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
Ah, I should have known she was one of Warb_Null's excellent Legacy era interpretations.
I don't particularly care for the Legacy era, it hasn't been well thought out, and save the Pellaeon-class Star Destroyer and the larger Imperious-class (the writer admits that he made a mistake in naming both the Imperious and a Pellaeon-class the same name, which is why I like to call her a Pellaeon II-class Star Destroyer or Pellaeon-class Star Battlecruiser), I don't like any of the ships from the era.
I have a tendency to ignore ships that are either just names, like the Strident-class Star Defender, the Rejuvenator-class Star Destroyer, and the Turbulent-class Star Destroyer, or just images, like the numerous unidentified ships from Dark Empire.
On the subject of the Strident-class Star Defender, the length estimation, based on the comparison between the Galactic-class battle carrier and the Strident-class in the novel Betrayal, is so ambiguous that it really isn't a reliable estimation. I personally envision the keel length of the Strident-class to be no less than 10,000 meters, in order for the Strident-class to be classified a Star Defender, due to the fact Corellian Engineering Corporation is known to produce small capital ships, and the Viscount-class Star Defender, produced by Mon Calamari Shipyards, is smaller that an Executor-class Star Dreadnought.
I agree. To be fair, I'm not a fan of the Vong as a whole, though the 130 ABY era is even worse, and is just plain awful in my opinion.
A productive start to the day.
I'd say. Those Vong ships are really something else to look at (is that a miid roik?). Too bad there is no way to make a single ship use different textures like planets do, would be cool to see a fleet of them with slightly different coloration.
I just pretend anything after the New Jedi Order doesn't exist.
Maybe the story isn't all that great but I do think the ships from the Legacy era look great. Have a look at this EaW mod. http://www.moddb.com/mods/legacy-era-mini-mod
Legacy can look quit good
I also want to set one thing straight, that mon cal heavy carrier was made by me but it is not my design. It is based on concept art by Drone04 http://drone04.page.tl/Hi_rez.htm Credit where credit is due, right
They're nice, though sadly most of them aren't up to par with this ship, the A-vek Iliuunu, and Miid Ro'ik, for now anyways.
Will put this in when I compose the credits/thank you section of the ReadMe.
This my cause some hurt, but I'll ask anyway. Who are the Vong?
These guys.
I worked on this thing's skin today.
Sweet flying rocks! I'm a big fan of NJO, so getting a full NR vs Vong into a game is exciting. Too bad there isn't more source material.. would love a true LucasArts NJO-era game.
Afterwards, Legacy novels have been disappointing. And I don't even get into the Legacy comics, whole different storyline and basically undoes the entire Galactic Civil War storyline with the rise of the Sith again.
That's my basic problem with the way the Star Wars has unfolded after the Vong. I mean in less than 50 years you get at least 3 galaxy wide full scale conflicts (Clone Wars, Galactic Civil War, Yuuzhan Vong) that kill trillions of people, and yet the next 50 years have yet more civil wars and often pointless conflicts. I mean I know that Wars is in the title, but you'd think the galaxy would just get tired of it by now.
Its just like a country we have now that has to be in a state of constant war or its economy would collapse. Not to mention a few families making billions.
Well of course there would be isolated minor conflicts and the sort of influence seeking that we saw in the cold war, say a Vietnam or Iraq. But the way Star Wars goes its either World War II or the American Civil War every two decades. I would love it if they would switch to more espionage and Jedi secret mission novels that we saw before the clone wars, but it seems giant fleet battles are more popular (and I certainly can't blame people there).
It is our pleasure to announce that after years of hard work, 2.0E is now available for download.
This is all thanks to Lavo, NovaCameron, sloosecannon - contributions by Warb_Null, GoaFan77, many others. Thanks guys!
Two new racees, lots of abilities and bug fixes, more maps and scenario. Pretty epic release.And looking forward, more frequently release of patches, hopefully Rebellion expansion compatibility and more.
For those in the beta test: you always get the most frequent development version. You do not need to redownload to play (although if you have a friend using 2.0E, you may want to do so to match checksums)
While none of the developers get paid, our SWRebellion server helps host our website, subversion repository, bug tracker, and other development tools. Consider donating to our Paypal (Paypal donate button is in middle-right of the page)
Hey guys first off I want to thanks you for your effort and I am sure that the mod will be a great thing to behold.
However, when I click the link it takes me to a dl of SOGE 1.0E with minidump fix. Is that right? I dled it and it just minidumps me.
Here's a link to the Mod page where I got mine
http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/sins-of-a-galactic-empire-20e
Thanks, trying it out now.... can't wait lol... 15 mins to go!
While the text of the link is the correct url, for some reason the actual link had a different url, this has been fixed. Apologizes.
Apologies if this is written somewhere, but what ship can I use to capture neutral resource asteroids in this mod?
Check the description of the ships in the frigate build menus; the green text says whether they can or not. Full list: Gallofree transport (Rebel), Hajen (NR), Botajef Armed Freighter (Republic), C9799 Transport (CIS), and Gladiator SD (Imps).
Hey, awesome mod I have been playing it like non stop since release.
Where did you get the soundfiles for the CIS ? They seriusly make me laugh.
A few Bugs and issues I have noted:
The AI never builds starbases (Golan defense platforms), will build constructors though. (This is on highest difficulty)
Some planets seem a bit overpowered tbh, Making it a real raffle every time you start a new game.
The AI tends to not build enough research stations for higher level research such as getting the big capital ships unless it has about 8-9 planets. Instead it tends to absolutely spam broadcast centers. The holonet connection is really nice though.
Some capital ships do not have ability's up to level 10, some stop as low as 7.
The research trees could honestly do with a bit more differentiating and balancing. At the moment the New Republic have way more research boosts in the Military Tree.
The Backup shields abillity seems a bit overpowered compared to other abilities, the range on it could use a boost though.
The VIP ability seems a bit underwhelming.
Would be nice with a kind of tactical building that could regain ships shields.
The antimatter on capital ships basically never ever runs out, even without upgrades. Could probably use some tweaking.
The Vong seem a bit unfinished at this time.
Really great mod overall though, hoping for some updates though.
Well, and the AI seems unable to cope with a starting planet with no minerals.
I've seen them build them, at times they don't. It's weird, I have NO idea why the AI does this and it isn't fixable.
Try playing with the "Extra Planets" random maps; this gives you and the AI three starting planets (not overpowered though). This is a great boost for the AI, as it gives them more logistic slots to work with.
This is intentional.
What you're saying here is absolutely useless without any suggestions. Make some, I want them! Also, the NR has more shielding techs, but it lacks some firepower boosting techs and it lacks the laser range boost tech in particular. Techs are a constant WIP.
Their range is 0 as they are meant to only work with the caster; I set them up in this way so they will actually autocast on their own, versus waiting until shields are down to autocast. I realize they aren't great either in their current implementation; I've somewhat fixed this up in the beta and will be included in a future patch.
If you mean a non-supercap, then you're wrong, to be blunt. Get a ship with Alpha Strike, or a Jedi Venator with Battle Meditation. You will see them run to 0 antimatter at times.
To answer the unanswered question, I got most of those from Galactic Battlegrounds. There's a lot of good voiceovers from there. I think I pulled some from Republic Commando and various other games
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