NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.
Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+A Star Wars total conversion mod for Sins of a Solar Empire08-09-2015For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notesINSTALLATION=============================================The whole mod is around 2.2 GB in size, when extractedExtract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XExample for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XNext, before installing the mod proper, one must enable the Large Address Flag on Sins' exe. This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.Step by step instructions:1) Open "Large Address Aware.exe".2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:...\Steam\steamapps\common\Sins of a Solar Empire Rebellion3) Check the box specifying that you want to make the game large address aware.4) Click on save to save the changes.Full credit for this program goes to FordGT90Concept of http://www.techpowerup.com/forums/threads/large-address-aware.112556/(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik or: https://forums.sinsofasolarempire.com/381382/page/1/ )To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):TXTVersion 0enabledModNameCount 1enabledModName "SoGE 4.10.0"The blank line must be present in order for the game to read the EnabledMods.txt file correctly.An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.ADDON INSTALLATION=============================================SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download is the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches. To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:TXTVersion 0enabledModNameCount 2enabledModName "SoGE Addon - Squad Size Reduction"enabledModName "SoGE 4.10.0"TEAM=============================================Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)Warb_Null (Models, textures)Maxloef (Models, textures, particles, sounds, skyboxes)starkiller623 (Maps)Service_Disconnect (Interface icons)Wawac (Interface icons)mmeier1986 (Error/bug fixing)Chimaera (Ship stats)Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!INACTIVE STAFF=============================================Evillejedi (Models, textures, ship stats)NovaCameron (Planets; models, textures, and stats)Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])Ludo Kreesh (SW Music, UI, interface icons)Zoommooz (Tech tree additions/editting)Evaders (Swrebellion.com Web support and general debugging)sloosecannon (Coding, general debugging)Ozwolf (Interface icons)Pedro (SW Music)CREDITS=============================================GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)myfist0 (Modeling and texture assistance and other insight)RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)Snowba11 (Most of the premade maps)Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)Arvis Taljik (Praetor, Malevolence, and other, textures)NomeMD (Sentinel model and icons)Republic at War team (Rusty planet's original texture)ERock72 (Providence hanger shield particle)Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)axeldude (Planet.fx)Egosoft (Skybox textures)Cole_Protocol (Assault Frigate Mk.II's cloaking particle)ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)MrPhildevil (Interface icons)husker98 (A few maps built off of Snowba11's large galaxy map)Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)AdamKop (Rothana Battleship's original render)Valpheus (Vasari Deep Voice mod)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=============================================Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forumModdb page http://www.moddb.com/mods/sins-of-a-galactic-empireNexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/Steam community page http://steamcommunity.com/groups/soageSins forum https://forums.sinsofasolarempire.com/411648Wiki http://sins-of-a-galactic-empire.wikia.comIRC #SoGE @ irc.coldfront.netCOMPATIBILITY=============================================Sins of a Solar Empire: Rebellion 1.82+
Download Links=============================================
NexusMods
Did the entire Taalo race with notepad
Nice. Mind you, how many weapon hardpoints do you usually put in for ships?
16 entities, 51 weapon harpoints.
http://www.youtube.com/watch?v=BMDe4XZ37EY
As the SVN server's restoration date is still uncertain, and thus the date of the next full release is uncertain as well, a hotfix for 2.1E, which addresses the Vong starbase's issues has been released, along with some new models.
I've got a quick question, one that I've had on and off issues with concerning the AI. I'm just wanting to know if there's a simple fix to this or if it is more of the AI being...well the AI. I have a common problem of starting a game with an AI opponent, who at the start of the game will proceed to build structures, but then not do anything else. It will literally just sit there with all buildings completed, not building any ships. I've noticed it particularly with the Galaxy Lite map as well. Otherwise I'm glad to see the Vong and other features that have been added (though minidumps still get me from time to time lol).
The AI is rather... Retarded, to say the least. It's particularly noticeable on custom maps, or any map where you only start with one map for some reason. I've attempted to mitigate this issue by creating the "Enlarged - Extra Planets" series of Random maps, which have been tailored to take the AI's weaknesses into account. This way you start off with more logistic slots, for structures, and you also start with more resource production. Admittedly it's not the best system, though it somewhat works at the moment, it's something I'm constantly trying to improve.
Actually, there's one thing I haven't tried yet, mainly as it would be horribly unbalanced and possibly let the AI expand quickly, though at this point I believe I don't have too much of a choice. This would be to heavily increase the AI-only one time credit/metal/crystal boost it gets early on, by a minimum multiple of ten.
Lemme know if you want the files.
You've done a really nice job with Revan's Sith Battleship, well done!
Basically, the SVN is still down so I've hosted my working copy of the beta elsewhere. While it's of course primarily intended for the beta testers, as it's not entirely finished yet, though I figure there's no harm posting the download links here as well. It's been broken up into a few modules, so you don't have to load all of the mod's assets when playing, to save on RAM usage. Make sure the CORE module is at the bottom of your mod list, like so.CORE:http://www.mediafire.com/?1qx4mr43wmicm18http://www.mediafire.com/?js288vx6rnx06a5http://www.mediafire.com/?x1n6zou741xj4e8http://www.mediafire.com/?f428j839tajnu1yThis one has been broken up into parts; download all four then open the first link in this list to extract.Alliance: http://www.mediafire.com/?kmh35nltxh1nck1CIS: http://www.mediafire.com/?aaduxul62yo2tjnRepublic:http://www.mediafire.com/?h6z4ev1x5fe77skNR: http://www.mediafire.com/?7tsw8u07g4ngkug
Also, soon after uploading I noticed a small bug regarding artifacts. Once you have downloaded all of the mods' folders, please extract this patch, overwriting when prompted. The Vong haven't been uploaded as I'm not ready to release 'em for testing just yet. They do work fine, but they haven't gotten the AI overhaul the others have. There have been a lot of changes, such as: entirely redoing frigate build and supply costs (most frigates cost <1 supply; still need to update the strings to reflect this), making the Trafed II FG have antiveryheavy damage (makes it much more useful), removal of the MC80 SFRS (Liberator has been buffed up, has full squadrons), fixed up the MC80 Diplo capital, added the Dauntless capital ship (uses a filler model atm, costs need to be balanced), removal of the Torpedo Sphere capital and creation of the Torpedo Sphere cruiser, among many others.
I know you have probably been asked this before but will you be adding the old republic era, sorry for asking if this has been asked before.
No. I think I'll add this to the OP.
Due to today's release of Rebellion, I will be releasing the final Entrenchment version in a few days, and I will shift my focus towards setting things up for Rebellion. For those who have the current beta, I will be uploading one more patch, which will bring you uptodate with the final version (aka. you won't have to re-dl the whole thing).
This wasn't easy to pull off, and contrary to what these pictures show, there still is a lot of work to be done. Lots. No ability/buff files have been converted over, but I have the planets, ships (no abilities for these two), particles, and sound/music in.If it weren't for research being totally broken (read: virtually non-existent) and all the militias being vanilla Rebellion units, you could play an Empire vs. Empire game.
Still looks mindbogglingly epic! Thank you for the great mod
I made the team color map for the Tartan last night. The red looked a bit odd to me, I like how this came out.
Looking great! Can't wait til you have a release ready.
Silly Lavo, that second pic isn't a tartan!
Of course it is, silly NHD-151. It's the Tartan-class Super Star Destroyer.
I can't wait im so glad that you guys are still doing this. I loved the old one EvilJedi did. You should make a death star move and totally wipe out a planet; turn it into a debris field or a void. Make it super slow though. Im sure you guys will make it awesome. Cant wait!
We aren't going to put in a Death Star, due to balance and all that.
If you have Entrenchment, you can find the latest version here.
Expect a new download up later today. The results of slaving over things for a little more than a week.
For Rebellion or a patch to the Entrenchment one?
way to keep us in suspense
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