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
Made by Warb_Null, these refineries will be used by the Imperials and Alliance/NR, respectfully.
Quality work by Warb_Null as always. I'll give him some karma if I happen to run across one of his posts.
Thanks, but it would not be right. I didn't make these. They are made by Arvis Taljik.
I'll post one of mine in the model showof tread
Just some of information, I have the Rebellion 1.1 from Steam and the mod does not run with it. I´m not sure but perhaps I´m the problem and I do not know how it must be installed.
The mod should run with 1.1 just fine. What problem are you experiencing exactly?
The kind where no extra information is given, only for you to guess what/how they messed up...
Version: Rebellion 1.1 (provided)
Description of problem: "mod does not run" is overly vague. Try being more verbose to illicit better support.
Providing the following details with as much information as you can would help isolate the issue much quicker.
What did you try? What did you download? What did you activate?
What specifically happened?
What are your system specs? attach a directx dialogue just to avoid cluttered conversations.
How to get a DirectX Diagnostic file:
Can you run any other mods? If so, which ones?
Take a screenshot of the mod part(s) you are trying to activate and their checksum.
Yes you are right and I feel me hypocrit telling only it but it is not a hardware problem, I do not go to show dxdiag information. It is simple, the mod does not load to me when I try select it. Absolutelly it is not loaded, I have put the main folder from the mod into the 1.1 mods folder and it is detected but it is not loaded when I select it.
The unique other mods that I have tried is my own mod......perhaps you will know it some day.
Is your checksum zero? If it is, you have your folders setup incorrectly, and the game cannot find the mod files.
Nomada, try to edit EnabledMods.txt before launching Sins, like so (remember to leave an empty space at the end of the file). Using the ingame mod enabled does not always work. Try loading just the CORE folder, and see if that boots.
Just added vanilla Rebellion's skyboxes to SoGE, to supplement NU's skyboxes, pics at our Moddb page.
Now I feel that it runs, only because I did not follow the readme, it says
Extract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\<username>\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04
But if you make it, you will see one folder named soge_r955_reb into the Mods-Rebellion. I took everything into soge_r955_reb and I put it into the folder Mods-Rebellion. I have omited the number from the Mods-Rebellion folder because it is not importan.
I have played the mod few moments ago at a poor Asus Netbook with a Atom processor 1.6ghz, 2gb of ram and windows xp and it runs. Of course it is slower than my Q6600 overclocked to 3ghz with a not too bad Gigabyte GTX460 1gb but it is fun.
Eh? The archive should extract 6 folders, not something named soge_r955_reb. Well, glad to see you got it working though, hopefully you can get it to run on your desktop.
Some extraction programs by default will put all extracted materials in a file by the name of the archive. In 7zip for example, you have to use "Extract Here". The default address when you use the normal "Extract" command gives you a directory like Nomada described.
Good to know. Well, I guess that can cause problems for some.
apparently... and they all seem to know what they are doing too
Does anyone else have this bug: When building a supercap through the ability it is said "a titan has been destroyed" when the supercap is launched. But the supercap is in the gravity well and i cant build a new one, plus i cant use the existing one cause it cannot move...
Just wait a bit. I think that's it waiting for the construction time, and the only way to use up the fleet supply was to have a fake titan. The real one should jump in after a while.
Alternatively, make sure you have at least 2 additional supply points free (on top of what the supercap requires) when "building" one, to avoid a bad glitch concerning how supercaps spawn (this will be fixed in the next release, the beta already has the fix).
thx for the replies but
the building time was complete when my fake titan spawned and after 2-3 minutes nothing changed
and I am playing the beta so this
although I tried it again this time with 19 more supply then I needed + 3 extra capital ship slots and it still did not work, perhaps its only my map that is causing the error so I will try it with a different map
Edit: it wasnt the map that causes the error so i still have no idea what is causing the error
What do you mean by "fake Titan"? Which supercap are you trying to spawn? Do you have a save game when this happens and right before it happens?
The Titans i tried to spawn were the Executor and Viscount, With "fake titan" i mean the titan that is spawned but that cannot move and is just using my fleet supplies. I have tried it in different games with saving before the titan has finished. It always happens.
I am using Windows 7, and When I try to install this game all i get is a million messages similar to this one...
Text FileArchive missing Label.
File: C:\Users\Charley\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\SoGE R955 Reb - CORE\Galaxy\Gordian Reach.galaxyLabel: moveAreaRadiusLine Number:208Line Contents: owner ""
Can someone please let me know what I am doing wrong?
Don't run this mod in the developer.exe, or if you do, edit your settings file to disable error messages.
This; SoGE has purposely done things that makes the dev exe go ballistic; it wasn't an issue pre-Rebellion, but it is now.
Yeah, you need to wait before the fake Titan destroys itself. The Executor and Viscount take around 6.5 minutes to spawn; of course the fake Titan won't disappear in 2-3 minutes.
This mod is fun between crashes, but when I play it I feel like I'm driving down the wrong side of the road. It's inevitable that I will crash, and annoying that every few minutes I will have to reload the game. Normally I like to play without the Auto-Save feature on, but if I don't I will lose a lot of time spent upgrading and taking over the universe.
I have seen stable mods, like the SOA mod, which is far cleaner than this. Do you guys expect that soon you will release a cleaner more stable copy of this, or are you just adding features now?
I understand that you have somewhat recently ported this to Rebellion, and this is the most functional Rebellion mod out there right now. Please don't take my post as a slam, as it is one of the 2 mods I really like, it is also one of the only games I play too. Thanks for this mod.
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