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

 

4,120,279 views 1,730 replies
Reply #1576 Top

Quoting a110, reply 1574
is there an eta for the next release?

No. This question was already asked and was answered on this very page. Scroll up. >.>

Edit: Naturally my post starts a new page. xD

Reply #1578 Top

a lot of the sounds consist of a second of silence, did something go wrong in the extraction?

i got this error in winrar

...\SOGE1.0e.zip: Cannot create SOGE\Sound\BRD_ONATTACKORDERISSUED_3.ogg
!   Access is denied.

Reply #1580 Top

i redownloaded and extracted again, there was no winrar error this time but some of the files are still silent

but they have the same sizes as the good files, so it must be something wrong with wmp or the ogg codec...sigh

edit: when i hit "play again" in wmp it works, and they work fine in audacity, so it must be some odd problem with wmp

Reply #1581 Top

Quoting noahewing, reply 1575
@catinalawnmower amazing post and that sounds like a truely amazing battle wow

Yes, it was pretty awesome :dur:

Reply #1582 Top

in other news soge will be released for diplomacy. we now return to our regular forum banter...

Reply #1583 Top

ETA ON DIPLOMACY?

Reply #1585 Top

So, I updated my game through Mantis, but the new planets and what not aren't showing up at all. Could someone please tell me what needs to get done? I'm afraid I don't have enough breadcrumbs to get home.

Reply #1586 Top
Might I ask why it takes so much resources to upgrade planets, mainly infrastructure? It's insane. I can't expand quickly and I'm losing money. This is in the beta by the way. Why is everything so expenive? 100,000 credits to designate a planet your Capitol? Come on!
Reply #1587 Top

Because that's how the values worked out. You need to rethink how you play really... Go for low planets first. Then higher ones. Then finally the expensive volcanic ones. (and the negatives rates have been redone I'm just wrapping up the planets...)

Reply #1588 Top
You mean you fixed how when you take an asteroid, you lose money even with the upgrade?
Reply #1589 Top

No. That's on purpose. You are getting SO much metal for it it's not even funny. Why does everyone complain about that...? :/ Just grab a High Terran planet and upgrade it abit and you can colonize them with out a problem.

Reply #1590 Top

I don't like it because when I'm expanding early, I have very little money and the asteroids give fledgling empires a boost in the early game.

I don't know, it just seems like you guys are messing with what made Sins fun. I'm not complaining, the mod is great, but it just kinda bugs me right now. I guess I just have to get used to it.

Reply #1591 Top

A -1 hit to your income is not going to hurt you. You make TONS off selling the metal. I may up the credits per pop though. What WILL hurt, if you don't plan for it, is the high end volcanic stuff. I'll make a Planet strategy guide and release it with my mod since some people are having trouble adjusting...

I did rip out the planets, burn everything made by IC, and put in all my own stuff.

Reply #1592 Top

just keeping current on this mod for when you release a diplo version

Reply #1593 Top

Eh It'll be a beta so sign up for it at www.swrebellion.com and I'll try to keep it up to date as the Ent beta. Once we get the Ent one done we'll release the Dip out here as well. But until then I'm going to keep it in the mod's forum.

Reply #1594 Top
Is there any way you could release a version of the mod that allows for a faster game? (ship prices reduced like before, standard planet upgrades, etc) I like to play for maybe 3 hours, because I don't have time every day with school and stuff to play a 6-7 hour game, and it takes much longer to get a game up to the best, most awesome parts (huge fleets, super caps, tons of defenses, Golan platforms, all that late game stuff.) I don't know if that's hard to do, but I kinda don't like the gameplay all the time now. It's nice to play a long, tactical game once in a while, and your new mod version does just that. But I miss the old stuff, like being able to make 3 Executors mid game and tear across the galaxy, or having a ton of frigates early game. But I love the new planets and the beefed up defense at neutral colonies, and I hate having to choose between the two. Is there any way you could make this possible for us players who like a quick game? It would appeal this mod to all sides of the community, the long game and short game enthusiasts. Don't make me beg. :(
Reply #1595 Top

the resources have been completely redone in the new verison of the planets. just wait till i find all little things wrong and fix them and i'll put it out soon. this should also aleviate most of the early game resource issues. i'll also release a planet guide because it seems people just grab every planet they can as fast as possible. my planet mod was specifically designed to hamper this. also people don't know the stats of the planets and one type is completely different from the next. the guide will come with descriptions, stats, roles, lists, resources, strategies, and other goodies to help people understand how the new planets work and how to use them to their best.

Reply #1596 Top

Cat, try the Extra Planet random maps. They make the game a bit faster, as you start with more resources. Though I'm considering reworking those planets, swapping them for say, a Low Terran, so games are sped up more, as they were in the original versions. But regardless, those will make things a bit easier for you time wise. And also, in the settings bit, set everything but ship speeds to fast, and you will find the game will move much faster.

Reply #1597 Top
I usually play with fast on anyway. But hopefully everything Nova is doing will help me out a bit. Also, a random idea I had earlier: More strikecraft options, like LAAT gunships for the Republic and Droid Gunships for the CIS. The Empire has the Assualt Gunboat, and they're the only faction with a gunship-type craft. Why not add the equivalent for balance purposes? (plus they'd both look good in the game) Starfighters also played a vital role in the Star Wars universe, why not add more options, give some variety? Republic Actis Interceptors, E wings, Tri Fighters, V wings, (do we have those last 2? Can't remember.) and TIE Defenders. Maybe a Millennium Falcon, Vader's TIE, Delta class Jedi Fighters (replacing the ARC-170's on the Jedi Venator) and Grevious's fighter for special cap ships only. To balance these, make the ones that are 1 ship very powerful with no others in the squadron. I don't know if you like the idea or not, but It would add some variety to the strikecraft.
Reply #1598 Top

Assault Gunboats are not "gunships", they are bombers, multirole fighters in SW canon. As for strike craft variety, this is truly unnecessary. Fighters are already balanced, and there are already special fighters, such as the Jedi Squadron on the Jedi Venator (they have ARC-170s as a filler for the Eta-2/Actis) and the Independence has Rogue Squadron. The LAAT was not built for space combat, likewise with the Droid Gunship, contrary to what SWBF2 would make you think.

Reply #1599 Top
I know the LAAT wasn't (hence low altitude being in the name) but I don't know, just thought it would be kinda cool to see. Pardon my random suggestions. Actually, I have been playing BFII for the past few days, so I suppose that's what put the idea in my head in the first place xD hah. But why would the Jedi fly ARC-170's? I don't know if I'm wrong, but they flew the Eta-2 and the Delta series, correct? Eh, kind of pointless to say anyway.
Reply #1600 Top

Quoting CatInALawnMower, reply 1599
But why would the Jedi fly ARC-170's? I don't know if I'm wrong, but they flew the Eta-2 and the Delta series, correct? Eh, kind of pointless to say anyway.

As I said in my post, the ARC-170 is a temporary filler for the Eta-2 Actis, much like how there isn't a real Y-Wing model ingame, the Y-Wing uses the B-Wing model.