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

 

4,129,831 views 1,730 replies +4 Loading…
Reply #1151 Top

Yeah oh well.... great mod but constant mini dumps = unplayable.  I've tried it without any other mods to make sure it wasn't mod issues.  I'm going to assume the issue is when the computer researches something because the dumps have always been 1:00:00-1:20:00 in and we can't get past an hour and 20 without a dump.

Reply #1152 Top

Quoting Paradoxnt, reply 1144
Anyone else find the Ion Canon platforms way overpowered?  I can hold off massive invasion fleets with just a few of these things and a small fleet.
End of Paradoxnt's quote
Yes very OP, all you need is 1-2 ion cannons and you can kill any cap ship with even the weakest craft.. the range on the ion cannons is ridiculous.  It's the only complaint I have about the mod other than the mini dumps all over... basically anytime you attack an enemy you can count on 2-4 cap ships being completely useless for a while.

Reply #1154 Top

Quoting Evaders99, reply 1153
Suggest to try this until the next release comes out

http://warlords.swrebellion.com/mantis/view.php?id=502
End of Evaders99's quote
Tried that, no cigar.  Still crashed constantly at around 1:20:00 in.

Reply #1155 Top

Okay, so this is going to come as a dumb question - how do I open the entity.manifest file to edit it like the guy says in the above fix (which, from what I'm getting, is probably my problem - I got the same thing he did anyway.)

Reply #1156 Top

Quoting CommanderDyran, reply 1155
Okay, so this is going to come as a dumb question - how do I open the entity.manifest file to edit it like the guy says in the above fix (which, from what I'm getting, is probably my problem - I got the same thing he did anyway.)
End of CommanderDyran's quote
If you're running XP you double click on the file, tell it you want to select a program from a list to open it, select notepad as the program and it should open.  Edit the second line from 827 to 828 and add the 'entityname "BuffDomination.entity"' line at the bottom.. or anywhere really.

Reply #1159 Top

Quoting Malanthor, reply 1158
So for the next version.. any chanse we'll see starbases?
End of Malanthor's quote
Well when some of the defensive structures cost as much as a starbase(or more) I'd hate to see how much a starbase would cost in this mod.  I must say the defenses are sufficient without starbases though.

Reply #1160 Top

Quoting Evaders99, reply 1153
Suggest to try this until the next release comes out

http://warlords.swrebellion.com/mantis/view.php?id=502
End of Evaders99's quote

 

Well, it didn't work for me either -  I couldn't even start the game, crashed to desktop right after I clicked 'Play Entrenchment'

Undid what I did, worked - still have the problem of the minidumps though.

 

Edit: Tried it again - now it works...wierd.

Edit2: Well, it loaded the game, and I could play/start my previous load - but then I got another minidump.

Reply #1161 Top

Yeah, true enough, it would cost... alot.. it would be fun though. Could poach the models from empire at war if possibly without legal repercussions and stick them in.

I wonder why so many have problems with minidump, ive played the game extensively the last week and i have not had a single crash for any reason, i have steam version /shrugs.

Reply #1162 Top

Quoting Malanthor, reply 1161
i have steam version /shrugs.
End of Malanthor's quote
That might have something to do with it, though I would imagine it would be the same files either way....... you never know these days I guess.  I have a store bought version but obviously since a long time ago it became the 'impulse version' since I can't update it any other way.

Reply #1163 Top

Saved games can minidump because Sins will store lots of details on the running state, which may not be reapplied even if the game files themselves change.

A clean game is recommended with file changes :)

Reply #1164 Top

Quoting Evaders99, reply 1163
Saved games can minidump because Sins will store lots of details on the running state, which may not be reapplied even if the game files themselves change.

A clean game is recommended with file changes
End of Evaders99's quote

 

Thing is, this was a new game: as were the previous 5 that I played with the 1.05 Entrench. update.

 

Have to say though, really hope that you guys mod this for diplomacy, would make it a lot of fun.  Well...more fun than the already epic proportions it already is.

 

Thanks for modding :D

Reply #1165 Top

if you are in the beta test group and have SVN access the NR and vong factions are in a WIP state, go play with them, report bugs and give feedback!

Reply #1168 Top

Servus

do you soon do an update for your Mod?
would be great if then the ships a little would be bigger and the dumps would disappear, a great Mod, but is barely to be played with many Crashes
thanks and good work:)

Reply #1171 Top

So far, I love it, sadly a minidump after a hour and half, right after a quick save ( phew ) there is just one tiny tiny thing.. the Star Destroyers are so small compared to other things.. I noticed, that the gravity ring is quite big, I guess intented for large battles, perhaps you can also scale the Star Destroyers up a bit so the scale is better?

Also I noticed something rather odd, purple like torpedo's, I played Tie Fighter, Tie vs X wing, X-wing Alliance but can't remember ever shooting something purple'ish, could be wrong, been lots of years ago!

Reply #1172 Top

The scale of the ships is intentional, to support larger battlefield and number of ships.

I don't see Eville Jedi changing it again, as it will probably require resizing all the models.

Minidump fix is here

 

Next release will probably have the NR and YV factions :)

Reply #1173 Top

Ah shame, I always find wrong scaling a bit annoying in games, but, I can see why =)

 

1. Copy "BuffDomination.entity" from "/SinsDir/Entrenchment/GameInfo/"
to "SOGE/gameinfo/".

2. Edit "SOGE/entity.manifest":
  2.1 Change "EntityNameCount" to 828
  2.2 Add the line:
      entityname "BuffDomination.entity"

 

Call me nub, but I can't seem to find this  ''SOGE'' ? EDIT:  I am a noob.

Edit:2 I wonder, if there is something wrong with human use of Nabula B Frigate? When I use it, he only shoots with one laser, regardless of range if it is on max or close, the Pirate AI came with a few and I saw a lot of blasters coming from it..

Reply #1174 Top

SOGE is the folder where you placed the mod

Not sure about the Nebulon B - suggest you file as a bug

Reply #1175 Top

What wrong scaling? i thought the ships were scaled correctly, its only some static defences etc that are way to big because they are not modeled yet and using normal sins models as standin.