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
As the "200%" in the name implies, the addon (this means it is entirely optional and not necessarily optimal for gameplay) is x2.
Yo, I'm new to the forums for Sins, but I've been playing the game for some time now and have done extensive modding. I love this mod, it works flawlessly for me, however I've got a question that I'm sure has been answered by someone somewhere. How do I add ships from one faction to another factions production capacity? I thought it was as simple as adding in the entity file names to the player(race) file where the other ships, structures, research options, and other (race) relevant info was located. Then I tried creating a copy of the ships into the selected races file, I changed their names, added the new files to the entity manifest file and the player(race) file. The game still crashed or would not load. If doing this is simply not possible I'd like to know, but if it is possible can someone give me the instructions to do this?
For the record, I'm trying to add the Nebulon B Frigate, Corellian Corvette, Corellian Gunship, Marauder Cruiser, and the Imperial Heavy Corvette to the Republic faction (the Republic did have these ships, I had planned on adding some ships to every faction that other factions use).
You're doing it right, if my speed read doesn't fail me. However, some of the mesh and texture files of these models, are only present in the original faction module. Additionally, each frigate "page" in the PlayerRACE file can only have a maximum of 9 entries.
So what I need to do is copy the mesh and textures of those ships into the additional race files and rename them accordingly?
It depends on whose using the ship; you do not need to rename the mesh and texture files however. I think you can figure things out from here.
Hmm ok, so if I was planning on only using say 2 factions, Republic and CIS, then I could make a backup of the original player(race).entity files for the other races I wish to steal ships from and simply remove those ships from those other races build options?
And would I just add the mesh and texture files to the desired factions folders then without changing the names?
I'm working on this as I type this so its kinda a touch and go project. This is the first time I've entertained the idea of doing this.
Super cap question. I build it and it doesnt show up anywhere? Whats up with that. Shows String Not Found in my unit usage.
It should warp in if you wait long enough. You should probably mention which cap it was so Lavo can fix the string error.
The Alliance cap. More expensive one. Cant remember the name.
It takes time to "build" a supercap. That String Not Found is a filler supercap until the real supercap is "built". The filler supercap will be destroyed right before the real one is "built", so don't worry if you get an "Our Titan has been destroyed!" message.
I've gotta say I'm impressed. I'm looking forward to downloading this mod but I don't have time to play sins right now. I'm a 3D modeler and maybe I can help out over the summer. Good luck!
I'll be posting up a new version later tonight; I'd wait until it pops up to dl. Edit: Will be early next week.
(Reposted from ModDB)
A new Steam community group, abbreviated "soage", has been created. It's a public/open group, run by myself, whose purpose to allow for easier multiplayer match organization. Over the past two weeks, me and a handful of people have played over half a doze multiplayer games together, which is what spawned this idea; if everyone who has SoGE and wants to play online with others was in the group, it would be easier to get pick up games going, would it not? So if you're interested in multiplayer, hop in the group, don't be surprised to get messaged from myself and others offering to set up a match!Onto the meat and potatoes, the next release will once again be a full release, like R1003 was. I realize some people may prefer for it to have been a patch, however due to certain fixes that the new version would bring, the patch would be over 150 mb in size. At that point, making a patch is not worth it, particularly when the current full version is causing people download issues. Now then, here's a list of some of the fixes/additions in the new version:-Fixed "ship(s) showing up entirely as a player's team color" bug (kudos goes out to Chimaera for mentioning specific ships which had this problem, which let me find the source of their woes)-Increased scale of all combat structures and all ships, but the Executor/Viscount/World Ship, by 25% (I will want feedback on this)-Pirate raids have been redone, and are now playable as the low levels are not overwhelming -Added Rothana Destroyer to Republic-Added VSD-II to Empire-Removed some techs from the NR, gave them some new ones-Reduced targets per bank of Executor/Viscount/World Ship/Mandator/Subjugator/MC80B to 5 from 8, but increased their weapons' damage by 37.5%-Gave ion cannon platforms a well-deserved nerf, to make them viable but not OP-Added new Vong plasma (all sizes) and heavy missile projectiles-Optimized particlesFurther, I also want to take the time to note that the next will be in a .rar archive format. This file type can be opened by 7-Zip, a free archiving program, just like before, and by WinRAR. The reason for this change is that using .rar allows for the usage of a function called "Recovery record"; redundant data that decreases the chance of say, a few kb or mb missing which would otherwise cause serious stability problems and MiniDump issues with the mod. Additionally, WinRAR allows for the repairing of archives with a recovery record. I would also like to encourage everyone to download the mod from a Moddb mirror instead of Gamefront when it comes out, as Gamefront has been causing hundreds, if not thousands, of bad downloads, and is the source for the majority of R1003's crash issues. The trick is when you take the download url (right click on the red "Download Now!" button and hit "Copy Link Location" or whatever applies to your browser. Then edit this link by removing everything from ?referer= onwards and put /all in it's place; this will allow you to choose which mirror to download from. This also applies to any Moddb page, if you are wondering.The Addons Pack will also be updated, likely during the weekend of January 26th, to accommodate these changes and to add in a new optional addon; invulnerable Supercap Factories.
Why were the regular cruisers moved to the capital ship category? Before, the only thing keeping the AI from only building capital ships was the capital population cap. Now, with the cap at 999, in my experience the AI only builds capital ships except for the occasional scout ship or envoy. This is a logical strategy now and makes the frigates useless, especially considering the massive damage capitals do versus even a group of frigates.
Actually, that AI behavior is intentional as it makes the AI more competitive and competent. As for detailed reasoning, I suggest reading the FAQ which addresses this. Frigates are not useless; they do suffer losses often, but they are far from useless, esp. against the AI.
R1021 is now avaliable to the public. Moddb approval pending, this thread also has several mirrors avaliable for those who do not want to use Moddb, or want the mod right now.
got latest mod but as soon as I started a game (all races) it crashed. looking forward to using the vong etc, do i need to use smaller maps or less races? never had problems running Sins before.
Fewer races, most likely. Only load the ones you want to play with.
And/Or reduce your graphics settings a notch.
Both of these are good suggestions.
think it was the map (went for the biggest star wars one). started a game on normal huge multi star map and it works fine.
The biggest SW map always causes lag very quickly due to it's size.
Can I request a smaller Star Wars map? I find that there are so many terran planets it makes them rather redundant and provides too many resources, not to mention the massive lag. Can anyone's computer really handle that map well enough to finish a game?
I really want to play a map true to Star Wars planets but that one is completely unplayable. Can we get a compromise map with 200-300 of the more important planets? That would still make it twice as large as a huge map, which my computer might be able to handle.
You're welcome to edit the map yourself. I didn't make it, and it could easily be cut down in the Galaxy Forge, and I apologize, but I personally do not have the time for that, not with so much else on my plate.
everything seems very impressive so far, even more so than before
playing as the empire, a new republic ai used 5-7 or so defender class ships to dodge my 6 star destroyers, bomb a planet to death, and run off only losing a couple of ships. none of my units, even interceptors or gunboats, could keep up with their ridiculous speed boost, and they had enough hp to survive my fleet. what could have been done
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