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Sins of a Galactic Empire Initial Release


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  • SWR Staff - Executive

currently uploading the first release to the site Download here

 

post feedback in this thread

 

and post bugs on the mantis tracker http://warlords.swrebellion.com/mantis/

 

installation should be as simple as extracting the folder to your mod directory and enabling it ingame (its in "C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods") on vista I have no idea, look at the sins official site.

Edited by Evaders99
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I am sorry if this is not the right place to ask but...

I got the beta for the star wars mod but i have ran into some diffaculty (sorry my spelling sucks) trying to run it ingame

I can see it in the mod option but when i activate it and play a single player game i do not see any of the ships ....have tryed all 3 races and no differance....... please help

 

specs

Windows vista 32 bit

Game version 1.05

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I've been eagerly awaiting your first beta release. Downloading tonight, installing and testing tomorrow (which is.... technically today)!

 

Three cheers for promising mods on already incredible games.

 

 

 

edit: Installed. No time for real testing, but first thought is.... holy crap, those cap ships are sexy.

Second thought was, holy crap, they are imba. GREAT job on TIE models as well.

Edited by simjanes2k
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On my report on bugs or glichs have not ran into any yet thoe the Republic Attack Ship has a glow to it like it was from hevan but from that no problems on my computer.....

 

if possable turn down the damage rate of the new ship a little bit it is like one hit kill agiest any thing......

If it is in the main mod dont read this if you can can you have the turrents move in the direction at they fire please if possable

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i like it would be an understatement...the sound of the guns becomes a little annoying listening to the same things over and over,i think i have some old sound files nocking around that you could use mainly from the old star wars vs star trek armada mod i think (gotta check i no i have something tho) i love it. though there is 1 thing i noticed..2 capital ship classes have the same name the "Imperator SD Mk1"(i think that was it) when 1 of them i think is supposed to be the Vic mk2 but so far u have a standing ovation. What will be needed are some voice overlays..i have no experiance at all with it but im willing to try  (note tested SOGE on SoaSE v1.04 worked well until a minidump crash roughly 20 minutes in)
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(note tested SOGE on SoaSE v1.04 worked well until a minidump crash roughly 20 minutes in)

 

Yes I've been having my games minidump a lot as well. From what I can tell, it seems like its crashing when you zoom in on ship to ship combat involving the new ships. It'll crash right when the lasers hit.

 

I posted a mantis before I figured out the extend of the issue, no idea how to edit the reports though.

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Yes I've been having my games minidump a lot as well. From what I can tell, it seems like its crashing when you zoom in on ship to ship combat involving the new ships. It'll crash right when the lasers hit.

 

I posted a mantis before I figured out the extend of the issue, no idea how to edit the reports though.

 

The sins developer exe is a build of the game which has several helpful features for modders. works nicely it picks up some errors with textures for the stardestroyers (i shoulda wrote them down but will post them 2morro) but when i play using the developer build and just skip the errors it doesnt seem to crash (only tested once but was zooming alot, i need to test more b4 i can say definitively) The build can be found in the sins mod package 105 http://www.sinsofasolarempire.com/downloads.aspx download the forge tools (it says beta but it is updated to work with v1.05) great mod so far......

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  • SWR Staff - Executive

crash reports especially with detailed descriptions of when it froze are very helpful (make sure you put it on mantis) and what units are involved

 

I ran three 8 player games for a few hours at 8x speed occasionally watching battles as they happened and I didn't get any crashes on 1.05 but that's not to say they aren't out there or that my computer is more stable (I have 4gB/3.5gb of ram so I shouldn't be swapping anything which could be a huge impact on machines with less ram.)

 

I did update the mod to 1.05 though so that might be part of it.

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Thanks for the first taste, much appreciated.

 

One humble suggestion... I'm playing in 1680x1050 and like the larger gravity wells for sure, but when you zoom in to the planet view  it results in the gravity well taking much more space than the screen, meaning you having to then pan around to the edges or fumble through the side menu to find your fleet.  If there were some way to have the planet view begin further out to synch with the larger wells that would be ideal.

 

awesome, awesome work.

 

edit: playing some more it seems to be an issue with my wheel mouse sensitivity, using shift i can make it all fit, but barley.  still a good idea if the engine allows :)

Edited by kjpwv
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One humble suggestion... I'm playing in 1680x1050 and like the larger gravity wells for sure, but when you zoom in to the planet view  it results in the gravity well taking much more space than the screen, meaning you having to then pan around to the edges or fumble through the side menu to find your fleet.  If there were some way to have the planet view begin further out to synch with the larger wells that would be ideal.

 

I have exactly the same problem. Zooming to a gravity well is rather awkward. Normally I believe when you hit the "tactical view" range the grav well takes up around 25% of the screen, and with the mod it now is roughly four times the size of my monitor. This requires me to pan to find fleets, and leaving me no way to get a big picture of the grav well.

 

No crashes yet on four games, from four to eight players each. Cap ships still seem very OP even with elevated cost, IMO.

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Ok Before I launch myself into the criticism of the initial release I just want to thank you for turning a kick-ass game into an even more kick-ass IP.

 

1 ) Ice Planets have Useless Metal Asteroids (They produce 0 metal but you can still build extractors on them, I assume Volcanic Planets have the same problem with crystals)

2 ) The Initial FREE Capital Ships generally should be of equal cost and satistics. Or the first 1 shouldn't be Free at all.

3 ) The spawning of the construction frigates is extremely wierd, and slows gameplay alot at the start and takes ages for the construction frigates to reach the wide spread asteroids. (Probable have starting buildings like SoSE had before)

4 ) Gameplay is somewhat slow with the resource/cost ratio as it is at the moment.

5 ) Gravity Well Issue

6 ) Neutral Planets/Units are too weak

7 ) Logistic and Tactical Buildings, Research aren't complete ( and of course you know that)

8 ) The Capital Ship name mixup

 

That's !Everything! I could find that was wrong or annnoyed me.

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It is that ship but as the empire it will take you some time to build these ships but hay its worth it even one star destroyer can take on any three or four other capital ships with no problem (I like the range of the ships but my favorite is the Republic attack cruiser) Theo i haven't fully used the Victory but that will be soon but what i am waiting for is the Super Star Destroyer

 

On  that note EvilleJedi is there a possability of the Eclipse star destroyer being in this mod if it has not already been ask

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I would suggest getting rid of the Acclamator II moving the DP-20 to the Rebels (may already be planned) and replacing it with the VSD I or II, thus freeing up a 'capital ship' slot for the Executor.
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  • SWR Staff - Executive
iron clad is fixing that issue, I won't be changing the ship list except to add to it (and venator will move to republic when it is created)
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  • SWR Staff - Executive
please make sure you report ONE issue per bug post. If you put more than one issue in a bug report in mantis it is pretty much useless because I can't track them properly.
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