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

 

4,127,825 views 1,730 replies
Reply #76 Top

psychoak this is why i suggested very limited disabling abilities. I mean it took multiple shots from a planet based ion cannon to disable a sd. Here you got ships disabling ssd?wtf Another thing I thought the empire had the only hyperspace disabling ship? I guess its all about balancing. I dont care if laser speeds are cannon either i still think it would look better slow lol:P   does anyone know how to do it cause i would like to try it?

Reply #77 Top

Ok, please forgive this dumb question, but I have to ask; What is the Alliance ship that is the Home One? It is by far my favorite rebel ship, but I'm not sure which it is. It doesn't help that there are 3 MC80s and a MC80a. Thanks

Reply #78 Top

How do you extract the Rar file?

I downloaded the file, and the found the mod folder I'm just not sure how to activiate the mod. It doesn't show up in the Sins in-game Mod menu.

Reply #79 Top

Google is your friend. Programs like Winrar can extract it.

Reply #80 Top

okay I'll have to find a better solution for the ion cannons, at very least I will make them class specific (maybe they disable smaller ships, but just slightly cripple larger ships) the abilities are pretty confusing to work with

 

kyogre, it's the last capital the rebels can build, the Indepenance

 

the mc30c got a litle too overpowered heh

 

 

I'll look into the geodreadnaught

 

 

I will be putting together a patch to fix the worst of the issues soon, it will probably be a few mb instead of a brand new download.

 

 

Reply #81 Top

I don't think you can do split effects depending on the target in a single entity.  A quick and dirty way around it is to give all the peons two ion abilities, one targetting each class.

Reply #82 Top

I just installed this mod last night, it loads and plays, ships looks cool, etc.

But I noticed that whenever I want to build a new ship or structure all the icons in a category are the same - eg, when I go to build a frigate, all ships have the old Kodiak icon, although their descriptions look new and ships build fine...

But the lack of correct icons before queueing stuff makes it difficult...

Has anyone seen this problem? Any way around it?

Thank you.

 

Reply #83 Top

Yeah, I figured it out. I feel really dumb now. Although I was doing some research, and according to Wookiepedia, there isn't an Independance class Mon Cal. It says that the Independance was a "MC80 Home One type Star Cruiser"

http://starwars.wikia.com/wiki/Independence

Oh, and about the geodreadnaught. I didn't think of this earlier, but I suppose that it could just be one of those ships with the misplaced hardpoints, and its are just a lot farther away than those of other ships with a similar problem. Speaking of which, do you need to know which ships have misplaced hardpoints? Or do you already know?

Marw73: I don't think that is a "problem" exactly, and I don't think there is any easy way around it, unless you want to mess with the mod files. I think its just that EvilleJedi hasn't had the time to creat custom icons for every ship, so he just went with the kodiak one.

Reply #84 Top

I call it independance because I think that Home one is a battle specific designation rather than the ship name (I know all the official stuff just calls it a mc80)

 

capturing neutrals I forgot to put in

 

icons won't be for a while unless someone wants to do them for me, it is a pain in the ass

 

I know which ships have bad hardpoints, but thanks

 

currently slated for the update patch

ion cannon fix

changes to missile abilities

few various tweaks to abilities (ranges, costs)

increased mitigation for small ships

captural neutral fix

geo dreadnought attack fix

better descriptions for ships

tweaks to fighters (probably not new fighter models yet though)

some added shield meshes\

weapon damage tweaks

some movement tweaks( neb b running into planets)

very slight adjustment to laser speed

reverse values on saturation fire

demolition bots will be replaced by tractor beam and clustermissiles will be fixed

experience per kill increased

 

 

 

 

Reply #85 Top

ok i figured out the laser speeds. It was right in front of me lol. Looks like you have to change each ship eeeehhh<_< . Anyway I made the turbo lasers at 1900, the medium at 2000, the light at 2100, and the missiles at 1800. It looks alot better imo. I dont know if it affects damage tho. looks to me the lasers are for show and the puter figures the damages on seconds? You can actually see the missiles fly around and curve to thier target. Tis cool. Also the icons stink but if you play for awhile you get use to it lol. Im not sure if you noticed or this was on purpose but the acclamator I turns and shoots from its sides. Its cause you gave it no front point defense.

Reply #86 Top

psycloak, you can make multiple buffs per ability and each buff can apply to fighters, frigates or capitals in any combination, so that is what I am planning to do

 

mindseye, you're right the damage is independant of the effects, I think the turning to the side is actually the ship class stat count type.

Reply #88 Top

Quoting Falleen9, reply 25
Now all we need is an update to HW2 Warlords

 

Give Eville Jedi a 6-figure salary hehe :)

Reply #89 Top

i've implemented some changes to 7 deadly sins files, if you'd like to reference/use them you're more than welcome to.

 

http://hosted.filefront.com/DukeSkymocker/

Reply #90 Top

is it normal that all of the ships are black meshes right now?

there arent any textures on any of the ships I build

Reply #91 Top

Eville,

I've been a long standing fan of your Warlords Mod, lurked around the forums, etc.  You've totally outdone yourself on this latest Sins Mod update.  Evaders99 is right, you deserve a six figure salary, but since I'm poor just about all I can do is add another pat on the back and a loud "THANK YOU" for your awesome work.  If George Lucas had as much talent as a director as you have as a modder...  god the possibilities for EP 1-3... oh well.

Anyway, the other thing I can do, regarding the Icons...  I'm guessing that it's not as nice and simple as taking a picture in a bmp/jpg/gif format and trimming it to a certain size and shape to become an icon?  Depending on the complexity, I do a fair amount of small scale graphics editing and if you can give me a brief description of the process, I'd be happy to take a crack at it.

In the meantime I'll go look for an icon mod tutorial just because I'm curious.

Oh and one other thing - you might want to see if you can get the permission of the owner of the Solar Sins/Sins Plus mod to add his additional planet types to this mod, but it might be tricky because they also added a ton of graphical, research tree, and planetary artifact/bonus changes and extracting just the planet types and their necessary files could be a bit**.  But on the up side it would make your mod compatible with star wars galaxy maps using those extra planet types.

Cheers,

GDFKTT

Reply #92 Top

I just started playing this mod yesterday and I have to say that it's quite fun. 

I'm especially impressed with some of the CIS ships specifically the munificent and the droid control ships.  The imperial and victory SD's and the venator are especially nice. 

Reply #93 Top

EvilleJedi I cahnged the acclamator I entity file to this and it doesnt turn to shoot now at least for me.This and laser speed is all i changed in order to get it from turning to its side.

 

WeaponType "Projectile"
 damageEnums
  AttackType "ANTIVERYLIGHT"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERTECH"
 DamagePerBank:FRONT 12.291429
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 3.291429
 DamagePerBank:RIGHT 3.291429

 

Im pretty sure I read somewhere that the puter automatically determines which side does the most damage and turns the ship accordingly.

Reply #94 Top

In case you're not aware, here's a small bug/balance issue with the Munificents. It's ability to copy frigates. It was actually kinda funny. Two little munificents took on an entire alliance uber fleet of doom and won. Thier copies have the same stats and abilities, and full antimatter. In just a few seconds, the grav well was loaded with munificents. LoL. I love this mod. Even the bugs are fun to play with.

Reply #95 Top

yeah I noticed that with the munifiscents copies, the intent is that they have the same hull and shielding but do no damage (and shouldn't be able to self replicate :-p )

 

megamanfan what video card do you have? I didn't put normal or lighting textures on most of the ships because of time and Iron clad did say that this could cause corruption on old video cards.

Reply #96 Top

Well I can see the halo people shutting down that halo mod for... starcraft...? I think thats right, because they are making halo wars or whatever (not a huge fan, halo is fun, I'll admit, but by no means deserves the 10's everyone threw at it)

Then You Havent Even Seen it. Many of the things going in here (including anti ship Nuculear missles) arent even out yet for ANY OTHER MOD. they are visionaries and i should know, i played with some of their models.

and to lighten up the mood here, i absolutely love this mod even though i still prefer my Star Trek.

Reply #97 Top

Quoting GDFKingTigerTank, reply 16
Eville,

I've been a long standing fan of your Warlords Mod, lurked around the forums, etc.  You've totally outdone yourself on this latest Sins Mod update.  Evaders99 is right, you deserve a six figure salary, but since I'm poor just about all I can do is add another pat on the back and a loud "THANK YOU" for your awesome work.  If George Lucas had as much talent as a director as you have as a modder...  god the possibilities for EP 1-3... oh well.

Anyway, the other thing I can do, regarding the Icons...  I'm guessing that it's not as nice and simple as taking a picture in a bmp/jpg/gif format and trimming it to a certain size and shape to become an icon?  Depending on the complexity, I do a fair amount of small scale graphics editing and if you can give me a brief description of the process, I'd be happy to take a crack at it.

In the meantime I'll go look for an icon mod tutorial just because I'm curious.

Oh and one other thing - you might want to see if you can get the permission of the owner of the Solar Sins/Sins Plus mod to add his additional planet types to this mod, but it might be tricky because they also added a ton of graphical, research tree, and planetary artifact/bonus changes and extracting just the planet types and their necessary files could be a bit**.  But on the up side it would make your mod compatible with star wars galaxy maps using those extra planet types.

Cheers,

GDFKTT

The Empire will be in Danman's 7 Deadly Sins mod rest assured.

Reply #98 Top

Quoting Mr_Blunt3d, reply 22

The Empire will be in Danman's 7 Deadly Sins mod rest assured.

As will be the CIS, Republic and Alliance, assuming of course that EvilleJedi continues to give us permission to do so. And the Empire is already in. Although the others won't be in a public release of 7DS for quite a while. 7DS still needs to be updated for 1.11

Reply #99 Top

Eville, will you consider increasing the number of strike craft that a hanger can deploy?  Considering the number of strike craft that ships can produce, hangers aren't very cost effective at only 2 squads.

Reply #100 Top

I was thinking about the ion blast from ships and had a couple suggestions. Depending on the ship they could disable shield regen on another ship for an amount of time. Considering some of the shield values this could be useful. It could plainly just deal some damage to shields or disable engines. Disabling weapons is kina frustrating to me so imagainst that. I think the ssd should be fairly immune to disabling ion affects considering its size. Just some ideas you prolly already thought of. BTW you lookin for help or you doin this by urself?