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
Sign in here. Eventually you will gain access to this thread, which explains how to access the SVN (note: we do not use download links, sites such as dropbox and mediafire, and instead use SVN).
Registered and : You are not authorised to read this forum. when clicking on your fain access to this thread link.
You have to post in the sign in thread in order to get access to the second link.
Ok.... I missed that
у меня возникла проблема с SWN скачал, при запуске пишет что:
Game data not found.
Please reinstall the game from the original CD-ROM and try again.
игра у меня куплена в steam и не какого диска нет как с такой проблемой быть подскажите как её решить ?
заранее спасибо
все не надо, разобрался
Hey Lavo:
Just got rebellion and am starting to play you new updated version, with just a few start up questions.
1. Fleet command research 999. Basically you have removed this from the game? Something to do with titan class usage no doubt. While it is still available to research, by doing more research it actually goes down.
2. The civic research seems to have taken a hit, with a lot of it being removed. Also, the entire diplomatic tab has been removed. Is the a WIP?
Cheers
1) Yeah, due to many "heavy cruisers" now being capital ships, and the supercap system, capital ship crews became obsolete.
2) Civic research has been unchanged from it's Entrenchment counterpart. As such, there's absolutely no Diplomatic research tab. It's pretty much a WIP, we don't even have envoys in.
Cool. I actually like the new capital structure (Only checked empire so far).
On technology, in general:
I have been playing lots of the mods around the traps while waiting for my local store to get a copy of Rebellion, and I have noticed that with mods that don't really change to much in the way of vanilla sins ships (and hence have a lot more time to allocate on it) their research trees are just fantastic (stars mod, for example is excellent), and really adds to th 4X nature of the game. Do you ever see a time when all of the SOGE races have fully fleshed out, and unquie tech tree? I know there is a mountaion of work there, but I really feel that this type of thing would add an immersion level to SOGE that is somewhat missing.
Don't get me wrong SOGE (along with SOA2) are my favourite mods. If, in the distant future you are going to 'heavily' expand the tech tree would you mind if I helped out a 'bit' (Getting lore specific information, tech tree structures etc-I no modder-time and expertise are lacking) but I would like to help make this a reality, even if that means stealing and adapting (with their permission of course) ready made tech tree sections. The canon for starwars is very large, so there should not be any lack of material. BTW, these are just thoughts, I know you guys have massive amounts of work going on in actually creating and finishing the races.
I agree that the tech tree needs work. Unfortunately, outside of planets, I'm basically the only active coder for SoGE. This means I'm the only one working on putting in new ships and research. I'd love to put in more techs, in particular we have none of the Diplomacy techs in at all, which might break the AI outside of locked teams. Sadly there simply isn't time for me to do that. Particularly as, starting next week, I'll be a full time engineering student, so my time will vanish.
However, as you are offering to help out, I can easily explain to you how research files work, assuming you have MSN/AIM/Skype or are familiar with IRC, which would enable you to make such changes. Modding is nothing more than opening a file in Notepad, or a similar program, and adding/deleting/editing some lines; anyone can do it. This page is also of great use as it explains research files in detail. In particular, researchFloatModifiers are of interest to you as it's those that offer the various percentage increases and such.
I can handle placing these research items into entity.manifest and the PlayerRACE files, though this is easy for you to do as well.
No, I'm old and do not use MSN/AIM/Skype or are familiar with IRC' (Had to goggle them to find out what they were )
What I might do is look into what components go into making up a tech tree, and then just use the base sins diplomacy as a frame work and see if I can get this working in my own game. Once I get to this, will talk about how I get the files to you. As stated, I don't have a lot of time to work on this but will give it a try. Never know, it could be 'relatively' easy. Will keep you posted.
Where do I need to look for/or is there a guide for
1. Adding a new research tab (ie diplocay tab)
2. What files explain (graphically) where each picture is located in the tech tree.
3. So once I add a research enity files, this the must be updated in the entity manifest and player race file.? Anything else, such as the graphical pictures actually used (this must be located elsewhere).
As you can see a crash course is needed, lol, but I would love to get good enough to, eventually, put out 6 unique tech trees, just like soa2 has, to fully differentiate the races. ( What am I getting myself into).
1) It's in the PlayerRACE files. I'll re-add this in myself.
2) The position/placement of a research item is determined by the ResearchField (the research tab) and the researchWindowLocation (position on the tab) lines.
3) Yes, entity.manifest needs an entry for each for new file, and then you must place it under the researchInfo list in the appropriate PlayerRACE file.
I'll also tell everyone that the Vong, due to how I'm playing around with them, will have a unique military tree somewhat soon.
@ Lavo
Ok, have started trying to add diplomacy techs.
Thought I'd start simple, so looked at tec diplomacy tab and tried to add only cultural relations.
1. Now, looking at the entity manifest for SOGE core I see that this tag is already present.
2. With the latest SVN is seems you have added a diplacy tab (field) already.
3. So, now is should be a matter of adjusting the player enitiy file, with an addition research count, and the additionl research entity, and then actually adding this files to the game info folder?
I did this and the game crashes.
a. I need to known is there a way that I can see some type of logs as to why the game crashed.
b. In the actual research entiy files it talks about:
hudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"smallHudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"infoCardIcon ""NameStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_NAME"DescriptionStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_DESCRIPTION
Now,I am sure that if the game goes looking for this data, it has to actually be somewhere and I need to make sure that SOGE has this information. Where do I find/how do I update the relavent files for this?
Lastly, did I do something (or many things wrong) that you can see?
Edit:
Also, when I start adding the pact techs, does anything else need to be added for the relationship screen, as I noticed that in vanilla sins, there is all the information on the manage pact screen which are not tech related (but are tech dependent to open)
Also, what governs the ai's ability to choose techs? By adding diplomacy techs (when working) a human player will be able to use them but do I need to look into how the ai will use them?
Alright, to check/log errors you have to do two things with SoGE. First open Sins in the dev exe and quit as soon as it starts loading; this will reset the settings file to be compatible with it. The second is open up your settings file, making sure VideoIsWindowed, ShowErrors, and LogOutput are set to TRUE. Thirdly, you will have to temporarily rename your Galaxy folder and Galaxy.manifest, this has to be done otherwise you will be swarmed with map error messages. Then make a new, temporary, Galaxy folder and put FrontEnd in it; not doing this step will cause Sins to minidump on boot. Finally, load all six of SoGE's components at once. With this, you will get a lot of error messages, most of which are not relevant to you, but eventually there will be one for your new tech file.
The tech might also be causing a dump as none of the playerRACE files have racial relations implemented; I haven't got around to coding this in.
Just a heads up Lavo, sent you a PM on beta site.
Is the Rebellion version 1.04 out yet? if so, where can I get it?
Join the beta, check the link at the top of the opening post.
Ok, so ive gotten in the beta. First I had to load the modules individually to get the mod to start, not edit the txt. file as said, then in the Mod it self all planets are invisable unless I hover my mouse over it. Is this intentional? I hope not as im finding the mod unplayable like this. my TXT looks like this:
TXT Version 0enabledModNameCount 4enabledModName "SoGE Beta Reb - CIS"enabledModName "SoGE Beta Reb - New Republic"enabledModName "SoGE Beta Reb - Vong"enabledModName "SoGE Beta Reb - CORE"I am using Rebellion 1.03
the current rebellion is 1.041.4461. update your rebellion with steam
harpo
Xandras25, if you are using the version off of the SVN, then you need to update your version of Rebellion to 1.041, as harpo said. If it's the version from mediafire, then I have no idea why you are encountering issues and that version is no longer supported.
Planets are now visible, thank you.
SoGE R955, for Rebellion 1.04/1.041, has been released. The moddb upload will be up soon, until then use these links:
http://www.mediafire.com/?5136w515l64b0j0http://www.mediafire.com/?ri0ahpw00v153h0http://www.mediafire.com/?a5668a94oa0m6xkhttp://www.mediafire.com/?j80cjstgpnjfjh6http://www.mediafire.com/?l7j4rekbbfew919http://www.mediafire.com/?1z72coiclh8eml5http://www.mediafire.com/?2e2b9nur4sx85krhttp://www.mediafire.com/?s153vb6wqi8aiqxhttp://www.mediafire.com/?cqya2e2ub72y46vhttp://www.mediafire.com/?xyydlpitwrycwmahttp://www.mediafire.com/?yzw0v9v23w1dot5http://www.mediafire.com/?ag8y429ir8j5f4chttp://www.mediafire.com/?0do7s9zb37sm6u9http://www.mediafire.com/?t2p42yoboorbgtlhttp://www.mediafire.com/?lqt260gbyj45htvhttp://www.mediafire.com/?0xi6p767ebbr4n2http://www.mediafire.com/?mjyu5pwkgf1waglhttp://www.mediafire.com/?7vxccrlzff5bdadhttp://www.mediafire.com/?7t5bm3apl1qtul4Make sure to extract this one last, and overwrite when prompted:http://www.mediafire.com/?3a53dk94mkw3g4s
The moddb links are now live.
Hey, bloody fun mod but seem to be getting some nasty CTDs about 20 mins into the game, unknown cause. Gonna try the dev.exe to see what it is, just thought i'd drop a line to say theres still a bug though.
Map is a 4 player map, think it's mandalorian standoff or something, 2 empire, 2 alliance.
It's not a bug. This is a known "issue", and there's two causes for it. One is, assuming you are on Windows, that the partition/hard drive you are running Sins off of lacks a paging file, which ensures that Sins cannot use up to 2 GB of RAM, as it should be. The solution to this is to enable a paging file, or use Large Address Aware on Sins' exe, though the latter method is not recommended. The second is that you are loading the mod with every single race; if you are not using all six races, don't load all six of them, as this uses up notably more RAM than necessary.
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