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

 

4,120,973 views 1,730 replies
Reply #51 Top

I don't have any inside information or know the situation. Eville Jedi is helping out in many different mods, but I doubt he would be the one to shut one down. If anything, he'd give his help. As long as you credit him, he is more than willing to let you use his models.

More than likely, the BSG company or creators shut down such mods as an infringement on their copyright.

Reply #53 Top

Quoting Evaders99, reply 1
I don't have any inside information or know the situation. Eville Jedi is helping out in many different mods, but I doubt he would be the one to shut one down. If anything, he'd give his help. As long as you credit him, he is more than willing to let you use his models.

More than likely, the BSG company or creators shut down such mods as an infringement on their copyright.

 

What shut down BSG mod?  AFAIK, both the Sins and HW2 mods are still full speed ahead.  Well 1/4 speed ahead in case of the Sins mod.  We have some minor model issues (modeler needs to rearrange and add some emitters, currently the Colonials are just a model swap with TEC, so they play as a carbon-copy of TEC.  Its very boring when your Galactica shoots like crap), need to rewrite some entities for more guns, some tech tree stuff, updating for 1.11, etc.  And unfortunately I'm one of the coders.  So I'm partly to blame because of my laziness, as I would rather play mods than make them :P .

Reply #54 Top

I love how this is for 1.1 and 1.11, +10

However, to be a Spelling Nazi, you could correct some ships names, like the 'Dreadnaught' should be Dreadnought

Reply #55 Top

Also, where's my OP Mon Calamari designed anti-Executor?  Please don't tell me its fighter spam.

Reply #56 Top

 

Love it!!!!!!! great work EvilleJedi

 

Quoting Evaders99, reply 25
And here I was thinking this was Evile Jedi's fan page .....
I am still awaiting for that Ewok Assault game! 

BUT IT IS His fan page!!!  I here that Lucas Arts may just pick up EA (Ewok Assault) Apparently some one that work at Lucas Arts saw that the source code From the web site(LucasArts.com)  was used to promote it. But instead of  taking legal action decided  to pitch the idea as there own, it's Apparently is getting some traction and we may just see some advertisements for it in the next few months.

 

Reply #57 Top

hi all,i have second problem,i'v updated the game(1.11) but when i want to chose my faction,it's written "string not found",i have french version of the game,but i didn't think it's the problem,thx for your help

Reply #58 Top

Nice job Eviljedi.

Despite some minor flaws the mod is looking real good. I see you are still having some trouble with the model shaders. I already fixed the Corillian Corvette. If you got MSN get with me through PM, and well see if we can fix all of it. I dont have much time on my hands due to work, and such, but least i can do is show you the way :)

Reply #59 Top

I'm thoroughly amazed at some of the models in this game. I jumped on last night for a bit to play as CIS. Some of those ships are so well done!  Kudos to your modeling abilities.

Does anyone know what causes the ships to lose their formation? I think Eviljedi had mentioned it somewhere, all the ships seem to bunch up into a little ball. At first I thought it was because the ships have short ranges, but even if they aren't attacking they seem to keep very close to one another, like they try to fly on top of each other.

Reply #61 Top

Quoting EvilleJedi, reply 9
The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up, it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.)

 

I have no idea about a BSG mod, I did help start the HW2 BSG mod(though only by taking control of it and making a playable mod that they could work off of), I haven't been involved at all with any BSG mods outside of that one.

 

kurkistan: the large gravity wells were taken out until I can fix A LOT of bugs with them

 

 

 

Yeah aurora from fleet commander told me u had done a lot of werk on FC.  So it made no sense 2 me that u would shut down a BSG mod. Once again I reiterate, EVILLEJEDI rules all!!! :-) Aurora also told me that u might have some bsg models/meshes available 2 u though. Is there any way we could use something along those lines? Is there a specific way you would like to be credited if you agree? (well besides us all worshipping you 4 all time as the mod master... ;-)

Reply #62 Top

Hmm.....I seem to have trouble downloading off your site. Any ETA on a mirror being put up?

Reply #63 Top

Everything is awsome I just pwned the Rebellion with 2 Executors :grin: :grin: :grin:  

Only the textures on Rebellion cap. ships aren't so good everything alse great especially the Empire and the CIS

Reply #64 Top

Quoting Tkins, reply 9
Does anyone know what causes the ships to lose their formation? I think Eviljedi had mentioned it somewhere, all the ships seem to bunch up into a little ball. At first I thought it was because the ships have short ranges, but even if they aren't attacking they seem to keep very close to one another, like they try to fly on top of each other.

I have a completely un-based and most likely illogical theory as to why ships bunch up (I suggested this in one of the bugs threads, but my post didn't show up there, and this is probably a more appropriate place for it anyway).

As Eville has said, almost none of the ships have accurate shield meshes, with shields generally being way too small for each ship.  One issue because of the bad shield meshing, if I recall Eville correctly from the original Star Wars thread, is that strike craft tend to fly through ships as if they aren't there.  This led me (with no basis in fact or even a working knowledge of how the game is coded) to conclude that shield location is used by the game to determine the positioning of ships relative to each other.  Following this illogic, when the shields get customized to each of the Star Wars ships, the spacing problem should go away.

Reply #65 Top

I was actually thinking a similar thing. I noticed the shields were shorter than the ships and thought that it could be the game is thinking the ships are actually smaller.

 

Your "illogic" is quite logical I think. Maybe not supported by facts but definitely reasonable.

Reply #66 Top

Thank you for your agreement:grin:

EDIT: I call it "illogic" mostly to stop myself from looking like a complete idiot if it turns out that I'm wrong.

The basis for calling it illogic is actually quite sound, though, seeing as you can make a quite logical argument for the sun revolving around the Earth based on the assumption that the world is flat. This false supposition makes it an illogical argument because its basic assumption is wrong.

Reply #67 Top

Hmm.....I seem to have trouble downloading off your site. Any ETA on a mirror being put up?

 

What is the problem?

We're triaging through 3 mirrors at the moment. If you hit the "Download this file Now!" link and it isn't working, try again and let me know.

Reply #68 Top

If you have some screenshots of the mod in-game, or better, videos - upload them please :)

It will help us get the word out with some much-needed advertisement

Reply #69 Top

Quoting Evaders99, reply 17

Hmm.....I seem to have trouble downloading off your site. Any ETA on a mirror being put up?
 

What is the problem?

We're triaging through 3 mirrors at the moment. If you hit the "Download this file Now!" link and it isn't working, try again and let me know.

Well, i cant even get that far. Whenever I click the link this just pops up in a new tab:

 

                        You have attempted to access this site with an invalid IP.

If you think this is a mistake you can contact the site webmaster at newswr_staff(at)swrebellion(dot)com.

Be SURE to include the following information in any email!
User Agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.0.4) Gecko/2008102920 Firefox/3.0.4
Remote Address: (My IP)
Client IP: none
Forwarded For: none

 

Definetly not supposed to happen. :P

Reply #71 Top

It's badass aside from the incomplete status.

 

For anyone that thinks Empire can take Alliance, try MC30a's on for size.  The missile cruisers are the true powers, not the top capital ships. :)  He who defends fires his 150 antimatter missile spam first, kills everything but the capital ships, and then the alliance can happily ion stun the poor bastard Executors into oblivion.  It's even more cheesy than the EAW version, beautiful really.

Reply #73 Top

It seems that the CIS's Geonosian Dreadnought... doesn't actually have any weapons. It has values for laser damage, but it doesn't seem to shoot anything or do any damage. It can build fighters and use abilities, but if you tell it to attack something, it gets close and just sits there. It doesn't seem to be able to attack planets, either. I do like how it has jump disruption, though.

One suggestion that I have is that you increase the amount of experience that you get for killing capital ships. A level 1 Mandator only gives 60 exp. despite the fact that you need a horrendously large fleet to even take down its shields.

Again, this is an amazing mod.

Reply #74 Top

Weird, I can't play my Galaxy Forge map. It doesn't show up for this mod. Do i have to put it in a folder in the mod or something?

 

EDIT*

 

I found it.

 

Edit*

 

What ships capture neutrals?