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
EDIT* see post below
Weird I dunno what happened to my last post.
So i just saw the computer invaded and took over the pirate base. never seen that before
AHHh and the imperials built the ssd hahah uh oh
and minidump
Please send me a PM and give me details. What error are you having?
The Error in which the moment the download finishes it freezes my entire computer system so that I have to restart everything and then the download starts again forcing me to restart my computer when it finishes.
In short the download constantly redownloads itself freezing up my entire system.
OH MY GOD 54 seconds until it finishes again!
See you guys in 5 minutes
How odd it didn't kill my computer this time I shall see if it downloaded correctly.
I played for a good half hour and right before i could attack the computer's home planet , i got a mini dump
Nope didn't download. I really wanna play too
tkins, minidump when the executor was shooting or ?
it might be the weapon points, I'll have to go back and check them
Unfortunately i lost the mini dump .
There was a battle with the SSD for a good 3-4 minutes before it mini dumped. So I'm thinking it was already shooting for a while before it happend. Maybe I can load my auto save and get it to happen again.
I don't know if it makes a difference but this was on a custome map I made in Galaxy forge. I've played on it lots before though so I don't see how that would be an issue.
Yup Mini dumped again. This time it was a lot quicker. It happened just as I was clicking on the fighter bomber tab with all my Republic fleet selected. I did notice the executor blew up a ship and started firing at another one and it was fine.
EDIT*
I've got the both the mini dumps from yesterday and today. Would it help if I sent them?
That's like what happened to me.
Now I just make sure I have a smallers number of ships selected when I try to manage my strike craft.
I'm not sure if that 170 means strike craft or squadrons but I had 55 squadrons.
170 squadrons.
Maybe it has to do with system capacity? If you're watching a massive battle with 100 different ships firing lasers constantly and you decide to tinker with your squadron ratios, it probably puts a bit more strain on your computer than doing it in a battle-less situation. This is especially true considering how the game would have to update the damage percentage of all your squads simultaneously in addition to everything else.
That could be it.
My rig usually does fairly well with sins though. I've had massive massive fleets with tons of squadrons facing off against one another and not mini dumped and only suffering minor lag.
This was just a medium sized battle against one SSD.
I got the 170 number from a pretty low violence situation. It was the end of a game and I was just stamping out the opposition at the save point I used to test it, so it might not have been as demanding as a real battle. I really have no idea what the numbers were in a real battle when I got a minidump, since I don't have any save games with powerful enough enemies to test it.
To further develop my theory, I think that the biggest reason for minidumps is your squadrons taking damage. You could manage 155 squadrons that aren't taking damage and be fine, but 55 who are may overtax the game.
Why is it different in this mod though? I've had well over 55 squads in a battle in vanilla sins and that's just my fleet.
Maybe the ships, effects, etc. in the mod are more demanding than those the vanilla game?
So nobody knows why it wont work for me?
Sorry, I got caught up in the minidump discussion with Tkins. This is the link that worked for me.
http://files.filefront.com/SOGE075rar/;12518721;/fileinfo.html
Damn nothings changed. I wonder what the problem is all other downloads work fine.
Dont know if this has been brought up or not but i cant claim asteriods since i dont have colony ships...
EDIT:
I have made some changes here and there now all the new races can claim asteriods with their respective colony ships or whatever ships i could find. If you want these changes I can send them to ya...
I dont know where the team is with balancing the ships but I have been toying with the ships and prices as well. I love the selection of ships so plenty of balancing and figuring to do!
Not sure if anyone's noticed this but, it appears that the Acc II does not have a set weapons range, at least...one doesn't show up when I hit Alt. However, it does seem to have the ability to simply sit anywhere in a given gravity well and fire at anything else in the gravity well, no matter the range. Now, I'm a big fan of sniping myself, but should the Acc II be able to do that?
Awesome. I'm downloading it right now.
Samurye.
hmmm what's even stranger with the minidumps is that only the squadron files are custom , the fighters themselves are using the stock sins fighters, so they themselves shouldn't be the issue (unless there is a problem in the squad files)
I really can't do anything useful with the minidumps, until IC decides to make a minidump tool or something to explain them, they are pretty useless.
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