Sins of a Galactic Empire (SoGE) 4.11.1 release for Sins of a Solar Empire: Rebellion 1.90, a Star Wars total conversion mod for Sins of a Solar Empire.
If you're looking for multiplayer matches, join our Discord server! We have just over 70 players on the server who play the mod in multiplayer.
Also, if you are knowledgeable on how patches work, you can get a patch to go from 4.11.0 to 4.11.1 on our Nexus page. Extract the contents to your SoGE 4.11.0 folder and overwrite when prompted.
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Sins of a Galactic Empire (SoGE) 4.11.1 release for Sins of a Solar Empire: Rebellion 1.90+
A Star Wars total conversion mod for Sins of a Solar Empire: Rebellion
04-09-2016
INSTALLATION
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The whole mod is around 2.57 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 v1.85
Example for Vista/Win 7/Win 8/Win 10 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85
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 4.11.1"
---------------------------------------------------------------------
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
Checksum: 311901375
(See here for a more detailed walkthrough: Youtube.com
or: Forums.sinsofasolarempire.com )
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.
ADDONS
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Welcome to the optional addons section of Sins of a Galactic Empire. This archive contains the following addons:
200% Health Boost: Doubles the health and passive regeneration of all ships.
Tougher AI / Nightmare AI: These two addons increase the AI's difficulty; Tougher makes it much harsher, while Nightmare makes the AI into an absolutely brutal machine. You may only activate one of these two addons at a time.
HoloNet Offline: Removes the ability to jump between planets via culture stations for all factions save the Yuuzhan Vong.
Hyperspace Anywhere: This allows a player to jump from any one planet to another, assuming it can be seen at all, and this works on both random and premade maps.
Hyperspace Interdiction Modification: This makes gravity well generators slow up the hyperspace charge-up of ships rather than prevent them from entering hyperspace.
Reduced Weapon Ranges / Extremely Reduced Weapon Ranges: This reduces the range of all weapons by 50% and 70%, respectfully. You may only activate one of these two addons at a time.
Imperial VSD-I and Venator: This gives the Empire access to the Victory I-class and Venator-class Star Destroyers.
Invulnerable Supercap Factories: This makes all Supercap Factories indestructible.
In order to use these, first extract the contents of this archive to your Sins mod directory. After this, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:
---------------------------------------------------------------------
TXT
Version 0
enabledModNameCount 3
enabledModName "SoGE Addon - Nightmare AI"
enabledModName "SoGE Addon - Reduced Weapon Ranges"
enabledModName "SoGE 4.11.1"
---------------------------------------------------------------------
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
In addition, all of these addons are compatible with one and other, unless otherwise stated, aka. you can run them all at the same time.
TEAM
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Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds)
Service_Disconnect (Interface icons)
killblock623 (Map making)
mmeier1986 (Error/bug fixing)
Chimaera (Ship stats)
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)
Wawac (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
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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 (Many of the premade maps)
Cole_Protocol (Skyboxes, DP20 particle effect)
Mick666 (Re-scaling of many premade maps, creating and contributing to the SoGE wiki)
Yuuzhan Vong at War team (DP20, CR90, B-wing models/textures)
Arvis Taljik (Praetor, Malevolence, Consular, Charger c70, and other ships' textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
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)
NASA, ESA (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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Discord Discord.gg
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
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Sins of a Solar Empire: Rebellion 1.90+
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 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.
Check the moddb page for updates on news, new content or official patches.
Change log will be posted at a later date; unfortunately I do not have the time right now to get a proper article written up.
Its okay its just great to know such a great mod is still being worked on!
Don't work yourself too hard. Your an amazing person who if i'm not mistaken helps with a few different mods. Looking forward to the change log.
(buried)
You're.
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God sake fix those venators in republic. They look really ugly. Can they fire without turning their left to the enemy?
hotfix pls
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So, any chance this has Kotor ships in it? tried to use the add on but the versions cause it to crash on startup. Plus, this is the only SW mod I've seen attempt TOR era ships...
Perhaps we could ask if there is any chance we'll see the Hammerhead for the Rebel Alliance. I'm not sure how that would go though since this mod seems to be Legend's canon (what with Including the Vong). And the Hammerhead was introduced in Disney's canon. So far I have not seen any mods that like the idea of mixing the two.
Actually the Hammerhead first appeared in Legends (Knights of the Old Republic)
I didn't claim it wasn't. I am well aware it was. I was just asking that since we have now seen it in the rebel alliance if it had a chance of appearing. But I can understand how you got confused.
Ko/TOR is not included in this.
Here's the full change log, it isn't particularly organized, but it is complete.
CHANGES
-Black market buy/sell amounts changed to 500 regular, 1000 shift click
-HoloNet pact removed, its modifier, AllowAlliesToUsePhaseGates, is now applied via each faction's tech that unlocks the HoloNet Relay ability
-Resolute supply cost reduced to 19, costs adjusted accordingly
-Republic capital ships, Dreadnaught, and Stalwart build times reduced by 15%
-Republic spaceport tech lab requirement reduced by 1
-Republic now has metal and crystal production boosting techs
-Republic capital ships now gain 30% more XP by default
-Confusion is now uncapped AoE, targets fighters, star bases, and planet modules now
-Battle Meditation duration increased to 30 for all levels
-Advanced Fleet Tactics now no longer reduces damage from all directions but only reduces damage from the front, at an increased rate
-Advanced Fleet Tactics now increases weapon damage output of friendly ships
-Jovan now has Volley Fire ability
-Republic ship construction speed tech moved to the front of their ship research improvement line
-Increased starting supply for all races save Republic to 200 from 100. Republic increased to 240 from 100.
-Majestic cost and supply usage increased, squadron count reduced to 4(edited)
-Increased range of Subjugator's Ion Pulse Cannon.
-Switched out CIS' Mk.V's self destruct ability for a Heavy Ion Blast ability and reduced total starbase upgrade count to 7 to account for this
-NR Golan III now has Backup Shields instead of Volley Fire and has one less upgrade point to spend
-Removed Self Destruct from Alliance's Golan III, added Backup Shields
-Increased Liberator research's tier to 5 from 3
-Fast Tracking Turrets (on Jedi Venator, Clustership) now costs less antimatter per cast
-Nerfed Remember Alderaan research by 50%
-Added resource asteroids to Developed Terran Economic Home
-Added new "Slow Hyperspace" event which decreases hyperspace speeds by 50% in a local star system
-Decreased hyperspace lane sizes for a lot of premade maps
BUG FIXES
-Fixed AI behavior issue by turning ai frigate into a titan entity
-Fixed multi star icons when zoomed out to galaxy view
-Fixed bug with Ro'ik Chuun Ma'rh having incorrect damage type for main weapon
-Fixed bug with Sentry's HoloNet ability not being usable after researching a supercap
-Fixed missing hyperspace lane with The Outer Rim map, added a 10th player start for it
Thank you for the update :)
Hey, I can't seem to be able to get the mod to work. It simply remains on the opening loading screen forever.
I've made sure enabledmods.txt is filled in correctly, and am using v 1.90 of Sins, so I've got no idea what the problem might be.
I've tried the Ascendancy mod and it loads up just fine, so I'm assuming this is an issue with the mod and not my game.
Thanks
If you go inside of the folder that you extracted, do you see a folder named "SoGE 4.11.1"? If so, move everything in this folder into your actual mods folder.
Thanks for the quick reply!
I believe I've done this already: just to confirm, inside my mods-rebellion v1.85 folder is 'enabled mods.txt' and the folder 'SoGE 4.11.1'. I've checked inside that folder and there's no duplicate 'SoGE 4.11.1' folder, only the mod files.
With this, it's still stuck on the loading screen.
Sorry for being so persistent, I loved the previous versions of the mod and really want this one to work too!
This will sound nuts, but disable all mods and use the ingame mod tool. If your checksum is not 311901375 then your download is likely corrupted. Inside of "SoGE 4.11.1" you should only see folders named akin to "GameInfo" and "Textures".
It is strange that you don't also have a bunch of addon folders plus the Galaxy Forge... Did you selectively extract 4.11.1? If so, try doing a clean extraction with everything and delete the addons later. I've got to sleep so I'll reply to you later in the day if need be.
Ok I tried it but the entire game just crashes immediately when I try to use the ingame tool.
I think I'm just gonna do a fresh install of both Sins and the mod, see if that works.
Thanks for the help!
Someone tell me how to increase squadron sizes. I want to destroy my computer and have epic battles at the same time.
to increase your fleet supply you need to ( depending if its steam ) c:/programs86/steam/steamapps/common/sinsofasolarempirerebellion/gameinfo , within the gameinfo folder scroll down to "gameplay" open that with readme , then press "ctr f" and type "fleetsupply" it will find the fleet supply capacity once their it should say
fleetSupplyData-Small
fleetSupplyScalar 0.5
fleetSupplyData-Normal
fleetSupplyScalar 1.0
fleetSupplyData-Large
fleetSupplyScalar 4.0
ignor those numbers that you see here as these numbers are from my gameplay edit , that beind said you want to change these 3 numbers to increase or decrease your fleetcap , if your looking for fighter squadrans from your ships idk how to change the cap on them , but keep in mind if you change those numbers to say idk "8.0" then your game will freeze and crash .( the numbers i have entered are a good size for all your fleets and it does have fps drop from the amount of ships and fighters )
hey lavo few things that I am seeing one lets say i want to buy some ore or what ever and i click on it takes all of the cash or ore. and gallant not sure what it is is not showing up.
but great work thoe
Is this a mod i can run with sins of solar empire the normal version?
Yes.
This is so well done! Keep up the wonderful work! A few description stuff still needs tweaking, and grammar fixes.
But this is an awesome mod. Just built my first super captial ship, and now Im decimating enemy fleets <3
Hammerhead corvettes, please and thank you!
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Is the latest version compatible with Sins 1.90? Mine keep crashing at the loading screen into a game.
yes pretty sure it says "4.11.1 release for Sins of a Solar Empire: Rebellion 1.90"
yea i have the same problem for this any who help me out
I just started play the mod again and tried the new update 4.11.1 and now I cant even beat a easy, they rush my capital and fortyfie the border and guild 5 space stations and I cant do **** about it. Is it meant to be that or? Since there are no guide in how to get around this so. Not fun to play when the AI beats you in 30 min with the best defeance you can have!
can you fix the the fighters to where they have more then one fighter per squad
SAME, bruh fighters are half the game this really irks me
I was just looking to see if anybody else had the issue and had reported it.
Its not an issue, Its a change for the sake of game stability, the amount of fighter spam was seriously lagging out multiplayer games, which a large part of this mod community play.
First of all : Youre doing an amazing job here and this mod is a blast for multiplayer sessions !!!
I was just wondering if you got any plans on fixing the AI since they come at you rly fast with tons of capital ships after a few mins. Due to that you cant pratice on single player mode or just play for fun = (
Wouldnt it be better anyway if you limit the capital ships like it is in the original game ? Feel like many of the smaller ships get useles pretty fast that way ;)
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i was curious what editor you used for the entity files can't seem to be able to modify the files of your mod to allow more capital ships or adjust population counts. would love to have a link to the editor u have been using to make the mod
Just use notepad++
I thought the carrier spamming in the last version was bad but this time it is ridiculous. I can hold them off for a while but when 40 carriers and a few dozen support ships come at you its game over. I'll keep trying but the AI's economic advantage is hard to overcome.
sorry i really love this mod but it crash after 5 or 6 minutes can you help me please y delete and donwload again and doesnt work
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This is still my all time favorite mod for any video game, past or present. None I have seen are as well done and have as much longevity as this one. Excellent work Lavo, and I hope all your future projects are as awesome as this one.
On a side note, I only just found out about the new update and saw that you are upto date with it. With the new memory changes and such, does the long end-game have as much lag (if any) as before? I remember playing back then with the HUGE map and 10 factions that after an hour or more, the game would really stutter. Has that improved?
Once again keep up the great work.
pleaseeee buggg capital shipsss.invisible capital ships!!!!!!!!!!!!!!
not working. capital ships invisible
autor help joder. capital ships bug invisible
not compatible . ships capital invisibleeeeeeeeeeeeeeeeeeeeee