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
Thanks for the reply about save game. What is this about DEV, never heard of this.
Uh, actually, Elite Engineers target filter is identical, and does have fighters included in the list. However, I agree with removing fighters, but not necessarily with shield damage requirement (unless required for it to function correctly, as, incidentally, Elite Engineers has a hull damaged requirement) as why should shield damage be required for the weapon cool down buff? Also, the idea about only droid ships sound terrific, but how would that be implemented, and which ship of the CIS are considered droid ships?
The DCS buff used to have fighters included in it, I removed it. It also used to have a shield damage requirement, which I have removed, unsure if it shows up in the public betas. Also, every CIS ship can be considered a droid ship as they all have primarily droid crews, with the exception of the Nantex Interceptor.
Whenever I play as New Republic or Empire it crashes about five minutes in.
What version of the mod are you playing on? Have you also tried lowering your graphics settings, and in the case of an nVidia card, updating your drivers?
Yes, I forgot to update the mod. I can't update now cause I'm on a limited internet source, only 1 gig available.
Just a quick question.
How can I disable two visual (not actual) effects? The gold ring underneath the SD when coordinating targeting, and the large electricity cloud when ships are under the effect of the interdiction crusier? (Just the constant one, I like when a non passive ion blast gives this effect).
Thanks.
Look up the buff files of the abilities in question and remove their effect data.
Thanks, worked well.
Just a general comment on functionality. I sometimes play a game, and later once in a winning position, switch sides for a challenge. Did this in a reccent game, and even with AI on hardest difficulty, and having nearly completed all research for my starting race, upon changing, so much of the research tree of the new race was not done.
They had plenty of ship supply research done, and cherry picked things like broadcast centres and such, but basic, grabbed at early as possible (from a human standpoint) research such as the entry level metal, crystal and trade bonus were not done. Now, I sure you guys are aware of these AI problems (as shown by your forced ai research scripts) just wanted to let you know how bad, and how disadvantage the ai is by this.
It's really that bad? What AI difficulty were you playing on, perchance? If you have a few save files of these sorts of cases, I'd be very interested in them (assuming this is the SVN version)!
Unrelated, but I assume that you also remember to set your old player as being an AI player, and your new faction as human, right?
You must have missed it , I said hardest level (for entrenchment that is). Remember I alter the length of my games (considerably) as well so perhaps my save games would be useless for the general community. However, if they would be useful I will still upload them.
And indeed, altered save game so as my old races ai control, and ai ship control is set to TRUE in the save game. Thanks for the reminder anyway.
Oh riiight, Entrenchment. The AI is much better in Rebellion, even at Unfair. Though anything beyond that is impossible, as the AI gets a stupidly large amount of resources. At times I've thought of giving them a financial penalty in the AI only tech, if not solely to allow for the higher difficulty's better tactics.
Good to hear. As soon as I notice that you MOD's fully ported over to Rebellion, I'll go and buy it, as frankly, I never play base sins any more.
Sorry to bother you again Lavo, but is it right that the Vong super capital has a supply 400, while the executor has 386 ?
Yes as the World Ship is a stronger ship.
The latest SVN build is even further ahead (in terms of content and updates) than the Entrenchment version. I'd recommend going ahead with it.
Ah ok, will do as I have beta access. Also, just noticed that one of the Vong frigates (A-Vek) has a 19 supply usage, which seems out of step with other frigates across the races. However, have not built it yet so maybe this is intended.
It's been reduced to 16 as of Rebellion. It's high due to being the cheapest carrier ingame, though I've been meaning to play around with it's stats personally. Eventually I'm going to rehaul the Vong, but for now I'm just going to let them rot a bit while the other races are fixed up.
Another balance thought. Do you think that the sacrifice ability of the Vong is a bit OP? I mean at level 3, its sets the shield mitigation at over 100%, and with the antimatter reserves make this ship (Their smaller super capital) basically invulnerable Thoughts?
Also, can the ai have trade agreement, cease fires etc when their happiness towards each other is zero. Why I ask, is that I did one of my in game switch races, and shortly there after, all ai's are best of buddies in terms of alliances, even though I know they have zero happiness towards each other.
Hrm... A very good point to bring up. The ability wasn't originally designed for the Vong, but was slapped on one of their supercaps anyways. I will look into it and make a custom Sacrifice for the Ro'ik Va'lh.
Trade agreements can be made very early on, I know that much, however I do not know the answer to that entirely. It's possible they made the agreement earlier, and their happiness fell later, or that the AIs have a scripted relationship bonus/predisposition amongst each other.
I'd sat that the last point 'or that the AIs have a scripted relationship bonus/predisposition amongst each other' is most likely, as I manually went in and set all relationships, and agreements to zero, but still, super friendly very soon there after (far to quickly to to have been from completing missions)
Another question.
Does damage affecting ships differ when hitting shields or hull? In my game I've noticed that when the shield go down the rate at which the hull then goes down seems to be a lot quicker. Now, this could becasue I have set my hull regention rate so low which gives the appearace of differnt damge applied, but not sure. Also, does the armour rate come into effect when the ship is taking shield damage, or only once thet are down?
Thankyou.
Ships by default have a lower hull regen than a shield regen. In addition, all ships have a -90% in-combat hull regen penalty. Armor reduces the amount of hull damage a ship takes. In essence it acts as a hull strength booster, the "actual" hull strength of a vessel can be calculated by: Hull/(1 / (1+0.05*Armor)) = Total Hull
Or Hull*(1+.05*Armor) = Total Hull, for those of us that are lazy and want to type less.
Thanks both of you. On a side note, looks like it is time to purchase Rebellion.
Cheers
Noticed that in entrenchment version (may be differnet in Reb) AI will try to bomb planet (and continue to do so even though planets at zero), when protected by Aux star base.
Also, what Republic ships/fighters have the penertrate shield ability?
After switching between fights I went back to a particular fight and my ships strangely had all been destroyed, much too quickly to make sense. Sent some more in and watched what happened, and I could see that there was quite a lot of hull damage being done with shields still up. Went searching for this but could not find the culprit.
While this is being mitigated by the capital conversion project, this occurs even in vanilla Sins.
While it's possible that loads of missiles can do this, in Entrenchment this is unlikely as all the shield bypass stuff is broken.
Where can I get the latest Rebellion release? I'm registered on SWR.... but cannot see any links?
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