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

 

4,129,839 views 1,730 replies +4 Loading…
Reply #676 Top

I will release a patch for vanilla sins before an entrenchment version. I want to get 'most' of the mini dumps out. I haven't gotten there yet, but I've fixed a lot of them.

Reply #677 Top

I noted on a couple of v0.9 alliance frigs that the weapon points seemed to be several ship lengths in front of the models. perhaps, after resizing, the weapon points did not get moved?

Reply #678 Top

So. . . Eville, have you taken a look at my idea?

A simple: "You ignorant cretin, I have no intention of even glancing at your pathetic idea, let alone taking it seriously!" would suffice if you don't think it has anything to recommend it.

Reply #679 Top

Eville is a VERY busy guy he will get to it soon im sure

Reply #680 Top

^I understand (and appreciate) that, I just want to make sure that he even sees it.  It would be a shame for me to write all of that only to have it not considered because he scrolled down too fast.

Reply #681 Top

The biggest issue with resupply systems is that the AI has no idea they exist, and will always operate as if it has normal AM regen. 

 

Reply #682 Top

^That actually may lend weight to using culture instead of "supply depots" becuase the AI could regenerate antimatter in friendly space whether it wants to or not.

Is there a way to increase the importance that the AI places on culture?  If there is, wouldn't that go pretty far towards solving our little dilemma?

Reply #683 Top

I took a look at it, but I don't know if it can be done and there is next to no way to modify the AI at this point.

Reply #684 Top

Ah.  That's too bad.  Thanks for looking at it, anyway.

Reply #686 Top

ok evaders, and...

I took a look at it, but I don't know if it can be done and there is next to no way to modify the AI at this point.
End of quote

What about checking here in gameplay.constants:

    playerAISharedDef
        table-Aggressive
            BuildShip 10
            BuildModuleTactical 5
            BuildModuleCivilian 6
            BuildModuleResearch 6
            UpgradeResearch 8
            UpgradePlanetArtifactLevel 5
            UpgradePlanetPopulation 5
            UpgradePlanetInfastructure 5
            MaxBountyBidCount 6
            UpgradeStarBase 10

Reply #687 Top

to the best of my knowledge that dictates what the AI builds, not how it uses it. until ironclad relents and puts a LUA or similar scripting engine with hooks to the AI we won't be able to actually modify the behavior of the computer players or alter the actual gameplay logic

 

right now what we can really do is tweak the constants in the formulas that they have exposed

A good analogy would be like Ax^2 + bx +c   we can set A B and C as constant floating point values, but we cant make them variables dependant on runtime parameters and we still get a quadratic response. (same goes with abilities we are given preset functions that we can add to a list with a limited control of the parameters they can apply or what they can apply to.)

Reply #688 Top

 Thanks for this awesome mod. I have a question and suggestion.

What do you plan to use as SW faction's starbases?

I think Deathstar suits well with Empire(able to move like Orky, with planet bombarding lasers).

I am really looking forward for any updates...goodwork, Eville!

Reply #689 Top

we have already established a death star will be hard to do

Reply #690 Top

hey for some reason whenever i try to use this mod the game freezes and when i push like escape the game crashes with no explination. anyone know what its going on or have any idea how to fix this? if it helps any i use windows vista.

Reply #691 Top

Is this in the middle of the game? These are minidumps and Eville is working on them

If this is actually trying to activate the mod, check what version you are using. It needs to be v1.15 or higher, and not using Entrenchment

Reply #693 Top

Entrenchment is a "micro-expansion" for Sins that focuses on fortifications and defenses.  It basically attempts to make turtling a viable strategy.

If you don't know that Entrenchment exists, then it probably isn't a problem with using this version of the SOGE mod.

Reply #694 Top

Entrenchment - ala Stardock's mini-expansion. If you haven't bought it already, you probably don't have it.

We need more information. What are you trying to do and at exactly what point does it crash? Are you trying to use other mods too?

Reply #695 Top

i am only trying to use the star wars mod. and when i click to activate it the game freezes and when i hit space bar or anythying else it crashes.

Reply #696 Top

Impulse download? Or a retail install? Have you tried a clean reinstall? Or redownloading the mod archive?

How did you extract the SOGE files? Where did you put them?

Reply #697 Top

Seems quiet here...too quiet!  I guess most of us are just waiting for the next Sins of a Galactic Empire beta version at this point.

Reply #698 Top

It's usually like this. There's nothing much until a release. A lot of "when's the next release" and few people actually reporting bugs. Then it goes silent again.

Reply #700 Top

700th post. Keep up the good work.

 

Samurye :ninja: