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
The Executor class is a star dreadnaught. There will be a starbase we just don't know what yet.
For a starbase, I would recommend either the Cardan-class space station for the Empire and the Alliance Space Station for the Alliance, both from Empire at War, or one of the Golan series Space Defense Platforms, perhaps weapons and defense upgrades could turn a Golan I into a Golan II into a Golan III.
Ya, I was thinking about those. but I'm not a modeler or texturer.... Golans are in as a high end defense platform. Though they haven't put different versions in... I think they should. lol
I can't model either, I just know enough about Star Wars to make good suggestions on what would fill what role best. The Empire at War and its expansion Forces of Corruption community has a lot of models that could help. I already recommended that Star Wars: Requiem might want to switch around the Imperial carrier with the heavy assault ship, the carrier is currently a fanon carrier variant of the Victory II and the assault ship is the Venator when in truth the other way a round is actually more logical, the Venator is carrier sister ship to the Victory, and the Victory I is more believable as a siege ship. I will probably be getting SoaGE and Requiem soon enough so I can help their respective teams get their facts straight.
lol I just cover planets and maps. Go onto the forums and yell at Lavo.
EaW was a terrible game, in terms of what's canon and what's not. The Golan idea is one that's been suggested actually, that is to use the Golan III as a station, and replace the current ingame Golan III with a II or something else. One thing I'll give you a heads up on is that SoGE isn't like vanilla Sins, in terms of ship roles and such, unlike Requiem. I'll also note that not everything is 100% canon in SoGE either... Though this is primarily for gameplay purposes.
I wouldn't say EaW and FoC were that bad at canon, it is more a problem of Petroglyph not paying attention to proper names, and not doing a good job with things like the StarViper-class attack platform being available before Prince Xizor died and creating Mandal Hypernautics when MandalMotors already existed.
Well, if I can figure out what is the latest version, I can see what is in and provide some options for unit and structure choices to get as close as possible to canon.
Nah, it was pretty bad. The Zann Consortium's story and units are a great example of this. And also putting the Eclipse when it hadn't even yet started construction. The latest version is the beta, which requires a simple sign up. As for unit and structure choices, while they aren't set in stone, they're pretty much set and employ a good mix of canon vs. gameplay. Save perhaps, for the Vong, as I can't comment on them as I don't know the Vong well in general.
FoC would have been better if there were some GCs with only the Empire and the Rebellion, and if the Zann Consortium wasn't so OP. The Eclipse was already under construction, where did you get the impression it wasn't?
Yeah, the Zann Consortium was terribly OP. When I was modding and saw their code, I realized there's absolutely no way this wasn't done purposely, unless Petro truly was that incompetent. Where am I getting that the Eclipse wasn't under construction? That until FoC was released, there was no other sources that explicitly indicated this, and the fact that the Eclipse
SOGE tries to stick to canon as much as possible. Where needed, artistic license was used for certain models.Trust me: Eville Jedi is one of the most knowledgeable guys on Star Wars ships. Not saying that everything that is done is right or perfect. Feel free to suggest improvements.
Corrupt Militia is down right annoying, it costs way too much to remove corruption, ships like the Crusader-class gunship in numbers can destroy all but the best starbases, and vehicles like the Canderous-class assault repulsortank are virtually unstoppable in a land battle. I like the Mandalorian units, one of the only reasons I still play the game, but they are just too strong. Another reason I still play is the really good mods out there like Phoenix Rising and UEaW. I am even trying to make a FoC mod of my own, haven't done a lot on it lately, but I have made the game more playable and enjoyable with what little I have done. Apparently, the end of your post was cut off, so I will wait to address what you have to say about the Eclipse. I will say this, the Eclipse has kind of been screwed over by canon, they still flatly refuse to call it a Star Dreadnought when its blatantly obvious that it is one.
Yeah, I know who Eville Jedi is, he definitely knows what he is doing.
Heh, EaW Modding. I remember when I did that. The Hull Breach mod's pretty good if it's still up on EaWFiles.
Phoenix Rising is awesome, though. Can't wait for version 1.2 of it!
Indeed, Phoenix Rising is excellent, version 1.2 is definitely going to be impressive, most impressive. I knew I saw you, SpardaSon21, some where else, on the PR forums.
Yeah, and I remember seeing you there as well. Kitkun is here also.
Love the mod and I just recently did the fix to make it stop minidumping and i havent stopped playing it
Um i just updated the SVN and mine is mini dumping constantly
Is it mini-dumping on boot (aka. before the load/splash screen) and then working fine on the second boot up? If so, I've had this a bunch of times, I do not know why it is happening, but I don't get mini-dumps in the game itself.
I just installed SoaSE for the first time in a while specifically to try this mod and I'm having minidump problems also (apparently Entrenchment is free? It downloaded in Impulse right after I updated vanilla SoaSE). I have tried the "BuffDomination.entity" fix and it hasn't changed anything.
So far I've been using one save game as a template because I can reproduce the minidump immediately to see if it's been fixed. It always happens right as an Alliance Capital ship (some kind of Mon Calamari cruiser) is destroyed. Right after it goes into death animation is minidumps every time. It has run insanely well otherwise even on maxed settings. I turned down some settings to no effect.
FYI I don't think my computer is the problem. 3.1 dual core, 295 GTX, 4GB DDR3.
Start a new game, a saved game will load some of a previous game's settings regardless of the changes done to the game files, which could possibly continue to cause minidumps.
I started a new game and am getting the same problem about 90 minutes in which is the same as the first time. It sucks because my fps is really high and the mod is running so smooth, but then will just minidump at the same spot every time. I really don't know what to do.
I really don't know what to tell you, as I honestly have no idea what your issue is... Nor did I play 1.0E much period, after one or two games I got my hands on the beta, which I would suggest signing up for as it is considerably more stable.
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