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
To any of those that want a Death Star, we may soon see the planet-destroying ability in Rebellion!
Close to the end of this Q&A Session, there hints at such a weapon from the Vasari Loyalists...
http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1217222p1.html
It COULD also mean that the Vasari don't need planets to be in the game anymore, meaning everything's mobile, but the "maybe" answer to the Death Star question leads to the above conclusion...
Given its the Vasari, it could be them rendering the planet uncolonizeable through nanites, rather than blowing it up outright, but yes, it could be interesting. Of course, I don't know if its a good idea to have a buildable Death Star in the mod, but with the improved GalaxyForge that's supposed to come out in Rebellion, maybe a good story mission would finally be possible.
They did also mention there being specific maps for scenarios rather than just an arena to fight in, so it COULD be used in a scenario-type map as well.
I'm just dying to see the Vong World Ship in this mod every other mod out there that has the vong as a playable faction doesn't have the world ship hopefully this one will
We have no model for the Worldship at this time unfortunately.
I'm more interested in the confirmed ability to take over enemy planets outright with an ability. Depending on how that works, it could be quite possible to make SoGE work more like SW: Rebellion.
My game keeps going to minidumps. I can't ever finish a game and all the textures are set to like high med then low. I don't have anything set to highest.. this sucks because I really want to play this mod.
Have you turned off "Use Colored Skyboxes", "Use Deep Space Skyboxes", and "Bloom Enabled" from the Effects page? I also need more info, as I can't really tell anything about your case based on your post. It is possible, however unlikely, that your computer might not be able to handle SoGE, as it is considerably more resource intensive than stock Sins.
Patch 2.1 has been released for SoGE, get it here.
As it seems moddb's staff is taking awhile to authorize the page, here's a mediafire mirror in the meantime.
just a quick warning, it appears that mediafire download page has been infected with a javascript trojan, please be very careful when downloading.
harpo
The moddb download seems to be up. Thanks for the quick patching, you guys made my day!!
Hello everyone I wanted to ask if it was in the kotor era project to put so old republic and sith empire
SoGE is not doing anything with the KotOR era nor are there any plans to add in more factions at this time. KotOR would have to be it's own separate mod; there's simply too many technological gaps between that era and even the Clone Wars.
Sorry... But I am not sure where to post this... Thought that if I left it here... someone will help do something about it.Wonder if it is just me or that the "Vong" race has a bug regarding the Golan III or the blast boulder that it is called.Both the trade facilities and the the auxillary government does not work?Or is it supposed to be like that?
Current version : SOGE 2.1e patch. Mod Checksum : 506344820
Entrencement 1.051
More details on bug.Deep Space trade -> After researched, could not be build as a sub system of the blast boulder.
Auxillary Government cannot be researched at all?
Only tested "Vong" race till now.
BTW, thanks to the team that created such a wonderful Mod.
Posting it here works; I'm monitoring the thread.
It's a glitch. Thanks for the heads up, I'll fix it right away, will upload the fix to moddb later today, along with some new models.
Scratch that, I'll do it tomorrow. But, I'll be throwing in some extra goodies along with it as well, so stay tuned!
I will have to play against a unfair Vong to see that world ship ......
I noticed the ISD I/II, among other ships, have a research that is supposed to unlock them. Is there any reason they start unlocked without the research? ...or did I screw something up?
That's there for some AI-related tweaks; you don't have to worry about them.
I downloaded 2.0E and the 2.1E patches from MODDB, but I'm having trouble getting SOSE to recognize the mod and show it in the mod list in-game. I played an earlier version with my disc install, recently i installed fresh from impulse (gamestop thing now) and i dont see a "Mods-Entrenchment1.XX" folder of any kind or any file called "Enablemods.txt".
I'm guessing i may need to make a folder/file manually, which is fine, but some more details on what/where would be great.
currently my install path is as such:
E:\Games\Impulse\Games\Sins of a Solar Empire\
within which there's "Appdata", "Diplomacy", "Entrencment", etc.
can't find an Enablemods.txt file anywhere and dont see a mod folder of any kind. I looked at install instructions and readmes and such for 2.0E/2.1E but havent got it working.
Thanks in advance, and keep up the great work
here is my STANDARD info for finding the mods folder
assuming you have sins 1.193/entrenchment 1.053/diplomacy 1.34(the current non-beta versions), AND your windows is installed on the 'C:' drive, the Mods NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.193C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.193C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator
note 3 these shortcuts assume your windows installation is the 'C' drive
and if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion modsharpo
assuming you have sins 1.193/entrenchment 1.053/diplomacy 1.34(the current non-beta versions), AND your windows is installed on the 'C:' drive, the Mods NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.193C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.193C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administratorand if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion modsharpo
Thank you for the help! i think i had failed to realize that the folder i need to look for wasnt in the game's install folder. thanks for clearing that up, i'll go give it shot right now
EDIT: Success, thank you again.
played roughly 15 mins before it crashed
the model for my mc90 cap ship was not showing, just the engine effects
corrupted/missing effects when jumping between points (large white squares in place of the appropriate sprites)
some corrupted/missing weapon impact effects.
AMD phenom II X6
Radoen HD 6800 series (6870 i think)
driver version 8.930.0.0 from december 5th 2011
Entrenchemnt 1.053
SOGE 2.1E
You have to have 2.0E installed first. 2.1E is a patch, not a stand-alone installation.
i guess i shouldve written that more clearly, i did install 2.0E first, then followed the patching instructions as written at the MODDB download for 2.1E
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