A rehaul of the Homeworld 2 Star Wars: Warlords mod that will take advantage of the Sins of a Solar Empire engine to provide a larger strategic theater and will adapt the gameplay to best fit the newer engine. The current public version works for Sins of a Solar Empire: Rebellion 1.80+ and all DLC.
Sins of a Galactic Empire (SOGE) 2.0E release for Sins of a Solar Empire Entrenchment v1.053 and v1.051 A Star Wars total conversion mod for Sins of a Solar Empire 29-12-2011
TEAM=============================================Evillejedi (Models, textures, ship stats)Lavo (Ship stats, abilities, rigging, interface icons)NovaCameron (Planets; models, textures, and stats)Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])Warb_Null (Models, textures)Evaders (Swrebellion.com Web support and general debugging)sloosecannon (Coding, general debugging)Chimaera (Ship stats)Ozwolf (Interface icons)Ludo Kreesh, Pedro (SW Music)Many many beta testers, many who didn't do a damn thing thanks to those that gave us valuable feedback!CREDITS=============================================GoaFan77, myfist0 (Modeling and texture assistance and other insight)the50first (Getting RaW's Malevolence's textures to work in SoGE, and help with the VSD II model which is a WIP)Arvis Taljik (Malevolence's textures)KrdaxDrkrun (All non-vanilla missiles and supercap explosions are originally from his mod TotalEffects)MrPhildevil (Interface icons)Drone04 (Mon Calamari Heavy Carrier's original concept art)dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)Probably some other people we are missing, thanks.CONTACT=============================================Development website Warlords.swrebellion.comDevelopment forum Warlords.swrebellion.com tracker Warlords.swrebellion.com forum Forums.sinsofasolarempire.com 1.051+ (until Ironclad breaks it again)Odds are this will work with Entrenchment 1.041, but this has not been tested. If you want to backport the mod to a previous version feel free, but it is a tremendous amount of work.INSTALLATION=============================================The whole mod is around 1.6 GB in size, when extractedExtract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053\Example for Vista/Win 7 C:\Users\\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053\Open the game and go into options and select the mod from the list of available mods and then activate it.See here for a more detailed walkthrough: Soase.weebly.com 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 2.0E, there are newer builds on the SVN, these are further developed than 2.0EIf you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest version, unless you want to play online with non-beta players, in which case this file is necessary.This release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent Systems, Galactic Republic, New Republic, and Yuuzhan Vong Empire.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 Sins.imperial.cc 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 help with the mod; modellers and skinners in particular. Please post on the development forum if you feel that you can help us. 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.Please check the development website for updates on news, new content or official patchesSOME STRATAGIES=============================================The first thing you should buy when starting a new game is a capital ship, no matter what.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 defence research tree, these are crucial if you want your colonies to survive heavy bombardment.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 a balance of firepower, shielding, and armor. It is best to lead groups of Star Destroyers with an Imperial Command SD. The Executor really has no equal save the Viscount. Your starting capital should be either the ISD Command or the Tector. The Tector has more firepower while the Imperial Command SD can give whole fleets a boost.The Alliance is focused on survivability, their Mon Calamari vessels may not have a lot of firepower, but they will be able to last heavy engagements. Your starting capital should be an MC80 Liberty. The CIS starts off somewhat weak, but has some extremely powerful abilities after a bit of research. Your starting capital should be a Lucrehulk BB.The Republic is based off of mass production of its vessels, use support vessels to supplement homogenous fleets and lead the fleets with a capital Venator. Your starting capital should be a Jedi Venator.The New Republic focus on heavy shielding, and a decent amount of firepower. They have many ships which can perform different roles, figure out what their specialities are and use them well. The Viscount really has no equal save the Executor. Your starting capital can be either the Rejuvenator SD or the MC90, both are solid choices.The Vong is based around their organic technology and dovin basals, which result in very resilient and quickly recovering warships, no matter their size. Your starting capital should be a Cluster Ship. KNOWN BUGS=============================================Some abilities may not work exactly as described, may have conditional issues or may be over/underpowered. This is being worked on.Some ships may be unbalanced this will be addressed in future versions and as we get 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.On some ships it may be possible to zoom in to the point that the models mesh disappears slightly. Some vessels such as the Viscount may have no texture or may have incomplete textures, this is being addressed in future versions.Some abilities or effects may require work, this will be addressed as we get bug reports.Some ships/structures/etc don't have their own icons as of yet, this is being addressed in future versions. Fighters fly through ships and bounce around, this is an engine issue.The AI likes to spam some ships, and AI cruisers rush to bomb planets instead of clearing out other ships and structures first, this is due to the AI being it's stupid self.The AI likes to flat out stop researching once it hits certain points in the game, this is mainly an engine issue though work arounds are being attempted.