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[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

2,196,017 views 747 replies
Reply #276 Top

Quoting JA_394, reply 276
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. ... 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.

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.

That's really weird, I haven't had that happen to me... Are you using an nVidia card by any chance?

Have you got a save file right before this? And does the crash occur at around the same time when you reload the save (i.e. is reproducible)? If so, please do send it to me.

Thanks, though that doesn't help us much, the conversions will be done eventually, they will just take time.

Reply #277 Top

bump

Reply #280 Top

Quoting Lavo_2, reply 276


That's really weird, I haven't had that happen to me... Are you using an nVidia card by any chance?

Have you got a save file right before this? And does the crash occur at around the same time when you reload the save (i.e. is reproducible)? If so, please do send it to me.

Thanks, though that doesn't help us much, the conversions will be done eventually, they will just take time.

It didn't happen to me with the Entrenchment versions, at least I don't think it did. And I don't know off-hand, but I do know my PC if more than capable of running Sins Rebellion. It can run Distant Stars just fine, and it far exceeds the system requirements, so that shouldn't be an issue.

No, I don't. I can tell you the factions involved and what I was doing at the time, and the setup of the game, if that helps.

Loved the mod in Entrenchment. Can't wait for a full release for Rebellion. But I thought Tector Star Destroyers had more firepower than other Star Destroyer models. In the mod, it actually has less than the other Imperial Capital ship that I can't think of at this time. (I'm talking about the laser-to-missile comparison as the third weapon)

Reply #281 Top

Quoting JA_394, reply 281
No, I don't. I can tell you the factions involved and what I was doing at the time, and the setup of the game, if that helps.

Loved the mod in Entrenchment. Can't wait for a full release for Rebellion. But I thought Tector Star Destroyers had more firepower than other Star Destroyer models. In the mod, it actually has less than the other Imperial Capital ship that I can't think of at this time. (I'm talking about the laser-to-missile comparison as the third weapon)

Nah, that doesn't do much.

The Tector has more firepower than the ISD Command. The third weapon doesn't increase increase the total firepower to the point of being more, however they are admittedly very close stats wise. However one has to take into account the Tector's Volley Fire ability which increases it's firepower even more.

Reply #282 Top


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. 

 

 

Dang, i was very unlucky then. I was playing on the random small map and on my side i had nothing but the negative planets, and my enemy had some of the positive ones.  It is a interesting system. maybe you could have it so the planets go 0.0 instead of staying negative, just a suggestion.

Reply #283 Top

Quoting alph4om3gha, reply 283
It is a interesting system. maybe you could have it so the planets go 0.0 instead of staying negative, just a suggestion.

Not happening. If you recall, those planets also give nice amounts of metal and crystal; sell some of that.

Reply #284 Top

An update for everyone; I have been able to track down the Vong minidump error, the reason being their Spaceport and Refinery not working right. They're each trying to spawn a ship that isn't present in the game, one that was in the Entrenchment release, one that I removed from Rebellion as it was no longer in use (or so I thought).

Reply #285 Top

Please help :)

 

I loved this mod when I played the vanilla version long ago. I have changed computers and have recently reloaded the game from Impulse and it gave me a version of 1.193.078. I am guessing this is Entrenchment?? that said, I installed the mod with the patch and the hotfix and am now getting the dubious mini dump error.

not sure if this matters but the checksum number is -2120914024

any help would be appreciated. This was the only reason I fired up this game again was to play this mod, the work put into it is amazing.

 

thanks in advance for any assistance !!

Reply #286 Top

Quoting TAPNKEGS, reply 286
I have changed computers and have recently reloaded the game from Impulse and it gave me a version of 1.193.078. I am guessing this is Entrenchment??

That is not Entrenchment. That is either original Sins without the Entrenchment expansion or Trinity, which will default to the Diplomacy expansion, not Entrenchment.

+1 Loading…
Reply #287 Top

Thanks for uploading this for Rebellion.  I'm a newcommer to the Sins games myself, only have Rebellion, and I'm a huge star wars geek.  Fun mod so far when it doesn't crash :thumbsup: Can't wait to play a more complete version, keep up the good work

Reply #289 Top

Any chance at all of adding the Zann Consortium to the rebellion mod? I see you have their logo which is epic.

Furthermore I was playing on the star wars galaxy lite map I think, and I had pirates enabled but when I started that map they were already dead, so I was wondering if that's a feature for that map or maybe the mod did not quite install right, from all the signs it appears it did since I can only select the star wars races.

One final question now that both destroying planets and titans are in rebellion, any chance of a death star finally making an appearance?

Anyways thanks for the awesome mod and keep up the good work.

Reply #290 Top

Quoting Polistes, reply 290
Any chance at all of adding the Zann Consortium to the rebellion mod? I see you have their logo which is epic.

The Zann Consortium is overpowered EaW garbage. It's non-canon as far as some are concerned, including myself. No chance of this ever happening.

Furthermore I was playing on the star wars galaxy lite map I think, and I had pirates enabled but when I started that map they were already dead, so I was wondering if that's a feature for that map or maybe the mod did not quite install right, from all the signs it appears it did since I can only select the star wars races.

I assume you're playing the Entrenchment version? There's a chance that the map has a broken planet reference or two; I wouldn't know personally.

One final question now that both destroying planets and titans are in rebellion, any chance of a death star finally making an appearance?

Making a Death Star is impossible to do due to how destroying planets is set up.

Reply #291 Top

Yes I am playing the entrenchment version I am going to wait until your mod is further along for rebellion. (I installed all versions using desura perhaps that maybe messed something up, and enabled it in game, I know there were some issues using this method with textures and what not)

One last question any chance of getting the full star wars galaxy map? Having tried to make maps I know what a pain this is... especially adding planet bonuses as well, Kessel needs a spice trade. :p

Bummer on the Zann consortium but I understand.

Anyways thanks for the good work and I look forward to seeing what you guys add for rebellion.

Reply #292 Top

Desura is not supported by the SoGE team at all; it's been known to cause issues with the mod in the past... Had I known about the possibility of SoGE ending up on Desura, and knowing more about Desura period, I would have never set SoGE as having been "released". I would highly recommend downloading the mod manually and installing it properly, it may fix a good chunk of your errors.

I'm not the person to ask about maps.

Reply #293 Top

Awesome mod but I always struggle with getting the economy going which generally leaves me stuck behind a militia heavy planet for longer than I'd like because I don't have the ships to break through. I read the strategies you have posted but it doesn't mention economy.  I've changed up my play style and this seems to be the most effective so far:

 

1. Upgrade my home planet to the max.

2. Build a capital and mostly cruisers, then take an asteroid.

3. Build enough civ centers to research trade.

4. Build a space port at my home planet and asteroid. 

5. Build extractors on all metal roids and sell off the excess.

 

Is there a more efficient way to get money rolling in?

Reply #294 Top

First I have to say I'm playing under Rebellion.

 

This mod is purely amazing and totally boost the game attractiveness which is close to zero without the mod.

For an alpha version it is kinda stable only crashes every 10-15min.   Much of the think are working. So there is my list on things that doesn't work or not yet implemented.

 

-Leviathan have no special abilities.

-starbase / cruiser hangar have no visible icon for their fighter/bomber.

-planet sometimes have strange colors while upgraded...

-Most non Empire/Alliance ships are still missing their textures but, I'm sure, that will come with coming patches.

 

Nothing making the game impossible to play or have fun.

 

Now some gameplay adjustments.

 

-If not too hardcoded, it should be great to allow more than one leviathan.

-Ships are way too fast and should not move at more than 30-40% of their actual speed, giving a better impression of great distance.

-starbase  golan platform should be much bigger in size maybe twice or thrice their actual size to reflect their power.

 

 

Keep going you are making a great job.

 

That mod is a step closer to my dream game : EVE Online with starwars ships.

Reply #295 Top

On textures; this shouldn't be happening. Virtually all ships have textures, are you perchance on an nVidia card?

The fighter icons have been fixed in my working version; will be added next patch. I'm not sure what you are referring to when you talk about a "Leviathan", as there is no ship of that name in the game. As for speed, while this will not be changed, in the game options there's a ship speed setting, perhaps setting it to slow will do the trick? The Golan III is set to fit it's canon size, while a larger size may be more imposing, it would not be correct.

Expect another patch later this week.

Reply #296 Top

Whenever I start up a new skirmish whatever my homeplanet is there are no phase lanes to neighbouring planets, anyone else have this problem?

Reply #297 Top

Well Thank you for the answers.

 

-Yes I have an Nvidia.  I retired several game and those ship without textures  came with texture while other lost theirs.  Seems more an driver trouble.

 

-I was speaking of the super heavy ships like the Executor.

 

-You just pointed me to an option I was unaware of.  Thank you.

 

-True for the Size of the golan III may be they did bigger one, gonna check the EU for that.  Maybe like this one

http://starwars.wikia.com/wiki/Derilyn_Space_Defense_Platform

 

 

Badhaggis : I had this once but it was after the third planet discovered.  Other games were fine with link to other planets.

 

Have a nice day.

 

 

Reply #298 Top

Quoting Badhaggis, reply 297
Whenever I start up a new skirmish whatever my homeplanet is there are no phase lanes to neighbouring planets, anyone else have this problem?

Only the Small Random map currently works with the alpha, as mentioned in the readme. This should change with the next patch later this week.

Quoting Lyanis, reply 298
-Yes I have an Nvidia.  I retired several game and those ship without textures  came with texture while other lost theirs.  Seems more an driver trouble.

-I was speaking of the super heavy ships like the Executor.

In that case I must ask you to update your drivers; you aren't the first nVidia user with these problems. Another possible solution is to disable Mesh Team Colors under the Effects tab.

While a number of supercaps/Titans will have a higher build limit of one, the Executor, Viscount, and World Ship will have a limit of one. This is due to both balance and the difficulty of setting up the supercap spawning system, which will be ability based. The one Titan per faction limit is hardcoded, not something we've implemented.

Reply #299 Top

Quoting Lavo_2, reply 291

Making a Death Star is impossible to do due to how destroying planets is set up.

 

I actually don't think it is impossible.... Wouldn't it be possible to chain some commands together to get it to work?  Have the death star be a titan, and have it have the Advent Loyalist ultimate, that captures a planet.  Then chain it to automatically scuttle that planet using the strip to the core research.  

Now I'm not a coder, but it seem that all the parts are there to make a functional death star ability....

Reply #300 Top

I don't think you can toggle scuttle via a buff though, so that's out.