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Star Wars: Sins of a Galactic Empire 1.0E (entrenchment)

By on December 1, 2008 2:26:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

EvilleJedi

Join Date 03/2006
+42

12/12/2009

Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire Entrenchment
A Star Wars total conversion mod for Sins of a Solar Empire
12-12-2009

TEAM
=============================================
Models, textures, ship stats: Evillejedi
Abilities and tons of debugging: Psychoak (It would have taken another year without this help)
Swrebellion.com Web support and general debugging: Evaders
Interface icons: Ozwolf
SW Music: Pedro
Many 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, thanks

CONTACT
=============================================
Development website http://warlords.swrebellion.com
Development forum http://warlords.swrebellion.com/forums/viewforum.php?f=593&sid=d9baa3b5114c49929088ca5b1506e866
bug tracker http://warlords.swrebellion.com/mantis/view_all_bug_page.php
sins forum http://forums.sinsofasolarempire.com/331584


INSTALLATION
=============================================

The zip file should be around 225mb

Extract 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 risk

If you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest version

This release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent systems and Galactic Republic

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

Since 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 patches

If 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 abilities

The 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 patch

Research costs have not been finalized, they will change in the future

Some 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 this

On 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 versions

Ywings are currently being displayed as bwings, this will be fixed soon

Some abilities or effects may require work, this is especially true of abilities like Sprint

Some icons are being reworked and will require some adjustments

Fighters 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 work

Download Links
=============================================

http://www.filefront.com/15122655/SOGE1.0e.zip

 

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December 1, 2008 2:33:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sweet!

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December 1, 2008 2:40:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome!

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December 1, 2008 2:51:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Please use this download link.. it will help spread out the bandwidth pain on our server

Download here

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December 1, 2008 2:58:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I downloaded the second mirror and it told me there was an unexpected end of archive then when I tried to extract anyway it said files were corrupt. any ideas?

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December 1, 2008 3:28:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

D/L it again. I had the same problem. Twice. Both times it didn't get the full rar. Wierd. But it works.

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December 1, 2008 3:43:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Confirmed that it is working and extracting successfully now.

Cheers!

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December 1, 2008 4:35:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

seems very nice, I saw the unit list and it was far more complete than I would have thought. thank you a lot for your effort, I will report back once I have time to play this baby.

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December 1, 2008 7:06:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

works for me as far as I can tell. and looks good.

though, is it just me or does this mod require more pc power than vanilla sins? it slowed down quite a bit a few times, especiall when I zoomed in on the imperial II.

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December 1, 2008 8:22:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

hi all,i've got a probleme with that mod,when i go to option,for launch the mode,i have probleme "visual microsoft c++ librairy,C:/program files/kalypso/sinsofasolarempire.exe" i have desinstall,and re-install the game,but it's the same,anynone for help me,because i have 4 mods,and it's the only one with bug
thx for your help all(sorry for my english)

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December 1, 2008 11:20:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

looks like i haf the same problem with nono too...i got the visual c++ prob...eville does this mod works on v1.05? Ur answer for this problem will be greatly appreciated...thanks alot..

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December 1, 2008 11:26:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

FINALLY FINALLY YES!!!!!!!!!!!!! I have been waiting for this how long? 4 5 6 months

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December 1, 2008 2:18:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just played this and everythings looks awesome so far. EvilleJedi your doin awesome keep it up. Cant wait to see the finished product. I got a ? How can I slow the lasers down. They are blinding fast. In sw they take a second to get to the other ship and right now you can barely see them.

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December 1, 2008 2:36:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yay! Thanks Eville. Can't wait till its 100% done lol

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December 1, 2008 3:39:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

works with 1.1 and 1.11

 

It won't work with 1.05

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December 1, 2008 5:38:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well go update... he didn't say 1.05 now did he?

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December 1, 2008 5:43:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You're doing a fantastic job so far Eville!

By the way, what's going on with the galaxy map and large gravity wells and such?  Are they in 0.75 but I can't find them?  Do I download them separately?  Or are the map/large gravity wells just not available yet?

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December 1, 2008 5:51:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey eville, awesome job. Hey I was told at the Fleet Commander forums that you had a hand in shutting down a battlestar galactica mod for another game. I was told because there was fear that you would try and shut down a bsg mod for sins that some of the support we might need may not be forthcoming due to fear you'd try and shut us down as well. Is there some way you could tell us what happened back then? and if you have plans to try and shut down the sins BSG mod? I'd like to think this is all just bogus nonsense, but I have to be able to verify so we can get some more help.

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December 1, 2008 5:57:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, I started playing with the Empire right away (awesome job, by the way) and they rocked ^.^

Dun't start with a frigate factory though????

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December 1, 2008 5:58:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Why would anyone try and also be able to shut down someone's mod?

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December 1, 2008 6:04:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yeah, that's why i am asking. it doesn't seem to make any sense, evillejedi doesn't strike me as the type to do that.

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December 1, 2008 6:05:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well I can see the halo people shutting down that halo mod for... starcraft...? I think thats right, because they are making halo wars or whatever (not a huge fan, halo is fun, I'll admit, but by no means deserves the 10's everyone threw at it)

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December 1, 2008 6:06:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Even if he was, how would he shut down someone's mod? I don't really think it possible.

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December 1, 2008 6:11:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great Star Wars expierance... I can tell this will shape up to be the mod/game that trully captures the scale of star wars! (maybe be the 1st)   BTW-The Executer made me giggle when I first flew it into an enemy's system.

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December 1, 2008 6:12:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, unless he has some legal shit to throw at them, he can't really do anything...

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December 1, 2008 6:13:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There r a few ways, all of which are lame and most require tattling or raising a fuss with the BSG creators.

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