Report abuse SoGE 946392c release for SOASE Rebellion 1.82
Filename
SoGE_946392c.zip
Type
Full Version
Uploader
Lavo
Date
Jul 2nd, 2014
Size
983.61mb (1,031,394,655 bytes)
Downloads
24,029 (33 today)
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Description

Sins of a Galactic Empire (SoGE) 946392c 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) 946392c release for Sins of a Solar Empire: Rebellion 1.82+
A Star Wars total conversion mod for Sins of a Solar Empire
02-07-2014

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 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):

<---Copy everything AFTER this line--->
TXT
Version 0
enabledModNameCount 1
enabledModName "SoGE 946392c"

<---Copy everything BEFORE this line--->

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:

<---Copy everything AFTER this line--->
TXT
Version 0
enabledModNameCount 2
enabledModName "SoGE Addon - Squad Size Reduction"
enabledModName "SoGE 946392c"

<---Copy everything BEFORE this line--->

TEAM
=============================================
Evillejedi (Models, textures, ship stats)
Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
Ludo Kreesh (SW Music, UI, interface icons)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
Chimaera (Ship stats)
sloosecannon (Coding, general debugging)
Ozwolf (Interface icons)
Pedro (SW Music)
Many many beta testers, many who didn't do a damn thing, thanks to those that gave us valuable feedback!

CREDITS
=============================================
GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
Burntstrobe (All planet textures in the mod, save for the Acid and Gas Giant planets)
myfist0 (Modeling and texture assistance and other insight)
Republic at War team (Ecumenopolis+Rusty textures, Advanced Droid Bomber model/skin)
RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)
Snowba11 (All of the premade maps; save Interconnected/Interconnected Trio)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
NomeMD (Sentinel model and icons)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE, and help with the VSD II model)
Arvis Taljik (Malevolence's textures)
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.
C
Moddb forum Moddb.com
Moddb page Moddb.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 946392c, there are newer builds on the Git repo, these are further developed than 946392c.

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), this decision is driven by the hardcode limits imposed by the Iron Engine and by eliminating them makes the mod much more stable. 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.

Preview Image
SoGE 946392c release for SOASE Rebellion 1.82
Post comment Comments  (0 - 50 of 121)
Garak(KillaBC)
Garak(KillaBC) Jul 2 2014, 9:25am says:

WOOT!

+17 votes     reply to comment
wheelmandan
wheelmandan Jul 4 2014, 1:08am replied:

hey you cant be here go back to star trek your breaking time lines!

+4 votes     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) Jul 4 2014, 4:06am replied:

THE CROSSOVER IS COMPLETE.

+15 votes     reply to comment
Pistino
Pistino Jul 5 2014, 2:40pm replied:

ASSUMING DIRECT CONTROL.

+6 votes     reply to comment
LunaIsBestPrincess
LunaIsBestPrincess Aug 18 2014, 12:27pm replied:

COMPLY TO BORG DIRECTIVE.

+2 votes     reply to comment
Cardassia1186
Cardassia1186 Sep 1 2014, 5:02pm replied:

Cardassians in the star wars universe may the force help us all

+3 votes     reply to comment
Guest
Guest Sep 30 2014, 11:15am replied:

This comment is currently awaiting admin approval, join now to view.

GulCoratDamar
GulCoratDamar Jul 10 2014, 9:28am replied:

Someone requested a crossover?

+5 votes     reply to comment
Les_Grossman
Les_Grossman Jul 7 2014, 8:11pm replied:

I need those trousers hemmed by 0630!

+4 votes     reply to comment
Nanoelite001
Nanoelite001 Jul 2 2014, 9:33am says:

Wooo! Time to kick some clone a**!

+4 votes     reply to comment
KhevaKins
KhevaKins Jul 2 2014, 9:45am says:

Is there a list of changes somewhere that doesn't require you to download the file? Even a general outline would be great.

+3 votes     reply to comment
Lavo
Lavo Jul 2 2014, 9:52am replied:

Yes there is, it's in a news post that Moddb has not yet approved.

+3 votes     reply to comment
Aenarion_(Jasperz0r)
Aenarion_(Jasperz0r) Jul 2 2014, 10:18am replied:

Can't wait! Thanks for the LAA part too, really worked for me!

+2 votes     reply to comment
KhevaKins
KhevaKins Jul 2 2014, 6:54pm replied:

Ok, thanks.

+2 votes     reply to comment
nitebones
nitebones Jul 2 2014, 10:29am says:

do i need to remove my old version first before putting this on

+3 votes     reply to comment
Aenarion_(Jasperz0r)
Aenarion_(Jasperz0r) Jul 2 2014, 10:33am replied:

When you adapt your EnabledMods.txt it automatically deactivates your old version and activates the new one. Just copy SOGE-946392 to your mod folder and change the EnabledMods.txt

So the short answer is no.

+2 votes     reply to comment
Adrien_Victus
Adrien_Victus Jul 2 2014, 3:11pm replied:

Err..... delete your old version then put this in it's place. Usually just overwriting can cause a bunch of problem.

+3 votes     reply to comment
Aenarion_(Jasperz0r)
Aenarion_(Jasperz0r) Jul 2 2014, 3:15pm replied:

Didn't create any issues for me.

+3 votes     reply to comment
nitebones
nitebones Jul 2 2014, 3:30pm replied:

cool thanks guys

+2 votes     reply to comment
jonsin1459
jonsin1459 Jul 2 2014, 11:16am says:

meh, il give it a shot, btw does the addon pack still work like reduced weapon ranges and such?

+2 votes     reply to comment
Lavo
Lavo Jul 2 2014, 12:23pm replied:

The reduced weapon ranges, Hyperspace Interdiction Modification, and AI addons are the only addons that work right now. The pack will be updated in the near future.

+2 votes     reply to comment
Kuikka88
Kuikka88 Jul 2 2014, 11:17am says:

Havent seen patch notes yet, but... No more activating factions one by one? and I just noticed ( might confuse someone following the guide)

old addon is named SoGE Reb Addon - Squad Size Reduction,
new one is named SoGE Addon - Squad Size Reduction

+2 votes     reply to comment
Lavo
Lavo Jul 2 2014, 12:22pm replied:

Moddb is being extremely slow with the news post for some reason.

And yes, all races are now in one folder, no more activating factions one by one. I also did that addon bit on purpose; the new addon does not have the same files that the old one has, overwriting the old one will result in problems.

+3 votes     reply to comment
Kuikka88
Kuikka88 Jul 2 2014, 1:23pm replied:

Yep, I saw you mentioning that. The change seems radical though, as wasn't the prime concern memory issues, which could be avoided by activating factions like minimods? I have used LAA god knows how long, but it's enough?

I see. I noticed it lacked mesh-folder so it's different version for sure. Thanks for the reply!

+2 votes     reply to comment
Lavo
Lavo Jul 2 2014, 2:49pm replied:

LAA does the trick, it lets Sins use at least 3GB of RAM. The main reason for splitting back in the day is in no small part due to the lack of acceptance of LAA at the time. In addition, having a single folder will make for simpler multiplayer game setups; Sins has checksum issues with 4+ folders being activated at once.

+2 votes     reply to comment
mikey1871
mikey1871 Jul 2 2014, 12:46pm says:

so does this version mean that with the "LAA exe" now available all the older version addons will work with this new version, "SOGE 946392c? or just the updated Squad Size addon?

are the future iterations of this awesome mod gonna also be compiled?

Thank you very much for the new version btw :)

+2 votes     reply to comment
Lavo
Lavo Jul 2 2014, 1:08pm replied:

The new squad redux, reduced weapon ranges, Hyperspace Interdiction Modification, and AI addons are the only addons that work right now. The pack will be updated in the near future.

The mod is not completed yet, so there will be new versions in the future. Seeing the amount of changes done now however, that might not be for an extended period of time.

+2 votes     reply to comment
mikey1871
mikey1871 Jul 2 2014, 1:16pm says:

Thank you very very much Lavo and pass the thanks to your team also!!! it is very much appreciated!!!! :P

+2 votes     reply to comment
Adrien_Victus
Adrien_Victus Jul 2 2014, 4:42pm says:

"Many many beta testers, many who didn't do a damn thing, thanks to those that gave us valuable feedback!"

Yey me! \o/ Except for that one balancing issue that crashed what would have been the most epic battle ever >.>

+2 votes     reply to comment
wicc
wicc Jul 3 2014, 3:42am says:

Vong tree bug, Ongoing voyage apparently is only 1/1 tho it needs to be 2/2 to allow you to research Hatred of Mechanicals

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 9:59am replied:

Noted; will be hotfixed in a few days from now.

+3 votes     reply to comment
alexz04
alexz04 Jul 3 2014, 9:16am says:

Empire titan bug, the Executor destroys upon completion (half hour of gathering resources blown away without shooting at least one time xd)

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 9:58am replied:

Due to how the ability is set up, there is a "filler" Titan that is destroyed shortly before the Executor proper is completed. However, if you're sure it's the actual Executor being blown up, please send me a save of shortly before this occurs.

+2 votes     reply to comment
alexz04
alexz04 Jul 3 2014, 1:06pm replied:

You were right, i reloaded several times and every time i got the message that the titan was destroyed, but i never noticed that after 2 sec it appeared on the edge of the system, thanx and sorry for the bad info

+2 votes     reply to comment
thegrimdeath
thegrimdeath Jul 3 2014, 12:16pm says:

I love this mod, but I'm trying to install it, so it doesn't do a mini dump on me and I moved my folder from steam, instead it's in it's own folder, so how do I find sins of a solar empire rebellion .exe?

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 12:20pm replied:

How are you trying to enable the mod?

+2 votes     reply to comment
thegrimdeath
thegrimdeath Jul 3 2014, 12:24pm replied:

Well at first I just simply put it in the mod folder and activated it that way, but it wouldn't play for long before doing a mini dump, so now I'm following the instructions and it says I need that file, but I'm not sure how to find it

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 12:59pm replied:

You need to first open the Large Address Aware.exe included with the download, and then you find the game's exe through that program, as explained in the instructions.

+2 votes     reply to comment
thegrimdeath
thegrimdeath Jul 3 2014, 1:10pm replied:

Well the thing is, Sins of a solar empire isn't in the steam folder, it's in it's own folder

+2 votes     reply to comment
thegrimdeath
thegrimdeath Jul 3 2014, 1:32pm replied:

Well I'm not sure If I found the right one, but I hope I did, but thanks for trying to help and awesome work on the mod, keep up the great work

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 1:54pm replied:

If it's the ones in your Steam SoaSE folder you're good to go!

+2 votes     reply to comment
thegrimdeath
thegrimdeath Jul 11 2014, 6:19pm replied:

is this the updated version and ran into a bug, was playing online and had my supercap get destroyed :(

+2 votes     reply to comment
mikey1871
mikey1871 Jul 3 2014, 2:32pm says:

got a problem where the mod with the squad size addon is also activated, but the problem is i keep getting a saved file error now. and the game tends to crash usually before the first 15 minute auto save happens.

+2 votes     reply to comment
wawac
wawac Jul 3 2014, 4:39pm says:

Vong tree : can't research planetary shield due to prerequisite missing from the defense research pannel.

Vong again : builder vessels seem unable to build mines.

Rebel Alliance : mon calamari frigates (mc30c) are brighter than neutron stars xD

Keep the good work !

+2 votes     reply to comment
Lavo
Lavo Jul 3 2014, 7:34pm replied:

Planetary Shield gen.: Will put in the hotfix, thanks for the report!

On mines: I have no idea why this is happening, but I'll figure it out, thanks for the report!

+2 votes     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) Jul 4 2014, 4:13am replied:

It's possible that the "construction" ability the Vong have doesn't allow them to build space mines. It's a problem I had in the past that left me scratching my head for a day or two.
Looks like it currently uses Phasemoduleconstruction. If you take a look at that construction ability that might be it.

+3 votes     reply to comment
Braders7
Braders7 Jul 4 2014, 6:52am says:

I think I found a bug, when a ship/fleet controlled by the ai enters a new planet the ai immediately orders the ships outside the gravity well of the planet they travel to. The problem is the ships do not move( they can still fire though). This only happens when the sips are traveling to a planet that contains a gravity well generator. My experience was my ai ally sent a huge fleet to attack an enemy planet that contained one of these generators. I knew it was the generator as after i sent some ships to destroy it all my ai allies ships immediately started moving. I hope it helps and I hope this isn't just me.

+2 votes     reply to comment
Lavo
Lavo Jul 4 2014, 11:59am replied:

That's not a bug. What's happening there is that a gravity well generator is preventing ships from jumping to hyperspace, but the AI does not understand this, so it just sticks at the edge of the well until it can or until it is destroyed.

+2 votes     reply to comment
Aenarion_(Jasperz0r)
Aenarion_(Jasperz0r) Jul 4 2014, 7:20am says:

I think I found a bug. As the Empire, I can't seem to capture resource asteroids.

+3 votes     reply to comment
Lavo
Lavo Jul 4 2014, 11:59am replied:

Build Gladiators to do that.

+4 votes     reply to comment
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