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
To be fair I made this mistake my first time too. Maybe you should change the window file or the string to let people know if you never intend to support it.
I installed the mod correctly, the planet textures are messed up, they look stretched around the poles, and the land textures are rotating overlapping the clouds.
You can make that look a bit better by putting Antroscopic (or whatever it's called) filtering on the highest level.
I do intend to support it actually. Though mind you, doing it for research/occupation victories is a good idea (the latter seems to cry a fit with regards to customized GSD entries).
I have done everything the readme file said. Copied and pasted this enabledModName "SoGE R1075 Reb - Alliance" enabledModName "SoGE R1075 Reb - CIS" enabledModName "SoGE R1075 Reb - New Republic" enabledModName "SoGE R1075 Reb - Republic" enabledModName "SoGE R1075 Reb - Vong" enabledModName "SoGE R1075 Reb - CORE"
then deleted the setting folder and I cannot get any race to work. I have the new DLC as well. Not sure if that effects it or not. I also play the DS mod often, so it is not my first time playing a mod on soase.
You're either pasting it in incorrectly or have a bad DL. While I'm not a fan of recommending this in any fashion, try using the ingame mod tool and then restart Sins right afterward. If you can't even get the CORE module on it's own to work, then you certainly have a bad DL.
Can I have a link to the best place for download I think I got it off Moddb, i even registered for the http://www.swrebellion.com.
The text file within the 1.52 folder reads like this
TXTVersion 0enabledModNameCount 6enabledModName "SoGE R1075 Reb - Alliance"enabledModName "SoGE R1075 Reb - CIS"enabledModName "SoGE R1075 Reb - New Republic"enabledModName "SoGE R1075 Reb - Republic"enabledModName "SoGE R1075 Reb - Vong"enabledModName "SoGE R1075 Reb - CORE"
When I boot up the game starts as SOAGE I choose a map just a little map, then any race and hit start and it starts loading and dumps in the load.
Not going to lie I was a noob I did it this way first then saw the hey noobs read the read me in its entirety. Sadly the mod didnt work through the in game mod tool.
Update, I had already deleted my settings but this time I only used the core line for the enabledmods txt file. However when I was choosing my game I was choosing the capital ship victory. I did not enable that this time and it worked. However I only had the one race since it was the core. More to come, by the way sexy mod!
Definitely think you need to change that string lavo to "Do Not Enable!" while you're working on that victory condition.
Mod is working to 100% at this time, and is still sexy!
Ya, did that in the beta. Of course, when the next patch comes will be another story... Might have to speed it up just to avoid more of these sorts of headaches.
Howdy. I've got something of a noob question. (Just got sins and am a fan of Star Wars, so I downloaded this mod. Good job.) As a noob, I thought I'd try to use the dev.exe and play around a bit with different ships and whatnot. While I have figured out how to make the mod run on dev.exe, I can't seem to spawn supercaps (worldship, executor) while using the cheat mode. It says that I can't have more than one queued at once when I haven't ordered any supercaps.in the first place. If this is intentional, I apologize. If not, please explain how to correct this error to a tech retarded Texan. Thanks in advance.
Please tell me you aren't trying to build supercaps like a regular ship and that you've read "How to Build Supercaps.txt" already. As if not, there's the issue. If you did, odds are you did the fancy quick start option thing which gives you all the techs a race has which led to the spawning abilities being fired off.
No. I know that they are a power in lieu of conventional spawns. I recall that I was using QuickStart though. Was I just being impatient? Or did both get selected simaltaneously, preventing either from launching?
Once again, thanks for helping. I figure the more boneheaded crap I do now, the fewer times I'll bug y'all in the long run.
Edit: issue resolved. (Boneheadedness) My apologies.
Glad to see you got it figured out.
IT'S not letting me select anything other than Empire or Random.
Read the ReadMe, you need to enable other factions manually...
I've just tried a couple of matches as Empire & Rebel Alliance:- impressive, most impressive! If you like massive fleet engagements, even with the AI, then this mod is for you.
The construction of super-caps takes a bit of getting used to, as does the Imperial tech tree for super-caps:- you can only research one of the two super-cap techs as they appear to use the faction-switch that was originally proposed for Rebellion. Maybe these faction-switch techs could have more meaningful & unique names/descriptions to indicate that one tech locks out the other.
Planet bonuses appear to be quite scarce, the only one I noticed was a ship build-rate/cost + trade bonus. Shame really as the Star-Wars universe could be quite rich for that kind of thing.
Several capital and super-capital ships end up with unspent ability points. Seems to be caused by some ships, eg Alliance's Liberator & MC80a and the Imperial Class-I SD, starting with lots of abilities unlocked and abilities only having one level.
The description for the culture tech that unlocks the phase lanes between culture centres should indicate this ability. Converse is currently true - the ability states that it requires 'Cultural Monopolization', but you can't find that out from the tech tree, hence new users won't realize that this tech is actually quite useful.
It would be nice to make abilities, that require techs to unlock, unavailable until that prerequisite has been met, eg Alpha Strike & Ion Cannon Salvo.
There's a few icons that could do with fixing:-
* Imperial capital shipyard: hover the pointer over the Victory II and it's icon changes to a regular star-destroyer.
Rebel Alliance Miltary tech-tree:
* Advanced Fighter Designs has an Imperial TIE Interceptor icon, image of an A- or B-wing would be nice
* Category icons (eg Structural Design) are the same as the Empire's. Most category icons look fairly generic, however those for the Military tree look distinctly Imperial, eg a Star-Destroyer being constructed.
SoGE uses a slightly modified Novus Universum, which has removed traditional planet bonuses entirely, and has replaced them with planet characteristics. NU has such a diverse amount of planets that making balanced planet bonuses, and even putting them in the various planet entities, was judged to be far too much of an undertaking by Nova, and I'm inclined to agree with him.
This is intentional. Eventually I'll make a dummy tech, for those ships that have spare slots, so people can dump points in there to cure their OCD.
Good idea, will do this. Thanks!
This will eventually be done for all supercap abilities, though I do not think this can be done for capital ships. If you know how to make it work with capital ships, do let me know!
Fixed on beta version.
This should not be occurring. Thanks for the bug report, will fix.
Unfortunately, SoGE has not had someone who is good with the UI since I came in. The current UI was made by Ludo Kreesh, with difficulty on his part. All non-Vong factions have the same layout. In fact the side tabs still use stock Sins stuff. That being said, if people can provide me with images that work, I'm sure that I could figure how to work this, though it isn't at the top of my priorities.
R1088 is up.
R1099, a patch adding some new content and fixing some things that are broken in R1088, is up. Get it here: http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1090-patch-for-soase-rebellion-152
Great work. If I have not told it before, if there is anything which I can make for help you. I´m around here.
should deserve a 10 if only for discovering the game-breaking bug that AA can cause particles to disappear.
can you add this
http://images.wikia.com/starwars/images/f/f2/Revanchist_Sith.svg
to the custom symbols?
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