SWR Staff - Executive EvilleJedi Posted May 22, 2008 SWR Staff - Executive Posted May 22, 2008 (edited) 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 May 23, 2008 by Evaders99
Lord_Frederick1 Posted May 22, 2008 Posted May 22, 2008 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 ingameI 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 specsWindows vista 32 bitGame version 1.05
Lord_Frederick1 Posted May 22, 2008 Posted May 22, 2008 never mind last post made to many directorys in mod folder (that sucks i made my self look stuped).
simjanes2k Posted May 22, 2008 Posted May 22, 2008 (edited) 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 May 22, 2008 by simjanes2k
Lord_Frederick1 Posted May 22, 2008 Posted May 22, 2008 Very nice mod (my first mod for me that has work) nice job on the ships hope to see more soon You have done much better then LucasArts could have done for the star wars games All hale the Empire
Lord_Frederick1 Posted May 22, 2008 Posted May 22, 2008 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
Desiderius Posted May 22, 2008 Posted May 22, 2008 very nice work. this mod has an great potential. GreetingsDesiderius
GrandMoffTarkin_warlords Posted May 23, 2008 Posted May 23, 2008 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)
StormTaco Posted May 23, 2008 Posted May 23, 2008 (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.
GrandMoffTarkin_warlords Posted May 23, 2008 Posted May 23, 2008 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......
SWR Staff - Executive EvilleJedi Posted May 23, 2008 SWR Staff - Executive Posted May 23, 2008 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.
kjpwv Posted May 24, 2008 Posted May 24, 2008 (edited) 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 May 24, 2008 by kjpwv
simjanes2k Posted May 24, 2008 Posted May 24, 2008 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.
Chaelos Posted May 24, 2008 Posted May 24, 2008 Love it. My only complaint is that the ISD Mk II seems... extremely unbalanced. (And that the Venator is labeled incorrectly). Otherwise, it's fantastic.
SWR Staff - Executive EvilleJedi Posted May 24, 2008 SWR Staff - Executive Posted May 24, 2008 please submit detailed bug reports to mantis, I won't be able to fix anything if it isn't in there (unless of course I find it as well)
Lord_Frederick1 Posted May 25, 2008 Posted May 25, 2008 I have ran a 4 v 4 120 planet map for more than 7 hours nothing went wrong and my settings on maxnice mod i hope to see more soon thanks Warlords All hale the EmpireAll hale EvilleJedi
Yzaxtol Posted May 26, 2008 Posted May 26, 2008 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 Issue6 ) Neutral Planets/Units are too weak7 ) 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.
SWR Staff - Executive EvilleJedi Posted May 26, 2008 SWR Staff - Executive Posted May 26, 2008 can you please submit these to mantis?
Drkwolf Posted May 26, 2008 Posted May 26, 2008 Which ship is able to colonize a planet, I can't seem to find any that do this
Yzaxtol Posted May 26, 2008 Posted May 26, 2008 It's the Acclamator 1 if I recall, and like my pervious statement it takes a while to even be able to afford it after getting the factories.
Lord_Frederick1 Posted May 27, 2008 Posted May 27, 2008 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
Chaelos Posted May 27, 2008 Posted May 27, 2008 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.
SWR Staff - Executive EvilleJedi Posted May 28, 2008 SWR Staff - Executive Posted May 28, 2008 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)
SWR Staff - Executive EvilleJedi Posted May 28, 2008 SWR Staff - Executive Posted May 28, 2008 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.
Lord_Frederick1 Posted May 28, 2008 Posted May 28, 2008 I am sorry if was mine report it is my first time with a mod and reporting issues it will not happen again
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