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
Do I need to update Tortoise in order to get updates for the mod?
No, there are frequent TortoiseSVN updates but they aren't necessary to download the mod files.
were the new planet types ever finished?
Great mod, just so much fun. I especially like the fact that you increaced the grav well area, it really gives the game so much more strategic depth. I prefer this played at the low rates with small fleet sizes to capture the epicness. Great job!
Out of curiosity is it possible to merge abilities into one because ive been playing force unleashed and recently saw a preview for Force Unleashed 2 and saw that Star-killer is forcing imperial ships to collide with each other and i was wondering if that is possible with sins?
I know there is a ram ability and a push ability is there a way to push ships away that they would collide with any others near by?
I think this should apply only to a few Jedi/Sith Ships.
There is, but it would be sheer hell getting it to work, and it would never look good.
Combining magnetize with force push might be able to look good and function at the same time, that would be fighters only though.
Okay, I'm suddenly having a problem with this mod. When I try to disable it, the computer freezes up and I have to close it. When I tried deleting it altogether from my mods folder (I have it stored somewhere else), the game won't start at all. Please help
I don't know why it won't disable. Might just have to change the text in the Enabled Mods file
so when will the beta changes be released?
Hey im a big fan of this mod but i was curious if there is a way to change the size of the maps becuase they have the galactic maps to dam large and it literally take awhile for ships to get to the other side so if possible let me know thanks again
;3
oh and happy halloween
Well you can always play on smaller maps. Of course, you can always make your own too. I'm sure people can share what maps they like. However, the mod isn't meant for a quick game - this isn't Starcraft
I'm sorry about not, completely, finishing all the planet types. but there are alot. here's the link:
http://www.filefront.com/17237547/SOGENovanPlanets.rar/
it has 40 or so planets, complete. I've removed the planet bonuses, which i plan to complete at some point... I'll get back to working on it soon. I also made a few maps... not sure where the link went. I WILL complete this... along with the maps... just been distracted by other things... "Oh! Shiny!"
edit: planet textures courtesy of NASA and the Blue Marble Project.
how do I add those planets to the modd?
I added the file to the mod folder as a separate mod and then activated it as such in entrenchment.
When I opened a map none of the new planet types showed up
oh and is there a galaxy forge scenario file?
the galaxysceraiodef is the galaxy file. I didn't change the maps. So none of the new planets will show up in there. you just get three maps, kashyyyk, the centrality, and the arkanis sector. You HAVE to make your own, with the in game creator. or galaxy forge.
the galaxy.manifest?
only lists the MAPS in a mod.
harpo
yeah, i found that out, but I don't see what file he's talking about. I've searched through all the folders and there is no galaxyscenariodef file, but either way when I opened up the maps that are included nova's download the "new" planet types do not show up, which usually leads to immediate defeat due to not having a home planet
GalaxyScenariodef.galaxyscenariodef is in the GameInfo folder.
there's no game info folder, not in the file i downloaded
I have not tried the DL but it sounds like the files are for modders and its not a mod. If your a modder, its not that hard if the textures and mesh are done already. There are a few post with help but should not hijack this thread. There is a thread here adding planets for your question if you want to continue.
@Nova - Do you mind if I post that link on my http://soase.weebly.com/modding.html
hmm i'll re-upload it. I think I've forgotten what I did....
umm sure. but it's NOT finished but the planets are in and working. I should just hurry up and finish the darn thing. lol I got like 80 planets to go.... >.< it's not made to be used as a resource. and is not designed as such. It's made specifically for this mod as well.
I'll work on it and put a new one out around thanksgiving....
Ok, gotcha.
Holy cow, so that will be over a 100 planets. How big is that textures load? I just started an Adding Planets tutorial for the weebly and would have loved some fresh stuff for people to test. I guess I can point them to that Blue Marble project.
yup. 147 i think. textures are at 200MB same as sins+ I removed the original textures which were 120MB for only 5 planets so that helped alot.
so the file doesn't work? I'm just confused haha I'll probably just be patient and wait until next weekend when you've got the full version.
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