm not sure if that will work.
he use vram with his usb stick, but i think it would be faster if you use your hd unless you have an usb 3.0 port than it doesn't matter
Have'nt read anywhere about the smaller scale of the ships in any of the posts. I like it alot, the wells become instantly larger, and ships seem to have longer range, meaning these are battles from across space, not Police Squad on top of each other battles. And I'm finding this game uses alot less ram then a comparable Requiem game, probably with the Diplomacy stuff and starbases thats the difference.
The only thing that is throwing me is how small an area repair bays cover.
btw not being up on my Star Wars Lore...
Who are these races in relation to each other?
CIS - Confederacy of Independent Systems - the droid armies, Dooku, and Greivous that you see in prequelsvsRepublic - the clone army that you see prequels, turns into the Empire
Rebel Alliance - ala the good guys from the original trilogyvsGalactic Empire - lead by Emperor Palpatine, Darth Vader, etc. the evil guys from the original trilogy
And if you're in the beta....
New Republic - ala the good guys again, what the Rebel Alliance turns intovsYuuzhan Vong - the evil aliens that invade the galaxy
Thanks
yea ive seen an AI player invade a pirate base, in a random stuff up the map generated the computer team with only one phase lane out of its 'area'. A pirate base happened to be on the other end of that phase lane, n yea the AI player built i fleet of about 3 cap ships and pretty much everything the computer could field and slaughertered the pirates (never took the pirate base though). first time ive seen the computer get so organized, because they were trapped in ther 'area' so long ther home planet was generating %120 alleigance (never seen that before either), but what confused me the most is that just before the pirate base there was an asteroid which the player colonized when i sent a scout to it, they had 32 beam turrets, 3 phase jump inhibitors, 5 hanger defense, 2 sheild generators and like a heap of logistical sturctures HOW ON EARTH CAN ANYONE FIT THAT MANY STRUCTURES AROUND AN ASTEROID ... well all ther defence was useless, i shot it with a kostura cannon and destroyed everything before it all came online again>.<
oh, mod is top notch, one thing i dislike is
a. no free cap ship at start
b. once you get cruisers everything blows up in 3 seconds
c. not sure if anyone else feels this way, but i think way too many ships
d. scouts wayyyy to weak, i found myself not even scouting just blindingly jumping into a system and destroying everything
Can I ask who is able to complete a game without minidumps and what are your system and game specs.
me and my friends for example
after doing this http://warlords.swrebellion.com/mantis/view.php?id=502
after this we had never again any mini dumps
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