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
Thank you. However, now that I've downloaded, extracted it, and enabled the mods, I can't start a game without it closing on me.
Did you enable it according to how the ReadMe mentioned (i.e. CORE module on the bottom of the list)?
At first I didn't. However, I did it exactly as on the ReadMe and still the same result..
Try enabling just the CORE module to see if it runs. If it does run, than it means that the enabling isn't being properly done beforehand, or some of the modules may be corrupt/didn't download properly. If it doesn't run, it means the CORE module itself did not extract properly or one of it's downloads was botched.
Hey, how many patches are out for the Rebellion version of this mod? Where can I find them?
2 patches, but all your need is the cumulative patch from the previous page
Thanks guys for your help. I was able to extract and play the game without it crashing.
One question for you, I know there is technology to get titan class ships but where is the structure to build them? I couldn't find it.
Edit: I tried a new map and I found the supercap foundry. I tell it to build the supercap and the game crashes on me.
The public beta is outdated; please sign up here for access to the SVN server which is more up-to-date and fixes supercaps.
Having a bit of a weird problem. Had a working perfectly version (latest for entrenchment) of SOGE. I needed to update to 1.34 Diplomacy for the startrek mod, and while doing this (did not realise at the time) entrenchment was updated from 1.051 to 1.053. So, I grabbed all of the data from my mods 1.051 folder and copied and pasted to the mods 1.053 folder.
Started a new game and was playing away, with, apparently no problems. I then discovered that all of the ai opponents had zero costs for all of their research, and, fleets supply was at the second level (as if they had researched it) but the actual research tab was still able to be selected as if they had not researched it (nor were they getting the effect of the 9% economic penalty, just the supply bonus). I went searching for an older save game, and, at the start of the game, the ai's research was normal, so something they do (I think researching somthing) is having this very weird effect.
Has anyone seen this before? Any ideas?
Edit. After some save/reload investigation, the ai starts as normal, then as soon as it selects anything to research (not finished, just selected) all other research costs go down to zero, and, both max capital ship, and max supply goes up one level with them being researched. ???? Please help.
This is intentional; it was put in so the AI actually researches things and so that it is competitive. The AI had not researched the actual second supply tab, you are correct about that, they have an off-grid research item that makes research cost nothing for them and gives them a supply bonus, and a single capital ship crew, among other things.
Ah. Thanks for the reply. Where is the mechanics behind this, as, because I like to alter my games in terms of hit poits, shield points, planet growth, and a whole host of other things, rather then changing hundreds of files, I did my modifications in, you guessed it, max supply ships, which usually the ai researched very early. However, now that they get these for free they are not researching the max ships slots from the start. (Which I require for my modifications to work)
Effects:
I am meeting the ai and my ships are 100% hull, and 200% shield stronger. Also, does their zero research cost go on for good? Is this a SOGE thing, or an Entrenchment thing? I have found that on any of the 'extra' planet maps (which is all I play) the ai on very hard seems to go alright. Thanks
Edit. Found a work around, as I put my changes into the base artefact research, so, my changes are in for all factions right from the beginning now (which incidentally, is better then my old way-thanks to a previous poster for this idea). Still, I would like to know is this is an entrenchment or SOGE thing, and, how long does this effect last?
It's in a file called RESEARCH_FORCEAI_AID.entity. You can easily add, remove, or change, things in that file, and the AI will still research it. However, you pretty much have to leave the supply/capital ship bonuses (reducing them to 0 might work), or else the AI will not prioritize the tech as it currently does.
Also, if you want a bonus that applies to all ships, modifying the baseValue of something works, as you have already found out.
I think something is broken with this mod for Rebellion(both patches). I might be crazy so I'll explain. I played Random Small as CIS against Republic. It was a normal AI random to just play with the mod. Everything went well, the Repub AI just turtled. I destroy a couple of their planets and then stuff got bad. Media Hubs. Their culture spread started reaching all over, trumping my established culture spread. An hour later of losing and reclaiming parts of my area I go back onto the offensive. Warp in to one of their planets and BOOM! 25 media hubs all grouped together.
Not sure if that was intentional or not by the mod. Knew it was sort of weird that I had 5 titans. Only 1 of General Grevious's ship tho.
Unintentional. The AI reacts very interestingly to this mod at times; it isn't unheard of for the AI to have propaganda hubs, like the one you found.
Yeah, that supercap bug has since been fixed in the latest version on the SVN.
hey, is the beta just for entrenchment? or does it also include rebellion?
If you sign up for the beta test you will have access to both the Rebellion and Entrenchment versions. However the Entrenchment version is no longer being worked on and is thus outdated; focus has shifted to Rebellion.
so what happens when you say you want to sign up for the beta?..
Just a small bug. I've noticed with CIS, that the ability 'droid controller' sometimes does not fire. A reload fixes this problem, but I not sure what is causing the initial stoppage, maybe travelling through an ability disabled gas cloud? Will post if I find what is causing the initial stoppage.
The Lucrehulk DCS' ability fires off at random.
@ Lavo
Thanks for the reply, Oh ok. Still, if I reload it does start up again every time. How can I remove this randomness?
Edit. Also, where would I edit planet characteristic bonuses? Just because the pirate base bonus is not present and I feel that there should be some reward for taking down something so tough.
Lastly, thankyou for all of your help. This mod is getting better and better.
Cheers
Looking over it again, it shouldn't be random; it just reapplies the buff every 5 seconds. However, I do have a possible solution, in fact it's one that I'd enjoy seeing you test out. First, open the file "BUFF_DROIDCONTROLSIGNAL.entity" and change Level:0 of actionIntervalTime to 1.0. Second, go to "BUFF_DROIDCONTROLSIGNALEFFECT.entity" and change Level:0 of finishConditionType "TimeElapsed" to 3.0 and this will result in the buff being applied, and reapplied, more often.
As for planet characteristics, you will first have to create a new one (or copy the one from stock Sins) and add it to entity.manfest. Then open "PlanetPirateBase.entity" and increase requiredPlanetBonusesCount by 1, then after that add in the line: bonus "NewPlanetCharHere" Do note that this bonus line does not include the .entity suffix.
Made the changes you suggested, but no good. What is does IS speed up how quickly the buff, and the staking, are applied. However, even during a fight Iv'e have noticed that the buff just disappears. What I am going to do is bring up the 'elite engineers' buff from SOA2, and compare the ability, buff and buff effect files, as this buff from that mod works in a very similar manner, and does not seem to have this problem. Will keep you posted.
PS. Is it WAD that some plant types ( ie low crystal planet) do not benefit from refineries, as I noticed that their mineral deposits are listed as 1/0 for refinery ships? (With a near bye refinery giving the '1')
Sounds good, thanks a bunch! And yeah, that's what I intended to do with the buff. I mean theoretically you can speed up the application/removal of the buff even more, which would make it instant, but that would make the ability overpowered, and just another Coordinated Targeting.
This is intentional. If these planets benefited from refineries, they would be absurdly powerful. I am also working on strengthening refineries, so they become more useful, versus the halved tactical slot cost stopgap they currently have.
Spent half a day on this and tried everything I could think of. The only real differences are:
1. That the prerequisite tech for 'elite engeers' is a selectable tech, while the research_org1_droid foundry (prerequisite for droid controler) is not, nor is is part of the CIS players list.
2. The droid contoller is not a 'selectable' ability, but rather one that the ship starts with.
Other then these, they are the same, and now matter what I changed, could not get it to work. After so many changes, I grabbed a new copy of the three files in question, and put them back into game info. Now, I cannot get droid controller to work at all. Has anyone else had problems, or is it just me, as with all of my fiddling maybe Iv'e changed somthing else?
Also, all of my testing was done with a save game, working on the assumtion that these changes were save game compatible.
Lastly, if you can get it working, I think from a balance point of view, the timing part is only a very subtle change. I set my stats as only stackable to 2 (was three), range of 14000 (was 12000) and up to 7 targets (was 5). This way, the buff is less powerful (with the three stack, we are talking about 30/sec shield restore AND 60% decrease in weapons cool down) but better spread. Admittedly, these balances are in line with my other modification of 2.5X shield strength and larger gravity wells, among other things.
Sorry I could not be more helpful, but I'm not really well versed in modding this particular game.
Save games don't work, test ability alterations in dev.
DCS is set to apply to fighters and doesn't require shield damage, I don't know if I was the one that did that tard setting or someone else was(I did a lot of tard), but if it's on a fighter you'd have a hell of a time noticing.
It should come with HasShieldDamage as an additional constraint, and without Fighter in the target list. As they can't have shields, a shield restore and steroid is even more wasted on them. Elite Engineers was written much better, having a proper target filter.
I really need to come back and rewrite a lot of stuff in ways that don't suck, but I'm seriously lazy. This particular ability needs redone to only affect droid ships, something I wasn't smart enough to figure out when I did them.
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