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
No. This question was already asked and was answered on this very page. Scroll up. >.>
Edit: Naturally my post starts a new page.
lol
a lot of the sounds consist of a second of silence, did something go wrong in the extraction?
i got this error in winrar
...\SOGE1.0e.zip: Cannot create SOGE\Sound\BRD_ONATTACKORDERISSUED_3.ogg! Access is denied.
You might have a bad download. I would try redownloading the file
i redownloaded and extracted again, there was no winrar error this time but some of the files are still silent
but they have the same sizes as the good files, so it must be something wrong with wmp or the ogg codec...sigh
edit: when i hit "play again" in wmp it works, and they work fine in audacity, so it must be some odd problem with wmp
Yes, it was pretty awesome
in other news soge will be released for diplomacy. we now return to our regular forum banter...
ETA ON DIPLOMACY?
when the planets are done. lol
So, I updated my game through Mantis, but the new planets and what not aren't showing up at all. Could someone please tell me what needs to get done? I'm afraid I don't have enough breadcrumbs to get home.
Because that's how the values worked out. You need to rethink how you play really... Go for low planets first. Then higher ones. Then finally the expensive volcanic ones. (and the negatives rates have been redone I'm just wrapping up the planets...)
No. That's on purpose. You are getting SO much metal for it it's not even funny. Why does everyone complain about that...? :/ Just grab a High Terran planet and upgrade it abit and you can colonize them with out a problem.
I don't like it because when I'm expanding early, I have very little money and the asteroids give fledgling empires a boost in the early game.
I don't know, it just seems like you guys are messing with what made Sins fun. I'm not complaining, the mod is great, but it just kinda bugs me right now. I guess I just have to get used to it.
A -1 hit to your income is not going to hurt you. You make TONS off selling the metal. I may up the credits per pop though. What WILL hurt, if you don't plan for it, is the high end volcanic stuff. I'll make a Planet strategy guide and release it with my mod since some people are having trouble adjusting...I did rip out the planets, burn everything made by IC, and put in all my own stuff.
just keeping current on this mod for when you release a diplo version
Eh It'll be a beta so sign up for it at www.swrebellion.com and I'll try to keep it up to date as the Ent beta. Once we get the Ent one done we'll release the Dip out here as well. But until then I'm going to keep it in the mod's forum.
the resources have been completely redone in the new verison of the planets. just wait till i find all little things wrong and fix them and i'll put it out soon. this should also aleviate most of the early game resource issues. i'll also release a planet guide because it seems people just grab every planet they can as fast as possible. my planet mod was specifically designed to hamper this. also people don't know the stats of the planets and one type is completely different from the next. the guide will come with descriptions, stats, roles, lists, resources, strategies, and other goodies to help people understand how the new planets work and how to use them to their best.
Cat, try the Extra Planet random maps. They make the game a bit faster, as you start with more resources. Though I'm considering reworking those planets, swapping them for say, a Low Terran, so games are sped up more, as they were in the original versions. But regardless, those will make things a bit easier for you time wise. And also, in the settings bit, set everything but ship speeds to fast, and you will find the game will move much faster.
Assault Gunboats are not "gunships", they are bombers, multirole fighters in SW canon. As for strike craft variety, this is truly unnecessary. Fighters are already balanced, and there are already special fighters, such as the Jedi Squadron on the Jedi Venator (they have ARC-170s as a filler for the Eta-2/Actis) and the Independence has Rogue Squadron. The LAAT was not built for space combat, likewise with the Droid Gunship, contrary to what SWBF2 would make you think.
As I said in my post, the ARC-170 is a temporary filler for the Eta-2 Actis, much like how there isn't a real Y-Wing model ingame, the Y-Wing uses the B-Wing model.
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