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

2,196,017 views 747 replies
Reply #301 Top

Even if that was possible Siv, it would mean that human plays could use SttC, and bringing that into the game is a big no. As well, MakeDead isn't equal to scuttling, plus there's the simple fact that bringing the Death Star in is a big no for balance anyways.

Reply #302 Top

Well I wasn't entirely concerned on balance..... Maybe make a mini mod to put it in? :P

 

But yeah, I understand the complexities of trying to implement it.  I wasn't sure if the scuttle could be linked correctly to a take over command.  

Reply #303 Top

Cumulative patch for SoGE's Rebellion Alpha. Fixes a number of things, such as particles (thanks to the new PipelineEffects) and supercaps. Download it here.

Installation: Extract to your ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.03 folder and overwrite when prompted.

Known Bugs:
-Not all supercaps have proper upgrade menu icons, even if the abilities work.
-Some supercap abilities may not be upgrading properly. This is being worked on; will be fixed soon.
-Republic VSD2 does not have the new VSD skin yet.
-Republic Vindicator has had a mesh change, but has not had it's strings/icons/shield mesh updated
-Some of the new maps do not have great starting positions/need changes, this is being worked on.

Reply #305 Top

Another Problem: your .fx files are broken. lol I shall fix them O.O

Reply #306 Top

Quoting NovaCameron, reply 306
Another Problem: your .fx files are broken. lol I shall fix them

They've been broken since the port. The ones I included, from the new ParticleForge iirc, just aren't as bad, though that isn't saying much. The help is very much appreciated, as always.

Reply #307 Top

 

YAY! Some new FX edits. :3 I'm randomly working on files to see how best to edit them

Reply #308 Top

That looks really, really nice.

Reply #310 Top

Is it me or is every ship, structure Copper-colored? How do i change this?

 

Nvrmind: "Use Color Skyboxes" needed to be disabled.

Reply #311 Top

You just got a red star. every star has it's own wavelengths. always having white light is boring. You just took out a realistic feature. :O

Reply #312 Top

Nah, It was genuinely screwed up, everything was copper. On any given star. Plus, realistic in a videogame about space? With a mod for Star Wars? I think not.

Reply #313 Top

Copper actually is one of the skyboxes, believe it or not. 

Quoting NovaCameron, reply 312
You just got a red star. every star has it's own wavelengths. always having white light is boring. You just took out a realistic feature.

You of all people should know the various skybox options should be unticked, as if you don't strange things can happen. Even with them unticked you get differently colored lights.

Reply #314 Top

I have never gotten any strange lighting. *shrug* It's always what I exactly specified for.

 

Edit: I only get the 'copper' tinge when I DON'T use skyboxes.

Reply #315 Top

Is there a place other than mediafire I can get the mod? That place is full of problems... :(

Reply #316 Top

 Just so everyone knows you can't turn off the DeepSpaceSkybox.

There were no Skybox errors. I designed them that way. I don't know why people are having issues with them. Graphics failures? There are ZERO lighting issues. Everything is WAD.

 

BUT If you really don't like the nicely colored skyboxes and rather have a bright white light for everything... go to SkyBoxProperties.skyboxbackdropdata and overwrite:

properties
    meshName "SkyboxDeepSpace"
    diffuseLiteColor ffffffff
    diffuseDarkColor ffffffff
    ambientLiteColor ffffffff
    ambientDarkColor ffffffff
    specularColor ffffffff
    dustCloudColor fffffffff

 

And as to the charge that it is funny to input realism into this game and a SW mod at that... ah not worth it... :(

 

Edit2: Lavo you forgot I overhaulled the skyboxes and colored them by the light that the various stars put out? >.<

Reply #317 Top

Quoting NovaCameron, reply 317
 Just so everyone knows you can't turn off the DeepSpaceSkybox

Do you mean in practice, that even if you untick it that it will still be there, or that you shouldn't untick it? If the latter, this is new to me, believe it or not.

Quoting NovaCameron, reply 317
Edit2: Lavo you forgot I overhaulled the skyboxes and colored them by the light that the various stars put out? >.<

No. I was referring to some specific graphical errors I found in Entrenchment, lemme see if I can reproduce them on Rebellion...

Reply #318 Top

It will still be there. It is the Default. I didn't know it at the time I did the Skyboxes so I made it as the background universe radiation color so if you turned off the star lighting it turned that one on. Thus making everything a dark light red.

Reply #319 Top

Seems the error I previously mentioned isn't around. Interesting. Seems skyboxes have changed a good deal with the lighting set up. I also feel extremely silly for having colored skyboxes turned off, this no longer being the case now.

Also, might I suggest the Low Clean Industrial planet not use the Ecumenopolis mesh? It's rather unfitting IMO.

Reply #320 Top

well it's either that or ANOTHER texture...

ooo oops. It's supposed to have no night side... x.x

Reply #321 Top

Quoting NovaCameron, reply 321
well it's either that or ANOTHER texture...

You could give it the Urban mesh and then give the Large Industrial Shipyard the Ecumenopolis mesh instead of the Urban mesh. It just seems odd as the Clean Industrial planet has the Low Terran mesh, which falsely indicates a planet with less population.

Edit: Also, the Dwarf, Large, and regular Industrial planets and the Dwarf, Large, and regular Low Industrial planets all have ship building bonuses. Not sure if this is intentional as iirc the Shipyard planets are the only ones which should have this.

Reply #322 Top

No, the Low Clean industrial is basically a robotic planet. (Mechis V i think) Filled to the brim with automated factories. Not a nice place to live so it has and only needs a low population to look over the droids. The Clean Industrial planet is Basically a Terran planet with an Industry focus. (Tons of those to look over.) The Industiral Shipyard is Fondor.

 

Edit: the Industrial have modual not ship bonuses. Ahhh yes that intentional. It's only 10* percent so it's not much but just a small bonus. represent CIS droid industrial production. quick and dirty configuration.

Reply #323 Top

Quoting NovaCameron, reply 323
No, the Low Clean industrial is basically a robotic planet. (Mechis V i think) Filled to the brim with automated factories. Not a nice place to live so it has and only needs a low population to look over the droids. The Clean Industrial planet is Basically a Terran planet with an Industry focus. (Tons of those to look over.) The Industiral Shipyard is Fondor.

Mechis III was a rocky and volcanic planet, and it had an even lower population that what is currently ingame, 73 people as of the GCW. Really does not seem fitting to have an Ecumen mesh. :S As for the other two, I feel silly now and will stop commenting on those. :v

Reply #324 Top

Hey guys. I'm really interested in Star Wars: Sins of a galactic empire. 

Is the current alpha version compatible with v.1.031? 

If so, after you download it, how do you extract it? This question might seem odd but the Rebellion Alpha can only be downloaded in four parts. How do can I extract all four parts without somehow overriding what already was extracted?

Please help a noob out. I'd really appreciate it.

Reply #325 Top

Quoting jrazdominicano, reply 325
Is the current alpha version compatible with v.1.031? 

Yes.

If so, after you download it, how do you extract it? This question might seem odd but the Rebellion Alpha can only be downloaded in four parts. How do can I extract all four parts without somehow overriding what already was extracted>

Extract the first part using WinRAR or 7-Zip; the other three parts will automatically extract along with the first.