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
Truthfully I'm not a huge fan of insta-kill abilities either, however strikecraft mechanics in Sins are horrific, and anything other than insta-kill abilities mean anti-fighter frigates will suck as they will never be able to touch bomber swarms, let alone stop an alpha strike. It wasn't an "easy balance solution"; it was a tragic last resort.
Your numbers are nice and canon, but cannot be properly reflected in Sins' engine well I'm afraid.
I have to ask, how much did you guys change the balance in favor of the AI?
I just played a game on easy and 15 minutes in the AI had a level 10 Star Destroyer. Then the next guy came along with 6 level 8 Providence just minutes after that.
I understand the AI is pretty stupid and needs a leg up, but it seems pretty extreme compared to how it used to play out.
I note that I did try to play a few game on Normal, but after the two nearest AI sent their fleets to my home world and gang bang me each time while annihilating my meager fleets I gave up on that.
Now saying that, please note I'm just a little frazzled. I LOVE all the work that you guys do. The new hits to shield effects are awesome.
We gave the AI a buff, though we're working on adjusting it to a more manageable level. Glad you've enjoying the mod so far however!
Hey guys I created a small modification to reduce most ship weapon ranges by ~ 70%. I did this because I noticed that ships were way too far apart to see them both on the screen at one time. Plus, whenever you see ships in the movies, they are usually firing at TOTAL point blank range.
It's no fun to watch icons shoot eachother!
In this small mod I have also included a buff to the final ship cap upgrades (and have also increased their cost). Since the income you lose as you get to the final levels becomes logarithmic in growth (I think??), the benefit should also be much larger for sacrificing that huge amount of economy.
You can grab it here: https://copy.com/GD7QuDl6tKvvgkSw
Unzip and simply put everything in your gameInfo folder. Lavo, hope you guys get the chance to try it out. Lower ship ranges makes the combat look a lot more cinematic.
While this work is appreciated, the Extremely Reduced Weapon Ranges addon reduces all weapon ranges by 67.5%, effectively achieving the same effect. I'll change it to 70% for the next release.
I actually have been getting a freeze... not a mini dump.. it's weird.. never had this happen with any other patches or mods before in SINS.
Also the game has some major balance mechanic issues. I appreciate how much modders do. Nothing personal but people really need to back of screwing with the Mechanics and etc. The core sins has fantastic mechanics. Like most mods I've seen that make big ship shields those shields then take FOREVER to recharge even with unlocked techs. Also the neutral planets are overly defended I can't understand 1 every once in a while having a major force but needed 2-3 Cap ships needed for every word is extreme. It also means scout ships can't clear more then 1 or 2 planets if their lucky.
The AA is also way to efficient on some frigates. A neutral AA took out 12 squadrons of fighters in one pass? That's a little overboard. Also system defense is a joke. They system defenses don't match muscle of fleets so their hardly dissuade attackers, also hanger defense and bases carry too few fights and bombers to make any difference as well.
I've been playing CIS. A lot of the cap ships have broken upgrades? like you just have tons of EXP points you can't spend? I don't know if this is intended or broke? I think the Drone Control signal should be up-gradable?
Sorry if this comes off bitchy and nid-picky I just like the mod a lot and would like to see if be more mechanically playable. It's quite beautiful and I love the work you've done cannon wise and etc.
Sins of a Galactic Empire is a total conversion; if you are going to play the mod, you must discard all prior notions and experiences of ship combat based off of vanilla Sins. If you assume, or expect, ship combat to resemble the base mechanics, than this is not the mod for you. If you want a Star Wars mod that keeps most of the Sins mechanics, Interregnum is a great choice. I'll address your points one by one.
Shields: With the notable exception of the Mon Calamari and Yuuzhan Vong ships, shield regen scales with ship strength. To give you an example, if you take an ISD and a Nebulon-B frigate at 0 shielding, it will take approximately the same time for both ships to regen to full shielding. I don't see why one would single out big ships in particular, with reference to this.
Large militias: There are certain planets, referred to as forts, which are extremely powerful planets, such as Coruscant and Kuat, which are game changers when built up. These planets have large militias as a necessity, however, there are the "No Fort" random maps which remove these planets from play, ensuring no overpowering militia fleets. Also 2-3 capital ships is not that big of a fleet on their own, even early game; you need to have a bunch of frigates to supplement your capital ships early game.
AA: In SoGE, anti-fighter frigates actually work. This is quite different from base Sins, where flak frigates are useless against fighters. Don't send out your fighters if they are in the area; either dispatch the anti-fighter frigates first, or send in a sacrificial wave to use up the flak burst(s) and hope the remaining starfighters/nearby ships can clear the anti-fighter ships fast enough.
Defenses: I've seen people use the basic turrets to take down Executors. Defenses, in the mid and late game, are generally not something that can stand on their own against a determined fleet. In SoGE you have to make clusters of defenses, with hangar defenses to ward off bombers (they have anti-fighter capabilities), a shield generator or two to make the planet invulnerable to bombardment or Auxiliary Government on some star bases, to force the enemy to engage you. With defenses you also have to consider which planets you are fortifying; a terrible desert world like Tatooine has few tactical slots and the few it has are expensive to purchase, while Fondor has a sea of tactical slots that can be purchased and for a reasonable price as well.
Capital ship levels: This is answered in the FAQ, so I'll grab the bit from there:
A number of "cruisers" were turned into "capital ships". This was primarily changed for reasons relating to how the AI handles things. Additionally, due to this, certain capital ships will not have any abilities that can be levelled up; this is intentional. If you want the full-length explanation: To start off, everyone is painfully aware of the AI's ineptitude when it comes to planet bombing. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. Further more, one can mess with the AI which results in them spamming capital ships, which SoGE has done.
Most of your points are valid with reference to vanilla, but SoGE is just such a different beast.
I wasn't saying it had to be the same experience what I am saying is the current mechanics are broken and really suck the excitement out of a great looking mod. There are some really great looking and well done mods for sins. However, quite a few have horrible mechanics and people just stick their fingers in their ears and go "La la la I spent to much time and work on this la la la" ... Which I understand. However, sometimes people need to take a step back and realize their kids aren't perfect.
The CIS Drone Control ships aren't Crusier updates so I don't know why they have broken skill points and redundant skills. I appologize if I come off rude that's not the intent. I just want to see great looking mod like this be satisfying to play.
I understand that, however I don't see the mechanics of the mod being broken, most certainly not to the extent that you feel they are. You have not given good reasoning for why things are broken; your arguments come down to comparisons to vanilla Sins or personal opinions. Further, other than the capital ship levels and the large militias, you're the first person to take issue with the three other points in your post.
The Droid Control Signal is a unique command ability, and one that is particularly powerful. Adding levels to it would either make the ability too powerful, or nerf it due to being weaker initially; having it start at a fixed level is both a balance move and a nod to the canon usage of the ship.
You do not come off as rude, but it does not sound as if you have played SoGE for very long, and much less in a competitive PvP environment, which is where SoGE's balance shines.
Hi Guys.
Mod looks great. Tech descriptions get special merit.
The blocky explosions(still) really take away from immersion.( Is it my end?)
The relationship number +/- is to dark to see.
Still the most sluggish mod to play, only because I think it's trying to do to much graphic wise, or to many different textures from different races all at once. But a beauty when running well.
Crashed after awhile. Ships on Highest(bad i guess)
Planets(highest} Bad i guess..
Structures..all on low.
Thought I installed LAA somewhere down the line into my Sin.exe...but darn if I remember where to look...Anyone for this?
Can confirm that's on your end; current version's explosions are all functioning correctly.
In which menu?
Problem is with the ship models, not the textures; the majority are rather unoptimized for Sins.
In the Diplomacy screen the relationship number that goes +/- is to dark to really read.
Going to do a reinstall to fix the blocky exlosions I have.
I downloaded this mod earlier this week and just wanted to let you know how much I am enjoying it. I still obviously have a lot to explore but from the sound effects, to the music, to the visuals, this mod really captures the feel of the Star Wars universe. Thank you guys for all of your hard work, this is truly a great game!
I would like to thank to authors for this amazing mod as well for including SoaGE Galaxy Forge. Unfortunately, I had encountered a problem with Galaxy Forge.
I had created a map using Galaxy Forge I downloaded from SoaGE moddb page but whenever I try to choose said map, its description reads "String not found" and play button is grayed out. But weirdly I can load maps which have been made using other mods. They dont work well of course, but they can at least be loaded. I would greatly appreciate some tips how to make map playable with your mod.
Can you post the map here or PM it to me? I'll take a look at it.
Hey guys, I was trying to get the dev branch working so that I can test out the ships on planet sampling map, but whenever I try to do that dozens of errors, (IDK what they really are, they have skip, skip all, and break as buttons in their window) and the screen just goes black, anyone know what I'm doing wrong/how I can fix it/if you need more info?
From the FAQ:
Q. Are there any specific settings I should/shouldn't use?A. ...
Additionally, if you wish to use the Dev exe, make sure ShowErrors and LogOutput are set to FALSE in your settings file; SoGE does several things that, while work without issue ingame, cause the exe to throw many error messages.
yep, that fixed it, thanks
Hi All,
I have a bit of a random one, I have only recently started playinh this Mod again after a bit of time out from Sins. Ican't seem to make any headway against the AI, I have tried on Medium and Easy but after a few minutes the AI players suddenly gey 100000 credits and their credit income rates triple compared to mine.
Anyone got any ideas?
Cheers
It's actually intentional because the AI otherwise tends not to do much. The bad news is these buffs the creator of the mod gave the AI do not scale to the difficulty level like the normal AI difficulty bonuses. So the easy and normal AIs get just as big a boost as unfair or harder AIs. Which means SoGE may not be a good mod to use if you are learning (or relearning) how to play the game.
Slap this file into your GameInfo folder; it will make the AI easier, though no guarantee that it will be that much easier, due the unfortunate inability to make AI bonuses scale with difficulty, as GoaFan mentioned: http://www.mediafire.com/download/mhan4kz9wux6h1p/RESEARCH_FORCEAI_AID.entity
Version 4.10.0 is now live!
Had a crash about an hour into game..its late so I'll look into it further.
Did everything correctly I believe LAA and all that...
Might have to lower setting....
Can any of you give me the In game Hash for just the base mod? im getting instant minidump the second i try to select a faction. the zip md5's are a match. so im trying to see if this is it.
also have any of you played this on windows 10?
Works for me fine on Windows 10.
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