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
Ask around on the forums; it would take too long for me to explain as there's a lot of details to go over.
We support the DLC, having integrated parts of Forbidden Worlds, and the Random Events and new stars of Stellar Phenomena, Social/Industrial specialization will not be included in SoGE for balance reasons.
The Captor-class Munitions Ship carries starfighters on it, as it is a dedicated carrier vessel.
This is not a bug, all intentional. The supercapital build abilities are on autocast so the AI can use them. Disable autocast if you want to control when they are built.
A little over two years ago, on New Year's day, SoGE 2.0E was released. This was a monumental event in and of itself, being the first update for the mod in a long time. The mod has changed greatly since then, in the form of new content, the move to the Rebellion expansion, redefining what capital ships are, building the NR and Vong into their own real factions, amongst many other changes and additions. This year has also been memorable as SoGE made into the ModDB top 100! I thank all who have voted for us this year, and I hope that next year we can push ourselves even further. That being said, let us move on to what you all want to know about, the state of the mod, and what is upcoming in the next version! Ludo Kreesh, the man behind our music selection, has been working on making on a new UI for SoGE, to finally shift away from the vanilla Sins UI. While this is still a work in progress, it is fairly far along and thus we are confident to reveal it to the public.
While this looks extremely nice, I'm sure some people are wondering if the Vong will be getting their own unique HUD. The answer to this is a resounding yes; you can expect to see a preview posted of it when it gets to a state of near completion. Speaking of the Vong, their faction will once again be getting a health rebalancing. The current model of ships not truly having any hull, and having shields representing the full health of a ship, will be discarded. Instead, the Vong ships will have an all hull setup instead. Their health regen will be persistent and given to them though a passive ability. Each ship class (frigate, cruiser, etc) will have the same hull and regen values, however, they will have different armor values. Additionally, the Vong's units' health, and health regen, will improve through research which increases their armor value. For those wondering how armor increases both hull strength and hull regen, the answer is that armor increases the effective hull of a ship, or in plain English, an armor value greater than 0 lets a ship take more damage than it otherwise would. This also will eliminate the inconsistencies between some planet modules (research stations, resource mines, etc) and other units. For those who play as the Vong, the Ro'ik Va'lh will also be getting a slight tweak, to make it into a true ship of the line.
While it was recently displayed that I had been dabbling with particles, I hadn't revealed everything that I had on the books. Something that I wanted to do with supercaps, when the current spawning system was implemented, was having these ships appear as a particle effect in the factory while they are being "built", so that people know when a ship is under construction and so that people will know, for example, when an Executor is being built when they are attacking or scouting an enemy homeworld, to allow them to take action accordingly. While we are on the subject of supercaps, I'll note that the next version will have flagship mode properly supported, and that each faction's flagship will be a supercap, one that does not count against your supercap limit. The reason behind putting in a supercap as the flagship is that in vanilla Sins, more often than not, flagship mode becomes little more than a game of hide and seek. In SoGE, where capital ships are even more vulernable than in vanilla, this flaw might be even worse, and is something that should be avoided. It also can work well with turning supercaps off, as in that case the strongest units on the field would be each person's flagship. Specifically, the Imperials gets the Allegiance, the Alliance, and New Republic, get the MC80B, the CIS gets the Geo. SDN, the Republic gets the Praetor, and the Vong gets the Ro'ik Va'lh. The reason the NR gets the MC80B as their flagship is primarily for balance, as a Mediator would be absolutely broken, and as the NR did have a few of these ships in active service. In addition, Maxloef of Star Trek: Armada III has graciously helped us out in a few ways, namely in making a new particle trail for capital grade proton torpedoes, which was also reworked into a starfighter grade proton torpedo. Pictured below is the former.
However I didn't mention the other area that Maxloef has greatly aided us in, that being optimizing models. As you can see here, the VSD-II has gotten a much tangent fix, and as a result looks extremely nice ingame. On the subject of fixes, I'd like to address a concern that many people have, that being mid to late game CTDs without warning. It's known that these crashes are due to Sins hitting the Windows imposed 2 GB RAM limit. Before the release of the Stellar Phenomena DLC, aka. version 1.80, SoGE was tethering on the border of stability. It had virtually no leeway in terms of RAM usage, and a small engine change would tip the balance. The DLC patch unfortunately has done exactly that; SoGE crashes very often, too often for the team's liking at any rate. To that end, the next version of SoGE will include Large Address Aware, and instructions on how to use it, as STA3 currently does. That being said, if you are able, I'd suggest doing it yourselves if you are able to, as this will have a positive impact on game stability. Another fix that's planned, though might not make it into the next version, is unit strings. Simply put, unless you're familiar with Star Wars and/or SoGE, many of the units' description strings tell you jack all about what the unit actually does. This is quite problematic and something I intend to fix.
A little while ago I started working with, and became part of, the Sins of the Prophets team, and in the various discussions and brainstorming sessions the team has had, a number of interesting and fun ideas have come up for abilities. This particular image does not appear to be anything special at first glance, but in truth it is the proof of concept for a new, nasty, upcoming ability that will be used by Vong. You see, the turret pictured here was spawned by the nearby ship, even though the two are clearly not owned by the same player... To conclude this article, I'll take this opportunity to thank Goafan of Enhanced 4X and the upcoming Star Wars: Interregnum for his assistance and insight over the years. He has done a number of things for, or indirectly benefiting, SoGE, such creating the supercap spawn system, and more recently improving the textures of the Sentinel and Gladiator.
Noticed some graphical sprites with some explosions.
And why are some caps not able to spend upgrade points?
Known bug, it's with one single cap ship explosion.
Design. Not all capital ships in SoGE are traditional Sins capital ships, the ones that are cost more but otherwise have the same stats as their "regular" variants (if applicable). It's explained more in the FAQ.
Playing a decent sized map 150p 5 star, all races enabled, just as my first dry run through this mod in over 2 years. ( forgot how big the fleets get)
Just waiting for the crash, to then set back graphics, or # of teams.
Well I am 3 hours in and no crash yet, only last week installed LAA from another mod and....crosses fingers.
Btw great work....I remember when the Malevolence had no skin....
If you got LAA already, then you're pretty much good to go as you won't crash due to hideous RAM limitations.
Aye, Arvis Taljik made a beautiful skin for that ship. Thankfully he let us use it in SoGE, with Warb getting it to work right in Sins.
Anyway to run this on the beta? I have recently tried running it and it seems to crash on game load-up do to my game being patched up to 1.82 beta.
No idea, but 1.82 hasn't done any major file reworks, so it should work on 1.82 without issue.
Edit: Just got 1.82; running without issue.
Whats the checksum as I get less than an inch of loading then crash.
Using just CORE, 80389289
I suppose I am not sure what the other items are for, what would using Rebels or alliance or empire do when enabling mods
Got the core running, however it was only allowing me to choose the empire, which I am sure was intended. How do I get the beta to work with the other items however.
Refer to the ReadMe.
Ahh thanks got it.
For the new people
http://forums.swrebellion.com/viewtopic.php?p=549729#p549729
Hi there. I have a quick question. I managed to instal and follow the instructions in the SoGE R1114 ReadMe. But as soon as I go to play a map ( Galactic Republic vs 3x Clankers ), and click to load it up. The loading bar only manages to load up a slight bit, before crashing the game. I have lwoered my graphical settings from highests since I noticed smewhere that it at times causes crashes. But do you have any other suggestions that i could try out? Thanks.
So ive been getting awful performance on this mod in particular, and i decided to snoop around and noticed that all the mod files are in plain text format. I used the convert tool that comes with (SOA2?.. or one of the other current 1.80 mods) and now nothing but minidump, I have noticed that the convert tool errors our when trying to convert the files such as "PlayerVong.entity" for all races. im not sure whats going on here, any help would be greatly appreciated. as it is i cant actually play the mod because the performance is so bad, i get 1-2 second pauses constantly while its maxing out a single core. I know that having a mod in the bin format helps with performance, so that's why i tried it. Maybe i am using the wrong convert data program? am i required to have all txt or bin, or can it be a mix of converted and non converted files? I only tried converting filed in the gamedata folder.
i searched around for different versions of convert data but myfistos site doesn't load for me unfortunately, all mod tools seem to be very old our out of date.
The .mesh and .particle files are in BIN format. The entities were left in text format as there are many who enjoy editing and tinkering around with SoGE, plus the fact that having the entities in text does not have a significant performance loss. Converting the entities to BIN would not alleviate your issues. Additionally, I must ask which map you are playing on, as if it's the SW Galaxy Map then the fault is in that specific map, due to it's vast size.
That being said, convert data can also be found in your Sins install itself.
Edit: got all files properly converted (.dll driver...)and game doesn't crash, performance VERY SLIGHTLY improved, but still not actually playable
in was playing on a random medium extra planets.
Any idea why the playerRace.entity files wont convert?
im just very sad because its a amazing mod ( really epic starwars feel to it!) that i cant play, I can play all other mods fine no problems just like i have since 08, but this one really maxes out that core badly, I have set all settings to off or min just to see if that helped, and it didn't, I have LAA on, and only use 1.2- 1.5 gb of ram while playing. im at a loss of whats going on, but ill see if i can get the files converted/ BTW io did hash checks and all are as they should be.
This will sound nuts but, try deleting your Settings folder to get Sins to redo your settings from scratch. A bunch of people have fixed strange SoGE-specific issues that way, including but not limited to, minidumps due to loading a single particular faction.
Hey is anyone else having issues trying to access the site? i try logging in and it has the database error also heard of the Old Republic popping up are they available on the beta testing?
I recently found this mod on the nexus website and i must say it has rekindled my passion for playing this game again. the only trouble im having is for whatever reason as soon as i discover a gas giant planet with the huge rings the game slows down anytime i were to zoom in close to the planet or to any surronding planets. is there a specific cause for this or will i have to find a certain texture file to disable on the gas giants?
The problem is the size of the gravity well and it's proximity to other planets and/or bloom making the planet ring eat up a lot more RAM then it should. The former has been fixed on the beta, for the latter I'd try disabling bloom and seeing if that works.
I am not having luck trying to sign up to your forums to download the mod? Is there an alternate way? Is a Download link buried somewhere in these 27 page thread?
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