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
My experience is that if a file will not convert, it has missing lines added for the new versions. Like its missing a new rebellion sound link or something.
I would use notepad++ compare and compare it to a player from the reference files.
EDIT: Converting entities does not help with performance much at all, binning the meshes is the biggest benefit. Binning really only helps load time.
//resumeLurkStatus
harpo
I've been playing a game with this mod for 4 and half hours on the largest map there is, the name is Star Wars Galaxy Map I guess, in a 2 vs 2; it lagged like hell but I was still having fun and for me it was worth finishing it. Now, when I try to load the game, after waiting about 10 minutes for it to load, the loading bar becomes almost fully loaded, in-game music starts and it crashes, creating the usual MiniDump.I've uploaded the MiniDump file, will you have a look at it and see if you can help me in any possible way, please?http://www.speedyshare.com/sbnAS/Sins-Rebellion-v1.80-2014-04-23-19-32-08-3996-3440.dmpIf there's nothing I can do about it, do I have to just give up on that map?
It's been noted the SW Galaxy Map can cause lag to the point of crashing. Unfortunately you'll have to give up on it.
Forums are no longer used for the beta, details here: http://pastebin.com/Ssu9kBxp
Hey Lavo,
Is the buff (imperial-anti clumsy) intended to stack 5 times? On level 1 this amounts to a 50% bonus for chance to hit and turn speed (although I am not sure about the chance to hit mechanic, so 50 may not be high). Just a thought, is if is intended to be so high why not have a stackable limit of 1 and make the bonus itself 50, just because the result would be the same (a bit quicker-5 sec X5 to currently get to 50) but easier for player to understand (I had to dig through the entity files to workout where the 50% was coming from). Thoughts?
Edit: Also, some of the experience rewarded seems a bit off. For instance a liberator class is worth 21 xp, while a mc30c is worth 7. Is there a reason for such a large difference here?
Edit 2: Noticed that pirate raid seem buggy. As in, when the pirates arrive they just sit there, then move a bit, the stop again, without really attacking.
BTW none of these comments are complaints (as I am sure you are aware , just looking back they looked a bit wingey)
Cheers
It's actually not supposed to stack that much. Will fix!
Experience awarded is based around the supply value a ship is worth. 1 supply means 1 XP.
Pirates in Sins suck in general, honestly I haven't been able to get them to be anything decent, and aren't going to spend time and resources on 'em, at least for now. Might be a vanilla bug!
I don't mind complains as long as they have proper reason, as I'm sure you're well aware of.
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the Old Republic faction is an extremely nice addition
It is my pleasure to announce the release of SoGE 946392c! This release brings with it a number of changes, both in terms of gameplay and visuals.
Congrates mate, looks great. Downloading now.
Edit: I know I've brought this up before, but exp reward for destroying a particular ship. The dreadnought (planet initial garrison ones) we get 7 for a kill, while I noticed that for a CIS lucr-bulk, level 4, I get 6. Is this right?
MC-30's seem to have a texture problem. They "glow in the dark" all white. Double check the -da textures. The bloom maps may be all white, or there is a missing flag in the mesh file. Also some planets/moons seem to be missing textures.
Missing moon textures
MC-30 Ghost Ship
Other than this the mod is looking really good
Have you installed LAA as noted in the instructions, Stress? Without it, Sins doesn't have enough RAM to properly load SoGE.
Yeah, the MC30 issue is known and has been fixed locally. Problem is due to EJ's love of making everything have at least two materials, after exporting the model with fixed tangents in XSI, it appears I accidentally put the wrong texture for each material group, as I copy/pasted the order from the old mesh. As a result, the main skin you see on the MC30? That's the engine's texture.
You should get more, though the EXP system for SoGE can be hit or miss, as it's a bit finicky.
I knew it would be an easy fix. I have done the same thing, and overlooked a material, or forgot to add the alpha channel in the -da texture. Then when i test it i am like WTF?!! Sometimes photoshop makes an all white alpha channel if you forget to add one yourself.
You are asking a sins modding pioneer if he installed a mod correctly? LOL! The answer would be Yes. I did use LAA (though i dread using it). I installed it in accordance to the readme's instructions. However, I will re-install the mod, and test it again just to be sure i didnt miss anything (hey its possible).
If you need LAA to run the mod then the mod shouldnt finish loading at all correct? It "should" dump before it finishes loading, because sins loads almost all of its assets at game startup. With a few exceptions like sounds, but pretty much all of the textures are loaded. I am not so sure about particles, because there is a slight lag when a ship fires weapons, or uses an ability for the first time.
Does LAA even work in 64 bit windows 8.1?
EDIT:
I re-installed the mod, and followed the instructions TO THE LETTER. No Joy.
It seems the problem may be just one of the moon meshes may have its texture borked. many moons show their texture while some others do not. If the moons are randomly generated i can see how this is happening if its just one moon texture is missing, or miss-flagged.
More screens... No these are not shots of the same planet. Just many planets that look the same. The map is Chiss Ascendancy.
I assume you'd have LAA on, though I'm far too used to, lets just say less than intelligent individuals. As for the lack of LAA, Sins is very interesting in that regard. It will load SoGE fine, though it won't load half of the textures and meshes into memory. Eventually, it will dump due to running out of memory, after you see some wonderfully invisible ships.
I see what you mean about moons. I haven't seen that locally; on my end either all moons are borked, which can be fixed by reloading Sins, or they all load without issue. Moons are randomly generated, so if you have a save file, I would be much appreciative.
I unzipped all contents into the mod directory, I checked the LAA flag, Then enabled the mod using the enabled mod text just as stated in the readme. How do i know if LAA is working or not?
I didn't see any issues with the ship textures with the exception of the glowing MC-40 which you already fixed in house. I built everything, and ran a pretty long game. No dumps. All ship textures seem to be loading fine. Nor were there any particle issues that i noticed. Just the random missing moon textures. The only thing i didn't do yet was test it in dev.exe, cheat everything, and see if there are any texture issues in the texture checker.
You've done everything right; I've just never seen anyone have only some of the moons not render. Hence, if you have a save file where a planet has this issue I can see if I have the same issue locally. If it occurs locally, then it's an issue I have to track down. If this makes no sense, I apologize as it's around 2:30 am my time.
Here ya go. SotGE test The "black holes" seem to happen mostly around terran planets.
Map is Chiss Ascendency, but the random black holes happen on any map i chose. I'll test the game later on dev.exe, and see what i can find. If anything at all. For all i know it could be my laptops intel gpu causing the problem. However it runs Vanilla Trinity, and Rebellion flawlessly on max settings. Plus SoA 2 (hell i made some SoA 2 stuff on this laptop).
Yup, one of the moon presets has a borked moon in it. I can see it now. Much obliged Stress, I'll hunt this bug down. Edit: Cause found and fixed locally, will be included in the upcoming hotfix.
Glad i can help
Hey foks! I have to admit I'm still terribly confused about how the construcion of supercaps is supposed to work. The FAQ says "To start, every homeworld starts with a supercap factory", but whenever I start a map all I have are two Class I and one Class II Drydock and a HoloNet-Relay Station as starting buildings. Where exactly am I to build supercaps once I have researched them?
If you go into the Game Options before you start a game, make sure you have Supercaps Enabled, otherwise you get no Supercap factory.
That did the trick!
Cheers mate!
Lavo,
Out of curiosity, why are anti-strikecraft vessels set to do 999 damage to strikecraft (both an active ability and a passive)?
So that they can actually be effective in the anti-fighter role. It looks odd on paper, but it's worked really well for gameplay. Unlike vanilla Sins, where flak frigates are often useless, in SoGE even late game alpha strikes can be stopped in their tracks if you have enough anti-fighter frigates.
Yeah, I'd say it'd effectively stop an Alpha strike... the ability will insta-kill any strikecraft unlucky enough to be in range, up to 36 targets. I'm assuming the passive is (essentially) "add 999 damage to normal weapons fire if target is strikecraft"... which means the weapons are effectively one-hit-kills.
Sorry, I don't mean for that to come across critically... I'm not trying to be, honest! I've just never been a fan of the "insta-kill" abilities and stuff simply because it was "an easy balance solution". Although, I guess it is the better approach with the limitations of this game's engine in how much it can process before it starts slowing down. Otherwise I'd think it'd be good balancing them to where the anti-strikecraft units merely had much higher rates of fire (to allow quick retargeting and take down of weak units), set the damage <-> HP numbers bit closer to each other*, and increase the number of targets per bank.
*TIE Fighters (depending on your source) were 2-3 hits from normal laser fire, TIE Interceptors were 4, and TIE Bombers 6, for examples. Course, being fired on by laser turrets with more than 1 barrel kind of increases the chances of being hit by more than 1 bolt. Rebel craft were a lot tougher, but they were also unable to field anywhere near the numbers with pilot training (again, depending on your source) being 3-to-1 odds. But obviously, they weren't able to field to those odds.
Sorry... rambling... stopping now.
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