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
I've seen this before...I just could not, or was to tired to find my SOGE folder.
need a more idiot proof explanation.
Heh... there is no idiot proof way to explain. Just follow the instructions to the best of your ability.
Is it dumping on me because I have 1.051?
Have a repeated dump every time a MC80SFRS is done building.
And mem usage looks low. Requeim seems to use more ram but is stable if I keep the maps small.
That don't sound right. I'd think someone would have reported it by now if one of the MC80's was buggered in 1.0e, might be a botched file. I'd say reinstall, and check the archive for errors first. Could be corruption in the mesh, texture, or one of the related entity files.
Thx for making this mod!
why make the new beta so hard to get? first I need a Mantis account, then I need to register on the svn forums just to ask to be placed on beta list.
If that's too much effort, you're probably not going to bother sending bug reports?
exactly, people will complain about it being unfinished or whatever if it was easily available (even if it says beta, unfinished, under development etc), if we don't have at least some hoop for people to jump through to at least attempt to convince them to report bugs that would actually help us improve the product then all we will get is silence or unstructured forum drivel.
congratulations though, you win the not often awarded award for meta complaining...
It's also a test for simple reading comprehension and basic instructions. If you can't do that, what could you really contribute?
First off not complaining..love the mod, but havent received an email to join the forums so I could ask to be in beta.
I thought you needed as many people as possible for the beta to get to the bugs faster. More hoops doesnt mean someone would report bugs any more or than someone who is has a passion about the game .
Second off, don't need the attitude. Third, Evaders99 , I don't remember directing the question to you. And I would'nt be a good New Yorker with out telling you to go f yourself. that's not a thumb.
Probably shouldn't be pointing that finger at the person who is approving beta members... esp one who is already listed under TEAM at the top of this post
Btw, you posted in a public forum. You have team members replying to you. What more do you want?
In all fairness, this is about as easy as it can be. Let me know if you have problems with the site and we'll get that resolved.
Just my luck. I cursed out the chef before he prepares my food. that is a thumb. lol. Thanks. Just frustrated get minidumps with current. Heard beta was more stable. So I a little anxious.
My mantis account is under wbino.
hhttp://warlords.swrebellion.com/forums/viewtopic.php?p=544574#p544574
I posted the solution in the beta testing forum on how to circumvent the 2gb issue
How do I add music to the mod? I've noticed that some of the music in the mod is not the top of the line star wars music lol.
You would have to import it. convert to .oog, then modify the correct files like the music list, planet files. And then you can't release it because of copyrights. (which is why we can't really add music unless you want to make some.)
Oh and the new planets are coming along well. Sorry I haven't updated in a while. Soon I can make some maps and release them. Though it is working through the beta so the entire thing will be released in the beta forums. You get 45 workable planet types! Hopefully by the end of this week. They still in the beta stage and don't have any bonuses, yet. ^^
hey guys, just wondering if there will be a SOGE version for diplomacy?
maybe. this quite a large mod we haven't tested it on diplomacy yet. diplomacy also has more stuff and pushes it closer to the 2GB limit. (which it seems there is a work-around but it's not foolproof) Once we finish the entrenchment version we can then bump it up to diplomacy.
I've looked into it and I know it will be a tone of work, the Reqiuem guys had to pretty much rewrite a good chunk of all of the abilities to get it to work. If someone wants to take a hand at converting the current beta over to diplomacy it would be appreciated (we will have to talk about how to handle it on the svn)
does this mod work with volumetric explosions?
No - but if anyone wants to try, we'll certainly welcome it
I was wondering if i could use your models. II'm making a sci fi mod but I have no modelers. I'll be sure to cite this team if I finish it.
Have you guys looked into making a mod for Star Ruler?
http://starruler.blind-mind.com/
It's really open ended and great for modding. I'd love to see the work you guys have done added to S.R.
sent a small donation via paypal a couple of weeks ago, could you hook me up w/ beta?
Shiner, EvilleJedi generally allows use of his models with the proper credit. I would ask him directly though, I doubt he'd say no.
Too busy to create another mod. I think once it gets released, there will be a good amount of modders. Perhaps there will be a SW project. I don't think we'll tackle it though
wbino - thanks for the support. Please signup here. If you have technical issues with the site still, please PM me.
Yeah, Eviljedi let me use his models for a mod I did. Just send him a PM a something. I might do the same if I make a mod for Star Ruler this winter.
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