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
Okay, some research ideas:
I think all the races could use more differentiating in the starbase options: Scramble fighters, call reinforcements, holonet receiver, ship construction, super laser (in the comic books about the emperors clone returns "Dark Empire", their is something like this)
World Devastators (also from comic books) A ship able to harvest resources from a world under attack and use it to produce ships.
Cloaking: (Was used somewhat in Thrawn trilogy), I think it might be be nice upgrade for scout ships/ command ships for more reliable scouting late game, some races atm have a very hard time scouting compared to others.
Blind jump: Some ability to avoid interdiction for a time, possible causing damage.
Propaganda: Would work much like Insurgency.
Hire Mercs: Some reinforcement like ability that is temporary.
Smuggler scout: Like the advent ability on one of their capital ships to scout a system.
Is the Oceanic Shipyard Planet supposed to be able to be turned into a fortress? 128 logistics slots and 64 (i think) tactical slots? i had 4 planets before i was able to rout the many militia ships there, making this my 5th, and as i kept upping the logistics capacity to see what i could put there, i ended up with 5x my frigate production and 2x my capital production, moved all 16 research stations there, and still had room for a culture station and 9 (yes 9) trade ports. I haven't even begun to put defensive structures in (why does everything have to be incredibly damn expensive? slows gameplay to a crawl for me) but i can't wait to see what kind of defensive power monstrosity i can put in. I think it also helps that this planet is only connected to one other planet.
This one planet may not have much resource income, but the 900 population gives a good tax income and the 9 trade ports certainly helps a bit, plus the fact that one single planet opens up ALL research and gives a great deal of frigate production, well it makes me think that this one planet could free up so much space so as to be overpowered (though i feel that's not the right word, sorry, i'm exhausted.)
I have a few other gripes, but for the most part it's just graphical things that i'm sure are already being worked out so i won't go into that.
Other than that, i'm liking this mod quite a bit. You've done well and i look forward to future updates.
This isn't a research idea really; though yeah the stations need more variety. Unfortunately none of these specifically would work, due to being overpowering or simply not working with the current starbase setup.
Not possible.
There already is a Propaganda ability ingame.
This intentional. Oceanic Shipyards are a representation of planets like say, Mon Calamari/Dac; heavily fortified, heavily producing, and heavily defensible planets. The other planets in the Urban planet slot are also representations of strong and powerful planets; the High Shipyard being a good representation of Kuat and the Ecumenopolis for Coruscant and KotOR's Taris.
This one planet may not have much resource income, but the 900 population gives a good tax income and the 9 trade ports certainly helps a bit, plus the fact that one single planet opens up ALL research and gives a great deal of frigate production, well it makes me think that this one planet could free up so much space so as to be overpowered
You wonder why it's so expensive, and yet you just noted how one single planet can give you an assload of credits all on it's own. You answered you're own question mate.
Thanks! I'm hoping to figure out more about all this weird graphics stuff people are noting, and others complaining, about.
In all honesty, it really isn't THAT much of a credit boost when put in perspective of other games i've played, but it was significant enough to finally help me get my stuff on track. I suppose i'm not particularly used to the way the mod plays yet. It was a serious, serious struggle to actually get to the point i was at before i could finally take the oceanic planet in the first place, mostly because i like to research and i couldn't research much because i had to build and fortify the planets i had, which planetary development costs so much i once had to stop spending on anything else for at least 5 minutes just to develop the economy of a single small planet i had just taken.
I realize that it's a rather accurate representation, but in this case i think it's just a little over the top. Not saying "this needs to be changed!" or thinking i can do better (perhaps i am? hope im not overstepping) but that's my thought in regards to a single planet being a total fortress that could annihilate a large invading fleet on it's own if properly fortified.
Your mods team work's is aways well done even your bata's blow way so called finished mods. Including your teams home world mods.
I have few things to ask if you do not mind.
one : ships
In capital ships production the money cost is ok but the supply is kinda high for the Empire and CSI I would want them to be little lower my self is there going to be a change on them?
two : cost of things in money and supply
Is there going to be a change to make the money and supply even in there cost instead of something costing 53780 C 359 M 785 C 29 supply to a more round numbers say 50000 C 400 M 800 C 30 supply? I know its silly but I find for at least for my self that If work with more round numbers I can plain the cost of things faster and focus the game play more.
three : New ships
Is there plains for a death star? I know it would not be possable homeworld mods, but here the space of whole planets is areadly there. So could we hope to see it and will it be able to blow up planets and changeing the map to asteroid belt or something?
four : Planets
How was the planets done ?They look nicer instead of nomal ones.
five : race's spacestaions
The last one well there be more spacesation's that are more race specific in the plains ?
wanted: Sith Battleship
If I could model, I'd model this.
No, capital ships are extremely powerful, if anything they should have their supply costs increased.
No, while the differences are often minor, it something we feel is appropriate.
Yes; the CIS and Republic will be getting their own stations.
Haha, you aren't alone I know that. While that wouldn't fit in SoGE at all, it's a pretty damn sweet ship.
Me too. Oh, wait. I can model
Made for a different game however
can you get it into SINS? Would like it for 7DS too.
None of us have time to rig more stuff, I have a backlog on rigging actually, though if Warb sends me the .max file I can get it into .obj for you guys.
I send you the file, and some others to increase your backlog
Not being in on Star Wars lore besides the big three movies, why on Earth would that great ship not fit in?
Because the design is thousands of years old.
3,959 BBY before Battle of Yavin old
You fail to realize that tech in Star Wars seemingly NEVER increases, and in some cases falls apart. The Republic did collapse during the New Sith War. It had 1000 years of continuous war. Then pretty much outlawed warfare for the next 1000. The Leviathan cruiser (600m) could probably go toe to toe with a Dreadnaught.
Yeah, it's probably around the Dreadnaught firepower wise. Also glad to see you around Nova.
Any particular reason that there is no script to have the first free Cap ship? I'm really, really enjoying this mod (bloody fantastic work), but the "no-free-flagship" kind of caught me off guard.
It's cause the SW caps ships are UBERWTFPWNAGE!!! so we don't want to over power the player.
Primarily because eventually that would mean free supercaps. As a compromise, that's why you start with enough credits and resources to buy a capital ship right off of the bat on any map, assuming you select quick start.
Okay. That makes sense. I almost never start on quick start, maybe I should give that a shot.
Main thing with quick start is you start with a capital ship factory; so you don't have to build one before buying your first cap ship. Also is easier on the AI's starting run.
Hello,
Great update to an already great mod
Been playing a few hours now, just two things come to mind that i'm confused about...
1) Holonet connected planets, how do i do this.... i build broadcast centers at all my worlds, yet nothing happens, I thought this had to be done after i saw the AI spaming them everywere, is there also a research. I can't see one
2) Maps, The Star Wars Lite map ( great btw ) why was it put in to the small map selection, shame to only be playing with 3 factions this due to memory limit ? Also one of the starting positions in it only has metal & no crystal not a real problem for human players but AIs tend to grind to a halt with it.
Either case great work & cheers for putting the effort in to this, one of the few mods that has kept me playing SINs & now going to be keeping me playing for the rest of the year no doubt
Research the second culture rate increasing tech; Cultural Monopolization.
The game automatically places maps in their given section, based on their total players count iirc. I didn't make that map personally; so I don't know why it was set up that way. =/
I made it. My bad! You want more factions? How many? Where? I made a map thread in the forum for new maps I'm gonna make. (I will this time! I promise!)
Ace, cheers
Its a great map i'm fine with three factions, makes for a more expect war when boarders start to meet each other. I was just wondering if there was a reason for those things i mentioned
There are many great features available to you once you register, including:
Sign in or Create Account