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 #1126 Top

Ships size right now is PERFECT!  Great job to all those involved!

Reply #1128 Top

Hey Team,

 

I'm doing a Remix for this mod but I've run into a bit of trouble. I added the research to increase the max number of purchasable upgrades for capships but the 3rd purchase to upgrade to level 4 costs -21724248799. Did you guys make any changes that might affect this?

 

I've made sure the gameplay stats show a positive number for all upgrade purchases. 

Reply #1129 Top

RAZZORLIGHT I suggest pressing your face to your monitor, that makes them bigger :-p

Reply #1132 Top

The corellian corvette is like a fighter when you compare it to the size of a star destroyer.  They're huge.

 

The Executor is larger than planets if he goes with the vanilla scaling.

Reply #1133 Top

I'm loving this! Everytime someone says "the ships are way to small" (which they aren't) the entire community basically tells them to crawl back to whatever damp dark space they came from.  Good on ya lads!! :grin:      Btw love the mod :inlove:

Reply #1134 Top

If you compare the corvette to a planet it's huge


FYI

Reply #1135 Top

Is this compatible with entrenchment 1.05?  Since it says "1.041+" I figured I would ask. :p

Reply #1136 Top

So far, yes. Stardock hasn't changed much of it that would affect the mod

Reply #1137 Top

Have some issues with the Torpedo Sphere cap ship.

It loves to use 'Study Target' ability on Neutral Extractors....serious AM/countdown wastage there.

It also can't wipe out a planet on its own....it'll do the initial 200 points of planet bombardment damage, BUT will wait so long to fire again = the planet completely recovers before it takes another 200 points of damage.

= The Torpedo Sphere is completely useless!

 

Also, the game minidumps after 2-3 hours of playing without fail.  Is there someplace to send the minidumps for this mod?

Reply #1138 Top

Actually, it looks like only Razzorlight wants bigger scaled ships....at least it seems like every 2nd post is him asking for the mod to be changed to suit his tastes.

 

Hey Razzorlight, why not take the 10 minutes to figure out how to change ship scale yourself?  That way you are happy and the rest of the world is happy too.

Reply #1139 Top

I haven't received any of the minidumps people are talking about and I play for a long time, like 12 hour games in total. Weird.

Reply #1140 Top

Minidump files do not help - we have no way to read them. You need to isolate the crash to a specific ability, ship, etc. If you can isolate the problem, please report it to our bug tracker

Reply #1141 Top

Clone Wars screenshots for avatars or infocards.

Lots more coming as I watch the series. Feel free to use any (no perm req).

4 versions of each: Player_Portrait, Player_Portrait_Framed, 150x150, 100x100 (all PNGs)

Jaba  Jaba  Jaba 150x150  Jaba 100x100                  

Different sizes here.

 

 

Reply #1143 Top

I havent played this mod since like a year ago, and just took my first spin today, 4 hours straight, no minidump or anything bad to speak off. :D

This is a great mod, and i enjoy it tremendously. Great work. :) Cant wait to get my grubby hands on the next version. Hehe. Noticed the Torpedo sphere cost 2500 antimatter to fire the crack planetary shield abbility which is.. too much i reckon. So mentioning it here. Also some sizes seem a little off, a golan defensive platform is smaller than a turbolaser platform to mention one thing, maybe you have allready fixed this in the internal version. But hey.

Anyway, keep up the great work, looking forward to next release. :)

Reply #1144 Top

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.

Reply #1145 Top

I think the biggest capitol ships should be somewhat resistant to its effect. i really dont see a single shot of it bringing a super star destroyer down (the big mean mofo). Add an effect that halves its duration or something maybe. <shrugs> would probably involve coding which is dang annoying, but what do i know im only a gimp modder and never tried sins. :D

 

On to a different issue, i think the sizes are fine, much more realistic that way as it will realistically portray the various ships with their true size and not have corvettes which are 50 km long when compared to a planet. :D

Reply #1146 Top

the problem with a lot of abilities is that 'super capitals' are just capital ships that are physically bigger, there is no code differentiation. We had asked IC to build in exception lists into abilities but we didn't get that feature.

Reply #1147 Top

Yeah i understand, a sad limitation in the game, it would probably take a lot of custom coding to do. /shrugs, but i really dont know sins modding so i got no clue how to get it done, if at all possibly.

Reply #1148 Top

It loves to use 'Study Target' ability on Neutral Extractors....serious AM/countdown wastage there.
End of quote

 

Very true, unfortunately you can't just negate extractors.  It's a tossup between setting it up to require manual casting for half the targets to be attacked, and needing to set it to manual to prioritize weapons platforms during battle.  The latter felt less irritating to me.

 

It also can't wipe out a planet on its own....it'll do the initial 200 points of planet bombardment damage, BUT will wait so long to fire again = the planet completely recovers before it takes another 200 points of damage.

= The Torpedo Sphere is completely useless!

End of quote

 

Yeah, the release version hasn't been bug fixed.  You get to do 4000 damage with the level 3 version of the planet killer, as well as greatly increasing bombing damage for 20 seconds following.  The bombing damage itself does blow, but it's still the ultimate siege ship as a 35 fleetpoint planet killer.

Reply #1149 Top

Well I'm running this mod with Sins Entrenchment v1.05 and I can't get more than about an hour into a game without having a mini dump, I can load a save and sometimes get further but it always starts dumping an hour in.  Also there are TONS of 'string not found' and for the alliance one of the research subjects is 'string not found' and the description is also 'string not found' so I'm going to assume it isn't exactly entrenchment 1.05 compatible even though it's supposed to be.

Reply #1150 Top

Quoting Dashotosho, reply 1149
Well I'm running this mod with Sins Entrenchment v1.05 and I can't get more than about an hour into a game without having a mini dump, I can load a save and sometimes get further but it always starts dumping an hour in.  Also there are TONS of 'string not found' and for the alliance one of the research subjects is 'string not found' and the description is also 'string not found' so I'm going to assume it isn't exactly entrenchment 1.05 compatible even though it's supposed to be.
End of Dashotosho's quote

 

Same for me - I'm always Empire if that helps (The 'string not found' is scattered everywhere in various spots for all of the races, was like that before 1.05 for me anyway.)