Sins of a Galactic Empire 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
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: Moddb.com
INSTALLATION
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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 Techpowerup.com
(See here for a more detailed walkthrough: Youtube.com
or: Forums.sinsofasolarempire.com )
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
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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
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Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
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
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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)
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
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Forum Moddb.com
Moddb page Moddb.com
NexusMods page Nexusmods.com
Steam community page Steamcommunity.com
Sins forum Forums.sinsofasolarempire.com
Wiki Sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net
COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82+
NOTES
=============================================
If you are new to SoGE, or feel somewhat overwhelmed by the sheer amount of different types of planets present, fire up the "Planet Sampling" map to get a feel for the mod's variety.
This release is a compiled version of Git rev 65b7dac, there are newer builds on the Git repo, these are further developed than 65b7dac.
This release contains fully playable factions for the Rebel Alliance, Galactic Empire, Confederacy of Independent Systems, Galactic Republic, New Republic, and Yuuzhan Vong Empire.
Since it is a total conversion this mod does not contain the stock races (Advent, Vasari, TEC). If you want Star Wars races with the standard Sins races check out Star Wars: Interregnum at Moddb.com
If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to help with the mod; riggers, modellers, skinners, and UI/icon art work. Please contact Lavo on moddb or post on the development forum if you feel that you can help us. If you would like to participate in beta testing the mod please refer to this paste: Pastebin.com
Check the moddb page for updates on news, new content or official patches.
SooooooGEEEEE! That sneaky release doe.
its sooo fun maybe event better than sta 3
Aaaand its here!
It's finally here!!
The best ETA ever XD
Oh yeahhhhhhhhhhhh
Excellent...Can't wait to try it!
So,i've encountered a problem:I can't launch the mod with any installed addons.If i launch just the mod,it works fine,but with only one addon it crashes almost instantly,with a runtime error popping up.I used LAA twice already,and it didn't help.Is there some sort of fix for this,that isn't in FAQ ?
For me it's the 200% health one that makes it crash even if that's the only one active. The squad size reduction and Imperial Victory 1 work just fine.
Oh dear, I thought the addons did work. Thanks; will fix and reupload!
hey lavo are you planing on updateing your mod 1.85
Make sure your Sins install folder isn't a "read only" folder. LAA won't work otherwise.
my laptop broke :(
sweet moma this just made my day. now if only that group working on the sg1 mod would release a new version (the old one keeps crashing my pc) my week would be set.
Is "Enhanced 4X Mod 1.74" needed for maximum effect of SoaGE?
No. Star Wars Interregnum is the Star Wars mod that uses E4X. And it is included in the Interregnum downloads anyways.
I have followed the installation instructions and done the Large Address Aware like it is supposed to do. Whenever I try to start a new game it crasehs. I get two minidump messages. The first says that there is 90% chance that I have installed the Large Address Aware wrong, then a second minidump message says "C:\Users\MyName\AppData\Local\Temp\Sins Dump\Sins-Rebellion v1.82-2015-09-10-12-17-04-728-1776.dmp
The Addon that I am using is Extremely Reduced Weapon Ranges. Same exact thing happens without using any Addons.
Also a thing that I noticed is that when I try to activate the Large Address Aware it tries to extract a lot of files... Dont know if that is how it is supposed to do.
I fixed it, it was a custom map that caused it to crash. The only problem now is that the game begins to lag after some few hours in.
That is a general problem with large Sins mods. At some point, there are simply too many objects on the map for the engine to handle. Remember that the original Sins engine was written quite some years ago. Most importantly: The engine is not multithreaded and can't make use of modern multicore CPUs. Now, SoGE is quite a large mod, with a lot of different ships, a very high supply limit allowing for large fleets, and a lot of fighter squadrons. It does help to activate the Squad Size Reduction Add On, which combines all fighters in a squadron into one superfighter and adjusts anti-fighter weaponry to account for that change. That does not solve the problem of late game lag, but it does keep the game going smoothly longer. Another tip would be to use a smaller number of players and/or a lower supply limit.
I see. Well I am glad to know its not my pc (which should really have no problem with running this game). Sad to, this mod is so amazing and the lag really ruins a lot of the fun.
are you going to update 1.85?
Found an issue:
New Republic Starbase add-on "Trade Facilities" requires a research item that is no longer present, "BoSS Customs Registry"
I could have sworn I fixed that... Edit: Actually it's tied to the default trade port unlock research, did you research that yet?
Or nope, seems you're right; the star base itself is referencing the wrong trade port upgrade. Testers should have caught this after the NR tree was redone. Thanks for the report regardless.
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Got a crash after about 10 minutes, no error or anything. Really disappointing :(
If you are getting a crash to desktop without warning, please make sure you have read over the installation instructions in their entirety, in particular the section that talks about Large Address Aware.
Im 100% certain Ive done that before but what the hell, i'll give it a go again.
Okay so I redid the LAA thing and it works but I've run into a bug now where I can build super caps because as the republic I tried to get the Mantador II and it says I need "1 point of Executor Class S-DN" (I have super caps on, all the research ect, ect.)
Hello, if you are reading this message, it means that you are asking a question that has already been answered via ingame research/ability/unit descriptions or through one of the following documents included with the download and can also be viewed on the SoGE ModDB forum:
Installation Instructions - SoGE 4.10.0
SoGE How to Build Supercaps
SoGE FAQ
SoGE Known Bugs
Please refer to those, thank you!
I have just finished reading through all of these. It isnt a listed bug, it's not in the FAQ and I followed the instructions for building Supercaps, but it still doesn't work.
I'm sorry to state this, but given the pre-requiste you are mentioning, that simply is not the case. I purposely left in a misnomer pre-requiste for those who attempt to build the ship via the regular ship build menu, as that is incorrect method to build supercaps.
As mentioned in "How to Build Supercaps"; "you "build" your supercaps via an ability on the supercap factory, instead of building supercaps like traditional ships". Have you attempted to select the Supercapital Factory and then trigger the construction ability?
I fear you might need an auto-reply option for all these "game crashes halp wtf where's my titan" messages. People never read the manual...
I do in fact have a pre-written copypasta message, though as we saw here, it doesn't always do the trick.
This looks like an interesting mod for SoSE:R but I gotta ask, does it replace all the Regular/Vanilla races as well?
Yes, it does. It has 6 Factions, all of them from Star Wars, it includes no faction (and few other assets) from vanilla Sins. If you like to have the vanilla factions and Star Wars factions, give Interregnum a try.
I did, and it came with the X4 Enhancment. My game seems to crash randomly when the X4 Mod is enabled, so thats a no go for me.
Tis sad that this mod replaces all teh factions...
Another issue found but this could just be a limitation of either the game or my system:
As a Republic player, zooming the camera in to any size force of Acclamator mk I or II assault ships will cause severe framerate drops for me. When I shift camera focus to a much larger force of other ships like Venators, Victories, and Stalwarts there is no drop and the game is smooth as anything.
The scenario in question had a group of 3 Acclamator Is and 1 Acclamator 2 while the other group was 12 Jedi Venators, 4 Victory Commands, 5 Procurators, and 20 Stalwarts with their accompanying fighters all launched.
I don't know if it's just the high quality models, something in the model/texture, or if my system just doesn't like me looking at the Accs.
Thanks for the report! We've already heard that there might be a problem with the Acclamator and we're investigating.
I love the new Texture on the Republic Capital ships and others, but I don't know why when I zoom in close enough on the Acclaimator Class Assault Ship it gets really laggy like, very bad.
Thanks, we're currently investigating the issue.
No matter what I do, I can't get the mods to be enabled and i have followed the instructions completely. I've also had no problems with the old version. Can someone help me?
Do other mods work correctly?
This has been the only mod I've used for SoaSE: Rebellion
You may want to double and triple check that you installed the mod in the proper directory, as well as correctly set up enabledmods.txt.
Installing mods for sins is very easy but it can be a bit confusing at first if you aren't familiar with this sort of thing. I'm sure if you google "how to install soase rebellion mods" you'll get piles of info to help you.
I put the mods in the Mods folder, and I correctly put in the mods in the enabledmods.txt and also tried using the in-game mod enabler(no crashes or instability). I don't know what I did wrong. I'll look up how to install mods for SoaSE: Rebellion. Thank you
When you extract the mod from the zip archive, does it create one or two folders? If the former, move the contents of that single folder into the main mod directory.
It created one file when i extracted it
That might be the problem - Use the two folders inside the first folder. One should be the primary SOGE folder and the other I think should be the squad size reduction folder.
so all the folders in the full mod folder?
what i meant to say was have the full mod and it's addons in one folder and have the squad size reduction in another separate folder in the mod folder for SoaSE: Rebellion?
Also, I'm sorry if I am causing you guys trouble
You should have two folders, called "SoGE 4.10.0" and "SoGE Addon - Squad Size Reduction". Both need to be in the "Mods-Rebellion v1.82" folder, if that makes any sense.
No worries! We want to help you get the mod to work so you can play it and enjoy it if you wish to do so.
They are there and still it is not working and have no idea what to do. No matter how hard I try the mod WILL NOT work.
Could it be possible that the encoding (UFT-8) be wrong or is it correct?
O.K never mind, i got it to work. Don't know how, but I did YAY!
Just don't ask Lavo why supercaps aren't working :P