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

2,195,456 views 747 replies
Reply #726 Top

Hello

First off let me say this: Awesome MOD! This Mod made me come back to Sins |-)

Now on to some questions, I have been playing with the NR almost exclusively (F  you Disney, its still canon in my heart) and noticed that the last 2 cap ships (the ones you have to reasearch) are a bit underwhelming, I get that they are basically cruisers put there so the AI will make use of them, but the cost and fleet resources needed for them are almost the same or higher than the MC90  and that Cap rocks with its upgradable skills that make it a more attractive investment, is there a reasoning for this?

 

 

Reply #727 Top

The 4.10.1 patch for SoGE has been released!

Quoting tyr402, reply 726
Now on to some questions, I have been playing with the NR almost exclusively (F  you Disney, its still canon in my heart) and noticed that the last 2 cap ships (the ones you have to reasearch) are a bit underwhelming, I get that they are basically cruisers put there so the AI will make use of them, but the cost and fleet resources needed for them are almost the same or higher than the MC90  and that Cap rocks with its upgradable skills that make it a more attractive investment, is there a reasoning for this?

The reasoning behind those two capital ships being so expensive is that, per target, they have extremely good damage output. In terms of focus-fire, nothing can beat those two capital ships, save supercaps. On top of that, the Mon Cal Heavy Carrier has great shielding plus Backup Shields, making it have no flaws outside of cost and supply.

Reply #728 Top

Why are the gravity so absurdly large? This paired with slow ship speeds and slow phase jump speeds makes this game unplayable for me due to time limitations. It takes minutes just for a constructor ship to cross to the other side of a gravity well to build an extractor lol. I get bored and fall asleep long before anything significant happens. And no increasing game speed in game is not a fix, because then battles become a joke to watch.

The extremely reduced range add-on is awesome...

I wonder if ever we could get an extremely reduced gravity wells/phase lanes add-on as well for decreased time investment per game?

One more thing...scouts are completely useless/worthless at scouting...lol they die before they get through the first gravity well. I think this is another reason to make gravity wells smaller along with giving certain ships a bigger speed advantage? Namely scouts 

Reply #729 Top

So you want the mod to be completely downscaled? I'm sorry, but that is not happening. Further, have you increased ship speeds in the "Game Options" tab before starting a new game? This might help your concerns with speed. Alternatively, play as the Yuuzhan Vong whom are much faster in hyperspace, or the Alliance which has near-invulnerable scouts.

Reply #730 Top

From another post

 

 

April 26, 2012 19:31:03 from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

 

There ya go. Those handy + and - buttons. Been in the game forever it seems.

Reply #731 Top

Quoting mikefacciola, reply 730

From another post

 

 

 



April 26, 2012 19:31:03 from Sins of a Solar Empire Forums Sins of a Solar Empire Forums






 

 

There ya go. Those handy + and - buttons. Been in the game forever it seems.

[quote who="Uncrustable" reply="728" id="3610963"]
And no increasing game speed in game is not a fix, because then battles become a joke to watch.


[/quote]

 

As I already said this is not a fix

And this option is entirely not available online

And yes I play on the faster game settings

And I dont see what the big deal would be in offering it as an add-on. Dont get so defensive lol

Its a great mod, other than the fact that it takes way to long to complete a game even on small maps due to grav well size.

Maybe I am the only one to think this

Reply #732 Top

Shrinking down gravity well sizes isn't a quick change that can easily be done as an addon unfortunately.

Reply #733 Top

@ uncrustable not defensive just trying to help.

Reply #734 Top

Hi.

 

With the upcoming update 1.83 the changelog says

 

"Modders can now specify up to 9 titans to build in the menu."

 

Will you rethink how you handle supercaps after this or is this mod finished so far?

 

Greetings

Reply #735 Top

I put out a patch yesterday for those who are on GOG. Grab it from our ModDB or NexusMods page!

Quoting Brunftzeit, reply 734
"Modders can now specify up to 9 titans to build in the menu."

Will you rethink how you handle supercaps after this or is this mod finished so far?

Unfortunately this change doesn't remove the hardcap on one Titan entity being on the field/buildable/etc at any given time, meaning that the current supercap construction system will remain in place.

Reply #736 Top

Ah ok. Wasnt sure about changes to the hardcap in the patch. Thanks for the answer.

 

Happy new year. ;)

Reply #737 Top

Happy new year!

Reply #738 Top

Anybody got a good list of download sites for this MOD?  ModDB showed 5 hours on a dl, looking for something a little faster.

 

Thanks,

 

-Vess

Reply #739 Top

Quoting Vessery, reply 738

Anybody got a good list of download sites for this MOD?  ModDB showed 5 hours on a dl, looking for something a little faster.

Thanks,

-Vess

Do you have a moddb account? You get faster downloads if you are a registered user. Also this is a very large mod.

Reply #740 Top

Quoting GoaFan77, reply 739


Do you have a moddb account? You get faster downloads if you are a registered user. Also this is a very large mod.

 

Thanks, I created a ModDB account, dling much faster. 

 

Thanks again,

 

-Vess

Reply #742 Top

Hey all, got an economic question for you.  

 

What's the best way to get a system income in the positive green after it's been upgraded? 

 

Trade stations generate their own income, which appears to be independent of the planet.  

 

Thanks,

 

~Vess

Reply #743 Top

Depends on the planet. Trade ports are a great way to do it if the planet has logistic slots for it, population is another route. Some planets by design have a hard time being in the positive, if it is even possible, however these planets make up for this loss by generating a large amount of resources, which can be then sold on the black market, if required, to generate credits.

Reply #744 Top

Hey guys, just checking to see if this needs updating for 1.85?

Reply #745 Top

It does. I hope to upload an updated version for 1.85 tomorrow, however it won't have any new content, save for rampant milita support.

Reply #746 Top

I haven't posted in here for awhile. I still need to update the OP, but I have released 4.11.1, which improves on a handful of things found after the release of the rebuild.

 

Reply #747 Top

Quoting Lavo_2, reply 746

I haven't posted in here for awhile. I still need to update the OP, but I have released 4.11.1, which improves on a handful of things found after the release of the rebuild.

 

Nvm, Nexusmods link says its 1.9 compatible, thanks for updating.