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

 

4,120,228 views 1,730 replies
Reply #1701 Top

Quoting 8Tarkus8, reply 1700
Wow you made a polite answer there. Nice too see one from you, finally.

O RLY?

Quoting 8Tarkus8, reply 1700
http://oi56.tinypic.com/5a3wvp.jpg http://oi56.tinypic.com/2i7pxqa.jpg close fight, because my ships came out from hyperspace jump. Ok, I don't want fighting to be THAT close, but at least closer than previous screenshots I've showen.

And as has been noted by developer peeps, the mod is biased towards large-scale combat, not close-range duels between opposing ships and fighter squadrons.

EDIT: If you want to continue this, make a new thread. It would be more considerate to the SoaGE devs to split the discussion into a new thread.

Reply #1702 Top

Quoting Whiskey144, reply 1699
It's likely it does do 15 DPS.......but when factored against shield mitigation, armor points, and armor types, it gets reduced drastically.

You might be right on that. Though do note I said with a single shot, and not DPS. ;)

As for ship ranges, the big SW battles, notably in Episode 3 and 6, were close range due to their respective cases. The former was a feint to capture Palpatine, and the latter was actually a risky move, even in the movie itself people were at first surprised by Ackbar's decision to move to point-blank range, though it was necessary as to avoid the Death Star's super laser. SoGE is meant for battles of scale, large fleets going head to head. In this scenario, ranges would be and should be massive, as this is canonly speaking how ranged SW weaponry is, and fits into our image of the mod.

However, weapon ranges are easy to change, as entity files can be edited in Notepad and similar programs. If you wish to have closer ranged combat, feel free to edit the ship's weapon ranges.

Reply #1703 Top

For gameplay and balance akin to the original Sins, I recommend Star Wars Requiem mod

While this mod uses the Sins engine, it deliberately does not follow the gameplay nor attempt to keep the scale at a graphical eye-candy level. To say we need to follow the movies... we don't. The movies just don't portray what we want - SOGE is really a game for masses of starships to duke it out. Eville Jedi designed it that way -that's why there are large gravity wells, many types of ships, many full races, long range of weapons, etc. With that, we are taking some artistic license that may not be accurate to the movies. That's just the way we roll.

So I wouldn't expect a lot of changes to happen there. If there are any specific changes that would make the gameplay better, we'd absolutely consider it. But changing the scale of the game itself is not something we intend to do.

 

Reply #1704 Top

Quoting Evaders99, reply 1703
With that, we are taking some artistic license that may not be accurate to the movies. That's just the way we roll.

Ah, but it's quite likely that it's more accurate to the multitude of portrayals in EU novels and such.

So for the nitpickers, you can still say it's a "canon" representation.

Either way, I rather like it a lot.

Reply #1705 Top

I did not say to change the scale of the game... I just suggested to shorten ships firing range so that every match becomes more massive, more intense and more epic. The scale of the game itself would actually increase, battles become interesting already with few ships involved, and not only with large armies, as it is now, and also with a heavy numbers of ships the battles would become more spectacular.

Reply #1706 Top
I actually like the smaller scale,bigger wells(except for the performance hit) and longer range weapons. Starships shouldn't be right on top of each other shooting Police Squad style. In fact I wish regular Sins would copy this, when Titans are unleashed in Rebellion they might be to BIG for the regular well size.
Reply #1707 Top

The weapon platforms need a size change, they are alot bigger than the golan starbase and even huge starships, it is a real mood breaker every time i see them, other than that everything is just great. :)

Reply #1708 Top

Quoting Malanthor, reply 1707
The weapon platforms need a size change, they are alot bigger than the golan starbase and even huge starships, it is a real mood breaker every time i see them, other than that everything is just great.

Noted; working on changing scaling for several structures atm and will bring those into play, thanks.

Reply #1709 Top

can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.

Reply #1710 Top

Quoting davidt0504, reply 1709
can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.

SVN Beta. Get it. Learn it. Love it.

At least that's what I've heard.

Reply #1711 Top

Hmm, is there any way to tell what ships in this mod are good at? The descriptions for some of them are rather vague, and trying to guess or judge based on stats is impossible, because some of them have less firepower listed on their tooltip than cheaper ships etc.

I did a search but couldn't find anything here or on the swrebellion forums, so I apologize if this has been covered somewhere.

 

edit: to be more specific, what I'm trying to figure out is what is the advantage of picking certain ships over others?

Reply #1712 Top

One of the downsides, the descriptions are pretty vague. If someone wants to change them, we'd be happy to include those changes :)

Reply #1713 Top

Quoting Whiskey144, reply 1710

Quoting davidt0504, reply 1709can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.

SVN Beta. Get it. Learn it. Love it.

At least that's what I've heard.

 

What exactly is that?

Reply #1714 Top

Quoting Evaders99, reply 1712
One of the downsides, the descriptions are pretty vague. If someone wants to change them, we'd be happy to include those changes

 

So while it's possible to open the mod folder, convert all the bins to .txt and then scour them to see which ships use which armor, which weapons are effective against which etc, there's SO many ships that this is a major undertaking. I started to do it, and it's certainly doable, but there's just way to much raw information to sort through.

Do you have a working list somewhere with this information? If so I'd be more than happy to write new string descriptions and counter info for every single ship, but unfortunately I don't have the time to actually generate this information by analyzing the raw data in the mod files.

Reply #1715 Top

Quoting thrakkemarn, reply 1714

Do you have a working list somewhere with this information? If so I'd be more than happy to write new string descriptions and counter info for every single ship, but unfortunately I don't have the time to actually generate this information by analyzing the raw data in the mod files.

Admittedly, there isn't a list. The descriptions of ships are fine imo, though the counterdescs need work. It's something on my "to do" list; I'm planning to use the counterdesc line as a "what does this thing do" info bit. For most ships, it'll simply be something along the lines of "made to counter other frigate/cruiser/capital/combo of these", though some will have the important "colonizer", "anti-starfighter", "minelayer", "mine-clearer", etc. bits.

Reply #1716 Top

So this mod is in beta now, or is there a release for the public?

Reply #1717 Top

im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

Reply #1718 Top

Quoting ReadyMan, reply 1716
So this mod is in beta now, or is there a release for the public?

1.0E is out for the public. The beta is open to all, you just need to make a post requesting to be a part of it.

Quoting Holybeast, reply 1717
im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

Can you give more details? I don't really understand what you're trying to say, a screenshot would work as well.

Reply #1719 Top

Quoting Lavo_2, reply 1718

Quoting ReadyMan, reply 1716So this mod is in beta now, or is there a release for the public?
1.0E is out for the public. The beta is open to all, you just need to make a post requesting to be a part of it.

 

I couldnt get 1.0E to work with the latest release (and hotfix).

Does the beta work with this most current release?  If so, I'd like to request to be a part of the beta.  Is that done here

or in another thread?

 

Thanks!

 

RM

Reply #1720 Top

 - If you want .... the new races (NR and Vong), new maps, new planet types, new abilities, research tweaks, bug fixes: beta test

Reply #1721 Top

Quoting Holybeast, reply 1717
im having a issue whenever i  try to update on svn a command pop ups saying execute a clean up command what do i do?

From my experience using SVN, the cleanup error usually means that for one reason or another a file didn't get deleted when it was supposed to. I think usually this happens in the .svn files, but I'm sure someone more knowledgeable then me will correct that.

The one time i had that error occurred when the checksums didn't match, and SVN Cleanup removed the offending files and it was good as new. So I'd go ahead and run it. Worse thing that could happen is you have to redownload the whole thing again.

Reply #1723 Top

NVM fixed it from Mantis. BTW my save game wasn't corrupted...the mod was glitched

Reply #1724 Top

Your save is corrupt, try a new game.

Reply #1725 Top

Has Ironclad stated when they would stop issuing updates for Diplomacy or Entrenchment?  Why are they updating it so much is it to accommodate new hardware releases?  Do I want them to stop updating it?  It's fascinating that they update it so often since they are working on their new incarnation of the Franchise.