SoGE-Team SoGE-Team

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

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 Empire
08-09-2015

For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notes

INSTALLATION
=============================================
The whole mod is around 2.2 GB in size, when extracted

Extract 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.X
Example for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X

Next, 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 Rebellion
3) 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):


TXT
Version 0
enabledModNameCount 1
enabledModName "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:


TXT
Version 0
enabledModNameCount 2
enabledModName "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/forum
Moddb page http://www.moddb.com/mods/sins-of-a-galactic-empire
NexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/
Steam community page http://steamcommunity.com/groups/soage
Sins forum https://forums.sinsofasolarempire.com/411648
Wiki http://sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net

COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82+

Download Links
=============================================

NexusMods

2,195,939 views 747 replies
Reply #251 Top

Quoting noing, reply 251
way to keep us in suspense

It'll be up late tonight, I'm also working on new shield meshes for some units which lack them.

Reply #252 Top

Reply #253 Top

Some things turned out to be a bit troublesome, I've fixed them, but I have to go sleep. Release is tomorrow instead.

Reply #254 Top

Were you expecting a release for Entrenchment? Too bad! You get Rebellion instead. That final Entrenchment patch might come soon, if at all, but for now enjoy this. When extracted the mod is around 2.27 GB in size. The readme bundled with the rar can be seen at the bottom of this post.

For SoaSE: Rebellion, your mods folder can be found in:
...\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XX

http://www.mediafire.com/?2eknu4a0ueba261
http://www.mediafire.com/?kgf4xn9hkd99354
http://www.mediafire.com/?fzsgh4c9e65vvy0
http://www.mediafire.com/?otuc2p6dkwkzqqa

This release also includes the Vong. The AI will properly use their ships now, like the other factions. Also, I'm aware that there's some sort of crash occurring early-game due to either the Vong (most likely), Imperials, or NR. It's most likely related to abilities; I had an autosave of it but lost that save.

=============================================

Hello and welcome to the first release of Sins of a Galactic Empire for Sins of a Solar Empire: Rebellion! This version of the mod is currently in alpha, so there are some things missing, other things broken, though on the whole it runs fairly smoothly. There are some known issues with it:
-Abilities have a maximum of 2 levels, down from 3. This is a temporary thing, and was done in order to speed up the release of this alpha
-Titans (supercaps) currently have no abilities, this will be fixed in the future
-All maps are broken except for the Small Random map; Lavo, Ludo, and others are currently working on converting maps for use in SoGE in Rebellion
-Flagship victory doesn't work
-Research and Diplomatic victories will not work well
-Occupation victory is borked as the planet spawns without a militia, this is being worked on

If you ever experience a minidump, do the following:
1) Reload your latest autosave, continue as before the dump occured, to see if it happens again.
2) If it happens again, send in your latest autosave and tell us what factions you were using. Do not send the minidump log/report; we can't get any use out of it.

As with the beta of Entrenchment, SoGE uses stackable minimods.

To activate the mod, open the EnabledMods.txt file present in the aformented folder and edit in the mod like so (this includes all races, like file included in this rar; make sure to leave a blank space at the bottom of the txt file):

TXT
Version 0
enabledModNameCount 6
enabledModName "SoGE Beta Ent - Alliance"
enabledModName "SoGE Beta Ent - CIS"
enabledModName "SoGE Beta Ent - New Republic"
enabledModName "SoGE Beta Ent - Republic"
enabledModName "SoGE Beta Ent - Vong"
enabledModName "SoGE Beta Ent - CORE"

In order to reduce RAM, it's recommend to remove the modules/mini-mods that you aren't using, and update the enabledModNameCount accordingly. For example, if you're playing a game with the Empire, Alliance, and New Republic, you don't need to load up the CIS', Republic's, Vong's assets. It doesn't matter what order you load the mods in, as long as the CORE is on the bottom of the list.

22-05-2012
TEAM
=============================================
Evillejedi (Models, textures, ship stats)
Lavo (Ship stats, abilities, rigging, interface icons)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Warb_Null (Models, textures)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Chimaera (Ship stats)
Ludo Kreesh (SW music, interface icons, HUD work)
Ozwolf (Interface icons)
Pedro (SW music)
Many many beta testers, many who didn't do a damn thing thanks to those that gave us valuable feedback!

CREDITS
=============================================
GoaFan77, myfist0 (Modeling and texture assistance and other insight)
NomeMD (Sentinel model and icons)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE, and help with the VSD II model)
Arvis Taljik (Malevolence's textures)
KrdaxDrkrun (All non-vanilla missiles and explosions are originally or were modified from his mod TotalEffects)
ZombiesRus5, harpo99999, soviet_belldandy (Various tools and code repositories which helped speed things up alot)
MrPhildevil (Interface icons)
Drone04 (Mon Calamari Heavy Carrier's original concept art)
dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)

Reply #255 Top

Okay, I was wondering. There are four parts, which confuses me. Part one with the same contents as part four, and the same for 2 and 3. How do i set this up?

Reply #256 Top

Quoting gladiatormaster87, reply 256
Okay, I was wondering. There are four parts, which confuses me. Part one with the same contents as part four, and the same for 2 and 3. How do i set this up?

Download all four parts, extract the first. It's a multi-part rar; aka. one single archive split up into four parts. It had to be done in order for me to upload it.

Reply #257 Top

Quoting Lavo_2, reply 255
TXT
Version 0
enabledModNameCount 6
enabledModName "SoGE Beta Ent - Alliance"
enabledModName "SoGE Beta Ent - CIS"
enabledModName "SoGE Beta Ent - New Republic"
enabledModName "SoGE Beta Ent - Republic"
enabledModName "SoGE Beta Ent - Vong"
enabledModName "SoGE Beta Ent - CORE"

OMG, this is so complicated!

Reply #258 Top

Quoting ZombiesRus5, reply 258

OMG, this is so complicated!

All fear the imminent invasion of the Zombie Trolls! :(O

Reply #259 Top

Quoting ZombiesRus5, reply 258
OMG, this is so complicated!

I know right?

It's a brilliant set up you got going with the stackable mods; it's such an effective way to reduce RAM without removing content from the game itself. I once again tip my hat to you for figuring it out good sir.

Reply #260 Top

I can't play this mod on the small random map it crashes before they even start, so I can't really tell you what is wrong.

Reply #261 Top

Quoting ZombiesRus5, reply 258
Quoting Lavo_2, reply 255TXT
Version 0
enabledModNameCount 6
enabledModName "SoGE Beta Ent - Alliance"
enabledModName "SoGE Beta Ent - CIS"
enabledModName "SoGE Beta Ent - New Republic"
enabledModName "SoGE Beta Ent - Republic"
enabledModName "SoGE Beta Ent - Vong"
enabledModName "SoGE Beta Ent - CORE"


OMG, this is so complicated!

Lol as if you are the one to talk. :troll:

Reply #262 Top

Several of the files in downloads 2-4 are broken for me, and I can't complete extraction. Anybody else having this issue?

Reply #263 Top

Quoting Rovert10, reply 262
Lol as if you are the one to talk.

Great, now I'm being trolled.

Reply #264 Top

i think zombies is way more complicated

but still doable lol

Reply #265 Top

Its not that complicated when someone gives you the exact order to put them in, in a README.

But us modders cant fix stupid. Thats hardcoded.

Reply #266 Top

Sorry for saying this again, but parts 2 through 4 I cannot extract. It says they have borken files in them, mainly sound files. Anybody else running into this issue?

 

Reply #267 Top

No im not.

 

And this mod is like 3 times better than when i last tried it- and this its alpha.

Still huge amount of bugs- like a wide plains terran planet thing had less militia than an asteroid.

Reply #268 Top

Quoting Lavo_2, reply 257

Download all four parts, extract the first. It's a multi-part rar; aka. one single archive split up into four parts.

Reply #269 Top

Do about 95% of the ships not have renderings for anyone else? Most of the ships I see are invisible, yet still fire their weapons.

I couldn't get my Supercapitals to build. Got the foundry and research. The build wouldn't start.

Loved the music, as usual.

Reply #270 Top

Quoting noing, reply 265
i think zombies is way more complicated

Your funny.

TXT Version 0
enabledModNameCount 6
enabledModName "SoGE Beta Ent - Alliance"
enabledModName "SoGE Beta Ent - CIS"
enabledModName "SoGE Beta Ent - New Republic"
enabledModName "SoGE Beta Ent - Republic"
enabledModName "SoGE Beta Ent - Vong"
enabledModName "SoGE Beta Ent - CORE"

TXT Version 0
enabledModNameCount 8
enabledModName "SotF Race Nephilim R6"
enabledModName "SotF Race Plague R6"
enabledModName "SotF Race Rogue R6"
enabledModName "SotF Race Hypercorp R6"
enabledModName "SotF Race Tec R6"
enabledModName "SotF Race Advent R6"
enabledModName "SotF Race Vasari R6"
enabledModName "SotF Core R6"
Reply #271 Top

The mod is great except the issue with the planet income. So far the majority of the planets won't go positive on the credit earnings.

 

I couldn't get my Supercapitals to build. Got the foundry and research. The build wouldn't start.

Loved the music, as usual.

I played as the Republic and i had to research all the way to the second super capital to fully build one, so check the info on the research item to see what you need to research to build it 100%

Reply #272 Top

Quoting Lavo_2, reply 260
I know right?

Or so I'm told... often ;)

Quoting Lavo_2, reply 260
It's a brilliant set up you got going with the stackable mods; it's such an effective way to reduce RAM without removing content from the game itself. I once again tip my hat to you for figuring it out good sir.

It really is a good pattern and I'm glad to see someone else following it. I know people "understand" the 2GB limit with Sins, but I don't think they truly understand the versatility this gives modders beyond just the memory limitations.

 

I also have one more package to download for SoGE and then I plan to try out your rebellion conversion.

Reply #273 Top

Unzipping

stalk10.ogg FILE IS BROKEN

 X(

using 7z

 

hmmmm going to ditch a dummy file in there

 

Some epic looking ships hehe and all the sounds are immense

Reply #274 Top

Quoting Mick6662, reply 268
Still huge amount of bugs- like a wide plains terran planet thing had less militia than an asteroid.

Depends on the planets in particular. Some planets, such as a Low Terran or Savannah, aren't worth as much as an Asteroid Shipyard, for example.

Quoting silencedhawk, reply 274
stalk10.ogg FILE IS BROKEN

Could you perchance give me a list of broken sound files? I'll include them in the next patch to address this.

Quoting ZombiesRus5, reply 273
It really is a good pattern and I'm glad to see someone else following it. I know people "understand" the 2GB limit with Sins, but I don't think they truly understand the versatility this gives modders beyond just the memory limitations.

I plan to use this to be able to make a stackable addon or two. The fact that this lets you do all sorts of addons, or even entire other mods when done right, is amazing.

Quoting alph4om3gha, reply 272
The mod is great except the issue with the planet income. So far the majority of the planets won't go positive on the credit earnings.

...

I played as the Republic and i had to research all the way to the second super capital to fully build one, so check the info on the research item to see what you need to research to build it 100%

That's intentional. Seems odd I know, but just wait until you find a planet with large amounts of income, or you sell off some resources.

This is intentional; the supercapital system truly is a WIP, in the future you will not spawn them via the factory but via ability, this gets around the 1 Titan per faction limit and the respawn with experience bit. The AI however will have exclusive access to a Titan Factory, mainly as it's too stupid to properly use the ability spawn, and I can go into more detail, but I like keeping a surprise or two.

Quoting JA_394, reply 270
Do about 95% of the ships not have renderings for anyone else? Most of the ships I see are invisible, yet still fire their weapons.

I haven't seen this, in my very limited testing. Have you got a list perchance?

Reply #275 Top

I probably should have been more specific.

After some more testing, I found that the ships show up for a few minutes at the start of the game, but after awhile, most of them lose they're renderings. Both the Imperial caps, the Jedi Venator, I think every Imp frigate and Cruiser except the Carrack... Basically there's only a select few ships in the whole game that keep their renderings after a select amount of time, usually about 10-15 minutes. Structures seem okay, but I didn't check them all.

I looked around the entity files. Didn't see anything that could cause this.

Also, got that crash you mentioned with the NR. I disabled the Vong from the start, looking to avoid it. With the NR, there it was.

And finally, I figured out how to get custom maps working for SoGE. Sort of. Just replace Rebellion's GalaxyScenerio.def file with the mod's. Then make your map. It loads up fine. Not sure if that will help you guys or not.