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
Yes error message quite a few actually.
I have everything working perfectly I'd had multiple copies of the mod on top of each other... I'm assuming becuase when I downloaded SOGE 1.0 non beta it didn't add the files on to it as I'd hoped anyways everything is perfect, will be playing madly to find bugs. DDDDDDDDD I can't wait! I love doing this for you guys and for my own pleasure.
i used the minidump fix, but it still crashes... do i need to reinstal the whole game?
No. If you are playing off of an old saved game (aka. one from before the patch) then that is your issue; simply start a new game.
i did, twice.. first with republic and then cis. both times it crashed after about an hour.
That makes no sense... Might I suggest signing up for the beta, here? I know it's a rather cruddy "fix" but 1.0E is simply unstable and I have no idea why it's occurring.
love this mod....however everything is like epic epic tinny. i cant ever watch battles b/c everything is uber small and spread way out... there anyway to fix that
The size scaling of ships is designed for large SW battles. No, this will not be changed. It is a huge effort to change the sizes of all the models.
okay most of the time i feel like im having to watch zoomed out b/c the ships are like 100k apart when they fight and cant be seen on the screen at the same time till you zoom way out and cant see anything but the biggest cap ships.
im in no way a moder so for all i know this could be just as hard as resizing the models. however wouldn't it be the same sorta thing if you decreased the ranges at wich ships fight.. or would you have to change weapon ranges of every weapon to do that????
They aren't 100k apart... That's impossible as the largest weapon range is 12000, excluding abilities.
Exaggeration aside, its a legitimate problem though.
It's a natural result of having even marginally realistic ranges on weaponry. You can shoot someone from a quarter mile with a good scope, but you sure as hell can't make them out in detail without it. Either you play bumper cars with ships sitting on top of each other in a firefight, or you live with the reality that is perspective.
Hey Frobond,
Thanks for your thoughts. We do appreciate the feedback.
This mod is trying to keep some realism in space combat. Yes, I know, it's hard to do this in a fantasy game in a fantasy universe.
Most of the SW space battles generally involve ships duking it out at long range. It isn't necessarily the way it is portrayed in the movies, where most battles are shown as starfighters closing a short range. Rather, this is more like naval combat.
This is the style that Eville Jedi designed. This is a game with an epic scale... ala, it isn't meant to be quick nor small.This isn't EaW, Starcraft, etc.
Does this mean there are gameplay tradeoffs? Absolutely. Battles just can't be as engaging with 100 ships at close scale.Keeping that game design in mind, I hope you see where we're coming from.We'll always love feedback though, for anything we can change that doesn't change the whole game design.
Instead of making ships tiny, why not make everything else, like planets and gravity wells, bigger?
I've seen other mods do this and it makes it where ship models aren't eclipsed by icons to the point where you have to zoom in really close to enjoy them.
Otherwise, I like the mod, and will continue to like it until someone else comes up with another star wars mod that include Republic and CIS
They already did.
^^ What he said. There were several iterations of SOGE that played with scale and size. Ultimately what was done is in 1.0E and later
I signed up to matis. Login crazyewok. Just waiting for a add...
can you update it for entrenchment 1.051
Harpo's mod updater is fully capable of doing so for you, if you, like me, chose not to join Mantis and get the SVN release.
Yes, the SWR server is down. Will let you know when it's back up.
Website, forums, Mantis page, and code repository are back online! Woo
http://www.swrebellion.com
Could someone re-walk me through the process of getting my SOGE Mantis ready? I had to get a new laptop. I was smart enough to back up all of my game data and mods....just not Mantis. So, yeah, kinda lost.
Login page for registration/password retreival
yeah now that i look at it from that perspective and have played farther into the game and realized how big the fleets can be. i realize there is really many other ways to do it that are practical this late into development.
as a side note anyone play this online??? would love to play a few multilayer matches even if its against ai.
also i just signed up for a mantis account. how do i go about applying for the beta.. figured i play this mod enough i should help out where i can
Edit:nvm found it
I'd love to do MP. It's really the best way to see if things work, more so than AI, as one can truly see things in action, and more importantly, it's fun!
Thank you very much, Evader! Now, if you'll excuse me...I've got some Rebel scum to take care of.
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