EvilleJedi EvilleJedi

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

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

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 :-p 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 https://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

 

4,129,862 views 1,730 replies +4 Loading…
Reply #301 Top

the bombardment range of missile has been fixed

 

 

it will be released for entrenchment once entrenchment is officially avaialble and whne I've had enough time to test it.

+1 Loading…
Reply #302 Top

damn man, youre quick! Cheers mate, absolutely brilliant mod.

Reply #303 Top

Quoting EvilleJedi, reply 1
it will be released for entrenchment once entrenchment is officially avaialble and whne I've had enough time to test it.
End of EvilleJedi's quote

So the current version of the mod is the last one for Sins vanilla? Or do you plan to release one more for Sins 1.12?

Reply #304 Top

it should work with 1.12 (the current version does with two warnings)

Reply #305 Top

After some testing I discovered two things

 

1) smaller ships plays a lot better, the current scale reduction is about 5x, so an SSD is about the size of a capital ship in the stock game (this bings a lot of benefits trust me, it just looks odd vs stock races) the actual conversion process is very quick so I may implement this in the next patch.

 

one of the huge advantages of this is that I don't have to mess with gravity well settings much and I don't have to worry about 'under sized' structures etc.

 

2) fighters are introducing way too much lag, I am going to make ultra low poly fighter models (< 100 tris) to solve this and really tweak weapons.

Reply #306 Top

Huh, Why can't you just use the old X-wing vs Tie Fighter Models (if they are ripable), I would assume that they would be of low enough polys

 

(forgive me if it isn't possible, I know nothing of modding)

Reply #307 Top

they are in a format that would require just as much work. (and thier textures are all cut up meaning more work)

Reply #308 Top

i think the lower polygon count should work fine. I had my first sins mini dump last night. My ssd had just left from hyperspace and landed in an enemy gravity well, he had a huge fleet there and i was all ready engaged heavily elsewhere with fighters and bombers all over the place (looks awesome to see that many fighting!) As soon as the 12 squadrons dumped out of the ssd FREEZE. Alt tabed and yep, mini dump. im happy enough with out ties and x-wings as generally you are never zoomed in enough to see all the action of the fighters close up for too long as you miss leading the battle. Not too mention it sounds like far too much work to me he he

Reply #309 Top

I've got a problem, when in game, all tech-trees are fully researched, all buildings are upgraded and everything. Anyone got a clue what's wrong?

Reply #310 Top

I don't think Eville has released any work concerning research. So consider all of that still "work-in-progress"

Reply #311 Top

Smaller ships should also mean smaller fighters/bombers = low poly counts for them will be even less noticable.

Hmmm, another bonus effect of smaller ships is that planet:ship scales will be more realistic and epic.

Reply #312 Top

Hey guys, just bought the game and updated it with the latest patch. Came on here to look for all the cool sci-fi mods but I saw somewhere here that unfortunately SOGE doesn't work properly with 1.12? What's wrong with it? And is this going to be addressed in the next release EvilleJedi?

Reply #313 Top

how do i capture a mine in an dedris field

Reply #314 Top

EvilleJedi,

Tried it for the first time last night, really great work.

Just out of curiosity, does the game accommodate bump or normal mapping?  Currently, and I assume the lighting engine in Sins is to blame, the ships look somewhat flat and gray.

The star destroyers are fabulous.  :)

Reply #315 Top

it will work with 1.12, though it will pop up some warnings that you may have to alt tab to click through

 

bump and normal mapping, but I haven't figured out how to make it look decent. (still having problems with lighting even)

Reply #316 Top

Man, great job.  You need to extend hangar space on hangar defence so you could make them usefull.  And whats with the cheap particle Fx?  Have you implied BailKnights graphical mod?  I was dissapointed about no autocannon or beam cannon effects.  Just lasers gets boring.  The republic interdictor dosent auto aquire, same with the republic armed frigate.  The mod crashes with multiple very large fleets going on...  I'm sure your working on this one.  This is a minidump issue. 

Reply #317 Top

This is 1 awsome mod, some or the ships models are exalent,

I made a video showing some of the ships you get in this mod.

 

Reply #318 Top

Ack I forgot about mods!!! With my new uber computer, I forgot about mods!!!! MUST DOWNLOAD NAO!

Reply #319 Top

I am looking at the folder D:\Stardock Games\Sins of a Solar Empire (the destination I installed the game to) and I cannot find the mods folder to extract the file to.  I am running Vista.  Anyone have any advice/ know of a forum that can help me find it?

I ran a search and it retreived nothing.

Reply #320 Top

It goes in a documents folder:

D:\Documents and Settings\<your name>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

 

it says what folder in the activate mods part of the options in the game.

Reply #322 Top

EvilJedi, I heard you have a problem with research.  You should seriously consider implementing Ordain's Mad Scientist

mod.  It has the best Research Tree in Sins,  and an awesome starting militia idea.  It would be perfect for this mod,

so you wouldn't have to worry about research.  You could work on models and solving the strike craft problem :)

I've compared the tech tree to Distant Stars, but Mad Scientist is vastly superior.  Yep, if you fuse SOGE with Mad Scientist

Mod, you would  have the most uber fun mod Sins of a Solar Empire has ever seen!

 

 

Reply #323 Top

Hi EvilleJedi.  Just so I understand, you are considering making the ship scales smaller WHILE increasing the size of gravity wells....but only up to the point where camera panning/control starts to become an issue.  So gravity wells would be bigger than stock, but smaller than the point where they get awkward.

Does that about sum it up?  If so, then that should be pretty darn cool.

Reply #324 Top

I don't know if gravity wells need to be increased if the ships are scaled smaller. I just hope the ship speeds increase. I think some of them are way too slow, esp if there are some to be used for scouting.

Reply #325 Top

I'm planning on doubling the size of the gravity wells, and shrinking the ships by a factor of 5, so effectively making the gravity wells effectively 10x larger, however the ships will stay the same speed, just slow down the acceleration a bit (which helps a lot with turning and not running into things.