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
Will the NR fleet have the awesome Viscount-class Star Defender???
Yes, it is already in.
, signing up for beta
From the beta. Original skin from IA2/RaW, re-UV'd and whatnot by the50first.
A Subjugator-class heavy cruiser, like the Malevolence and the Devastation from TCW, cool ship, even if TCW is a canon nightmare.
I really can't stand TCW CGI series personally, but admittedly it has some nice ships and structures. The Subjugator line in SoGE is based off of the Malecolence rather than the Devastation.
Your not the only one, I generally like the new things it adds, but the way it disrespects existing canon, when it was guaranteed to do so, by taking place during the Clone Wars novels that worked just fine, and the fact it is a cartoon really make me not accept the events it portrays, only the new things like ships, as canon.
can someone help me please? i downloaded the mod but to the wrong place i think because its not showing in the game
Check this out.
i did what it said i think but its still not working, this is where it is now... is this right?
C:\Users\jo\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.0e2\
SoGE only works on Entrenchment, not basic Sins.
ok so.... do i have to download something else? this is what i downloaded
http://solar.filefront.com/file/Sins_Of_A_Galactic_Empire;108663
How do I put it... SoGE is not compatible with the version of Sins you have.
Ah, a Yuuzhan Vong ship, I couldn't even begin to guess which one it could be, but nice to see it none the less.
Believe it or not, it's one of the few Vong ships with a canon picture, of course we've departed a lot from what the makers probably had in mind for it, due to it being a solid and visually pleasing design.
That's scary... by that I mean, AWESOME
What is this, I wonder?
She is a Mon Calamari ship that I have never seen before.
I'm sorry to say it, but I don't think the current ship looks bad with its lack of texture. I'm just glad it shoots exactly like the real Malevolence. Will the newer model show all the batteries of the ship, or will it just be laser shot from different parts of the ship?
Zeta doesn't know a Star Wars ship. This is a day to mark in the holocrons!
Of course you may know the ship even if you don't know what it looks like. Also is that a hangar bay texture on the outer hull?
Okay I have a little bit of grunting about the current mod (not the new one being made).
To the makers of SOGE: Why the hell did you make the SSD so hard to kill? I lost a whole fleet I worked rather hard to put together to 1, single type of those ships, only to be forced to max my research, build a max fleet, and only afterwards did I succeed, still with numerous loses. I love using that ship, but fighting it shouldn't have to be next to impossible! Also, what was the point of having a Geo Dreadnought with a superlaser, yet not include the Eclipse Star Dreadnought, the one ship that is SUPPOSED to have a superlaser?! It's a total rip-off and you know it!
I don't at all mind the lack of a Death Star, since planets cannot be destroyed. However, why is there no Millenium Falcon, a.k.a a YT-1300 freighter? There is also no Tie Advance, Tie Defender, Imperial Venators, Jedi Interceptors from Episode III, LAAT Gunships which could be used to steal other ships, and above all, the capital ships don't ever want to get close to eachother. Look at your Providence ships and Venators, those two ship types were designed for close up engagements as well as long range. Yet, I can not get a single one of either to freely choose to broadside, like with Invisible Hand and the Guierrela (Venator from Episode III) did. All the ships do fire broadsides, but only at a long range. Now, this is Star Wars, not WWII and the ships I'm sorry to say are duking it out like WWII ships, firing 'long range' broadsides. Let me also remind you that in Return of the Jedi, the Rebel and Imperial fleets were rather close to one another, even a brief scene showing a Nebulon-b broadsiding with what looked to be the Executor. I say Executor because no other Star Destroyer had that smooth of a side design, and said vessel was taking too long to show it's mid-section.
I don't know if any of these issues will be fixed in the newer mod, I don't even know why you're making a whole new version instead of just applying fixes to the current one (and why is there to be Yuuz-han Vong ships?). I am truly grateful for the creation of this mod, but really, is any of this ^ gonna be fixed? I don't want to know when, just want to know a yes or no. Also, please figure out why ships spam randomly and how to stop it. I've had Munificents appear from nowhere and only stopped the bug by scuttling 'my' ships (3 of them) when the AI made 3 of its own, thus canceling the AI 'spawn bug', same thing happened only yesterday with some Nebulon-b frigates. And do get rid of the Torpedo Sphere, it's really a giant middle finger to see the closest resemblance to the Death Star, yet it's hardly as big, doesn't have a superlaser, best thing you gave the Imps was the SSD, which is turning out to be a pain in the ass.
If the Eclipse is too big to place in the game, just make it the size of the SSD model (yeah make both ships the same size) so we can have both. I mean who really cares for scale? You guys made this mod so that sizes wouldn't effect the game, but in doing so, is anything really to scale? Is the SSD really that big? The Mandator, the Subjugator, Geo Dreadnought, Independence MC80, Mon Remonda, Torpedo Sphere, Lucrehulks, Providence, need I go on? If you must make a bigger shipyard for capitals (at the very least) then do so, I see no reason why not to. To shrink ships that are indeed huge to fit ship yard size is rather a blow to Star Wars.
Furthermore, why did you designate Venators as capitals? There is no way in hell any Venator could ever be considered a capital, it's a multi-role vessel of war, front line battleship if anything, so why should I have to pay tons of res and money for a 'capital' Venator that is the same size as normal Venators and only has more hull and shield points? That is a big rip-off, all Venators no matter what they're for should be in the Cruisers yard. Now about the Jedi Venator, what in the blazes is that? If I recall, a Venator is a Venator, if a jedi happens to be it's commanding officer, it's STILL A VENATOR, yet you lot decide it should be a completely separate class. What special about it? Nothing, you just give it force powers, which in this game is highly unnecessary. Look at the films, or any Clone Wars series, did the jedi ever use the force against an enemy fleet while onboard a Venator? No!
While we're at it, why did you name the Imperator SDs incorrectly? Tector? Honestly, it goes Imperator I class SD, Imperator II class SD, and Imperator III class SD. Guess what, you forgot to add Imperator III! So even if I wanted to make up an Endor fleet, how can I? Also something that really ticks me off, all scout ships by default are to scout the moment they finish construction. I build en masse, hard to keep a fleet together when I got smaller ships zipping away on their own accord before I can send them somewhere myself, so kindly disable all scout ships 'Scout' ability. You know how tedious it is to track down all of them and right-click them into submission? It wastes time, and this is a game where minutes and seconds can spell win or defeat.
There is one final thing that really is beyond annoying. You didn't allow starfighters with hyperdrives to phase jump. Seriously, how dumb is that? I have to wait for them to dock, then the jumps commence? Did any of you bother to watch the films? I mean if anything, all fighters with hyperdrives can make jumps, it's much more efficient than waiting for them all to dock. You even have the Rebel ships doing it, all their fighters had a hyperdrive, yet you treat them like fighters for a Venator. Save us time and allow fighters to phase jump please, but only if they have a hyperdrive.
Speaking of Phase jumping, why in God's name do all the ships jump at different times? Referencing Endor, the whole Rebel fleet jumped in near unison, big ships to small, granted the fighters went first. My mon calamari ships take for fracking ever to jump, and they're the ones big enough and powerful enough to hold off lots of enemy ships. I mean it's like you want it to be hard for us to play using a mod that, for a Star Wars fan should be a God send, but it's not with all these issues I've noticed, and I doubt I'm the only person that has. To think half my fleet is at point B yet the better half is back at point A, doing their time wasting preparations. I should be allowed to jump a whole fleet, not half of it, not 5% of it, not 10 ships out of 100+, the whole damn fleet! Sooner I can get all ships moving, sooner I can win. Strategy, I have that. Patience, I lack it grandly and no fleet in their right mind would drag their heels about hyperspace jumping.
Let's get local for a moment, when in-system the largest ships move like lumbering beasts. If you bother having the most firepower on them, why not cheat speeds and allow Capital ships for SOGE move about the same speed as a frigate? They all are slow as molasses, you seem to have allowed the SSD to turn the sharpest even though it never would or could. I mean, is there turning thrusters near the bow of ships we are not aware of? You make most of these behemoths look like such, or at worst they rotate from dead center of the ship and seem to just spin around, which is hardly realistic. Don't even get me started on the explosion effects which are just laughs, there are no shockwaves, no damage cause by ships exploding too close to another ship, you didn't allow Venators to kamikaze Lucrehulks (it has been done before, once on Clone Wars, another time on the Episode III video game during a cutscene) so atleast I can sacrifice a few ships and take out those mammoths before my sorry Republic fleet gets it's arse handed to itself.
I do apologize for the rather long post, but these are things I've seen and experience with this mod that really need fixing or just made to go away. If a sense that I'm angry has been conveyed, I'm not, just very passionate about Star Wars, and this mod and would like to see it working how I know it was intended. Thanks for reading all of this if you have and may the force be with you.
Mhm, unless you weren't asking anyone in general. I see one on the starboard, looks like one just behind the bow, and if this is a parallel setup, I'll wager there's one on the port side of the ship too. I wonder what this ship is capable of, looks like a bruiser.
Oh boy. Let's see, where do I start with this one:
First and foremost, I'm a modder for the team (old friend of Lavo's, I do balancing work, canon-issues, advanced testing and idea generation), and I take exception to quite a few of your points.
So, let's go through them. The Millennium Falcon's CLASS of ship, the Corellian YT-1300 Light Freighter, was in NO WAY shape or form a warship. At the very most, it could be implemented in this mod as a useless scout frigate or the Alliance's Trade Ship, and the mod team has always felt that to do so would take away part of what made the Falcon so special to all of us - she's one of a kind. Sins can't have hero ships, so the Falcon is impossible to use properly.
TIE Defenders will be enabled in a future release of the mod with the Imperial Remnant faction, (ooh, surprise, we're going to continue expanding the factions); TIE Advances were rare and certainly not worthy of inclusion into a mod where you could theoretically build thousands of them. We have limited fighter slots, and the current group of Imperial fighters are the ubiquitous ones. Imperial Venators? You ought to complain about having no Imperial Victory-SD's - the Venator was practically retired by the Galactic Civil War, and would be a waste of a ship slot to give to the Empire.The Jedi Interceptors were just put in the mod for the next release as the Jedi Squadron option for the Republic. The problem was that we didn't have a working ETA-2 Actis model, so we had to use what we had. Sorry it prompted such a ferocious reaction. LAAT's? First off, implementing a capture feature would be somewhat difficult as it is (though there is an ability to do so), but making the animation for it involve launching specifically modeled LAATs would be a tremendous amount of work for practically no gameplay improvement.
Sins is hardcoded to make your ships fire at each other from maximum distance. If you want them to broadside, move them in along the enemy fleet yourself - it's absolutely the easiest thing in the world to do (hint: point and right click near the enemy ship). The smaller batteries of each warship also have shorter ranges, meaning that moving in creates a heavier wall of firepower and is much nicer to look at.
Also, for the record, that was a Nebulon dueling with an ISD-2; if you'll go back and watch it, that will be completely apparent to you. Now, let's address the Eclipse. Simply put, it's too unbalancing to be put in the mod. We can't give a faction two nearly-invincible warships. Each has one moderately powerful 'supercap' and one very powerful 'supercap' (admittedly, the NR, Vong, and Empire's are much stronger because those FACTIONS are much stronger).
We have no idea what you're talking about in terms of ship spam - are you using a ship's ability which summons reinforcements without realizing it? That's the only thing I can think of. We've never had a bug report indicating ships sometimes build themselves.
Venators ARE capital ships. They're the most powerful mass-produced ship-of-the-line available to the Republic during the Clone Wars. Frankly, the Republic's fleets are too homogeneous in canon to do much with, so utilizing the Venator as two kinds of capital ships was born out of necessity.
Now, to Imperial Star Destroyers, my specialty. First and foremost, the original design for the ISD-1 WAS called the Imperator Star Destroyer by designer Lira Wessex. The Tector is a modification of the ISD-2 that removes the hangar bay (yes, our model has a hangar bay, we're working on getting a Tector designed without one) with higher firepower and survivability; it's based on one of the movies you see the Falcon dive under a Star Destroyer without a hangar. There is NO SUCH THING as an ISD-3 in canon. The next true 'Star Destroyer' was the Turbulence-class Star Destroyer designed by the Remnant about 30 years after the Battle of Yavin. If you're going to complain about us not including ships that were at Endor, make sure your ships exist first.
Fighters can't jump into hyperspace in this game. It's hardcoded, and there's no way around that. Sorry if that breaks your immersion. Oh, and you're aware you can task your fleets to jump together, right? Sometimes a single ship will jump or a fleet will leave a single ship behind, but the only way your fleets aren't jumping together is if you're mismanaging your warships.
One more thing: the Yuuzhan Vong are the largest single non-movie faction ever constructed in the EU, and their inclusion makes the game vastly more challenging. You're going to have to get over them. If you hate them so much, I'd suggest killing them before they destroy you.
Thanks for playing the mod, but do us a favor and don't be so damned hostile towards people who work FOR your benefit for free and in their spare time next time, alright?
Okay firstly I didn't mean to sound so damned hostile towards you guys, just lots of things I noticed wrong with the mod. Secondly, I haven't a clue how to get all my ships to jump at the same time, I assumed that is handled by the AI of the game. Thirdly I am not mis-using the reinforcements abilites, I had them all shut off, but certain ships seem to randomly spawn and then die, then re-spawn over and over till I delete a few of my own ships which seems to stop this from occuring. I never said hero ships, at the very least just add the YT-1300 as a stock fighter, same with the Tie Advance, and obviously a player with the right thought will only make 1 of each, and pretend the freigther is the Falcon, the Tie Advance is Vader or something.
About the Imperial Venators, watch the end of Episode III, they were used by the newly created Galactic Empire. For how long, I honestly don't know, but they were stripped of their Republic paint schemes and left that Imperial Grey coloration. So yes, I would like to see an Imperial Venator, Perhaps also an Imperial Acclamtor. I also read in the noverl called Death Star that the Rebel Alliance used an old Droid Control ship in an attack on the Death Star while it was being built, so why is there no Rebel Alliance version of alot of these ships? What about the Rebel Alliance SSD, Lusankya? I mean the most powerful Rebel ships in this mod are rather mediocre unless mass produced OR the player has loads of skill.
Going to the Eclipse, oh please, you allowed the Geonosian ship that has a superlaser, a ship I've never seen nor heard of before, yet you wont allow the Eclipse? In a game that is the closest to Empire at War but no Eclipse? You may as well not have put the SSD in, the Geo Dreadnought, the Subjugator, or the Mandator. FYI the only ship I've seen that's near impossible to beat is the Imperial SSD, the Subjugator is only a challenge due to it's Ion Cannon Superweapon, the Geo is bull when it's not using it's superlaser. By the way, why have the superlaser if its' reload is days long? I wasted plenty res building it, it's only good weapon is the superlaser, she's only useful for orbital bombardment. Here's an alternative: just model a superlaser to the bow of the Executor and we'll pretend it's the Eclipse, will that work?
Again I'm not being hostile, just critique from a players viewpoint.
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