SoGE is a Star Wars Total Conversion for SoaSE: Rebellion with it's roots in the Homeworld 2 mod Star Wars: Warlords which features the two primarily sides of the Galactic Civil War, the Clone Wars, and the Yuuzhan Vong War. The current public version works for Sins of a Solar Empire: Rebellion 1.86 and, with or without, all DLC. Rated #6 players choice in MOTY 2014. An editors choice in MOTY 2015.

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Welcome to the final update on the SoGE rebuild! We are now officially releasing version 4.11.0 of Sins of a Galactic Empire. Since our last release we’ve been working on rebuilding the mod from scratch to crush little bugs lying around and to optimize the mod for better performance. We’ve touched on pretty much every aspect of the mod, bringing small changes and massive optimizations across the board.

Rebuild Progress Update #4: Completion

Mi'id Ro'ik inside a plasma storm


Additionally, in response to the many requests for it, we have added full support for the ingame Map Designer! You can now use it to create custom maps to your heart’s desire. Users of the Galaxy Forge will not be disappointed either, as a handful of new unique ship assets have been added for those who want to make specialized segments from Star Wars history. Such ships include an Imperial Acclamator, Imperial Venator SD, Imperial Victory I SD, NR MC80B, NR Executor, and Katana Fleet Dreadnaught. I’ll also put out a reminder that SoGE does have a way to put in capturable ships; simply add whatever ships you wish to be capturable into a ShipGraveyard planet and they will be disabled and rendered capturable by colony frigates. Plus, a specialized planet with the mesh/particle of a K-class star has been added for those who wish to make “systems” without being forced to turn to star entities with their unique star to star travelling. Further we have implemented support for the Roaming Militia of Outlaw Sectors. Also, there have been some slight changes to the uncolonizable gravity wells. Black holes are now a thing, courtesy of Cole Protocol of SotP, the various clouds and storms have had their particles swapped out for beautiful, and optimized, ones from STA3. Hopefully all of this will make SoGE an even more enjoyable experience.

Rebuild Progress Update #4: Completion
Black hole particle


Moving forwards, development will be shifting away from major gameplay changes and sweeping balance patches, and instead will home in on the neglected parts of gameplay and polish. Such parts include random events, while polish covers areas such as putting in newer, and better, models and fixing up the rigging for existing ships with terrible or non-existent rigging. Additionally, another focus will be redoing the shield meshes of SoGE. Currently, SoGE makes use of hull hugging shields, which are both lore inaccurate and are more CPU intensive than the lore correct bubble style shielding, as seen in media like the Clone Wars CGI series, which is both EU/Legends and Canon.

Raider-class corvette

Raider-class corvette


I would also like to take this opportunity to personally extend a thank you to fellow team member M. Meier, for his pysoase tool set, which has been absolutely invaluable during the course of the rebuild and is an extremely useful asset for all Sins modders. Without it, and his assistance on the whole, the rebuild would not yet be completed. We would also like to give a nod to Interregnum and Ascendancy, the other two high quality Star Wars mods for Sins!

We would like to thank everyone for providing feedback and suggestions from the previous versions of the mod as well as the fans and players for their support! If you enjoy this mod, and enjoy the rebuild build of the mod, please consider voting for us in ModDB's Mod of the Year contest.

Rebuild Progress Update #4: Completion
New Meteor Cloud particle


Changes (Incomplete!)

-Rebuilt the mod from scratch, killing any leftover Entrenchment-era kinks
-Extended support to ingame Map Designer
-Added black hole and K-class star planet types
-Changed particles for cloud/storm uncolonizable planets
-Revised stars and star particles
-Changed the CIS supercapital system to being a cap of 4 like the Alliance, with the Subjugator being toned down to become a cap of 4 supercap
-Buffed Mandator II's weapons, shields, and Advanced Fleet Tactics ability
-Lancer swapped out for Raider and adjusted stats accordingly
-Assault Frigate Mk.II removed and replaced with a DP20 as the Alliance’s scout; stats have been adjusted accordingly
-Reduced Alliance AI's bonus to match other AIs
-Tweaked under the hood SoGE AI buffs
-Revised pirate raid tiers, making lower tiers noticeably more difficult
-Revised Quasar Fire squadron count and costs
-Weapon SFX changed from .ogg format to .wav for massive performance gains (hats off to the STA3 team for this tip)
-Removed all unused vanilla entities, and a lot of unused mesh files, from the mod for further optimization

Rebuild Progress Update #3: The Road to a New Republic

Rebuild Progress Update #3: The Road to a New Republic

News 3 comments

The Alliance and New Republic have been added, sans supercaps, and work on the Yuuzhan Vong is next on the list.

Rebuild Progress Update #2: Clone Wars and Outlaws

Rebuild Progress Update #2: Clone Wars and Outlaws

News 13 comments

Here's what has been going in the rebuild for the past three months, what will happen due to the release of 1.85 and Outlaw Sectors and when, plus the...

Rebuild Progress Update #1

Rebuild Progress Update #1

News 12 comments

The rebuild currently has all planets in plus militia, music, most maps, and the Empire has been ported over nearly 100%, all ships save supercaps, abilities...

Sins of an Old Republic, open pre-alpha.

Sins of an Old Republic, open pre-alpha.

News 17 comments

We are happy to announce that our pre-alpha will be open to all.

RSS Files
SoGE 4.11.0 release for SoaSE: Rebellion 1.86

SoGE 4.11.0 release for SoaSE: Rebellion 1.86

Full Version 92 comments

Sins of a Galactic Empire (SoGE) 4.11.0 release for Sins of a Solar Empire: Rebellion 1.86, a Star Wars total conversion mod for Sins of a Solar Empire.

OUTDATED - SoGE Addons Pack for 4.10.2

OUTDATED - SoGE Addons Pack for 4.10.2

Full Version 40 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE.

OUTDATED - SoGE 4.10.2 release

OUTDATED - SoGE 4.10.2 release

Full Version 35 comments

Sins of a Galactic Empire 4.10.2 release for Sins of a Solar Empire: Rebellion 1.85, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

Patch 27 comments

Sins of a Galactic Empire GOG patch for Sins of a Solar Empire: Rebellion 1.84; this patch is for those whom have 4.10.0 or 4.10.1 and are on GOG (aka...

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

Patch 52 comments

Sins of a Galactic Empire 4.10.1 patch for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire. Requires...

Hotfix to Ko/TOR Addon

Hotfix to Ko/TOR Addon

Patch 35 comments

Fixed Hotfix for the Old Republic era mod, thanks to Vader

Comments  (0 - 10 of 4,347)
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Stainster
Stainster

If anyone wants to play on multiplayer add me on steam at Stainster

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MikeOh
MikeOh

Hey, I think I've only ever logged into this site once before in my life, 3 years ago or so. But I figured I'd dig up my login info and log on to say thanks for this mod. It's without a doubt the best mod I've ever played for any game. Ever. It's given my friends and I hundreds of hours of Star Wars love and entertainment.

You guys are frakking awesome.

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hangya
hangya

The only reason why the Rebels win in the Return of the Jedi above the Endor is that the Emperor is crazy and don't let the Star Destroyers to attack.

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hangya
hangya

And i think some of the ships is very overrated. For example the Viscunt. I am not understand that in the Empire at War mod's too. I am a big Star Wars fan. I am not read books and comics but i think i know a lot of that universe. I am not remember that the Rebels or any other Star Wars factions match with the Empire. The Rebels are not have ships like the Viscount what do a massacre between Imperial Star Destroyers. When the Rebels meet with an Empire fleet usually retreat because they are not have the power to fight with the Empire directly. That is why they use the "hit and run" tactic. Anyway some of the ships are very unrealistic.

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hangya
hangya

This is the best Star Wars mod for this game. Thank you. I notice two problems. When i activate the Empire build Venator and Victory I add-on the Venator does not have a picture in the capital ships panel. Just a big empty square what i see. It is work. I am able to train a Venator if click there but it will be better if the Venator's picture appear there too. And i have some problems with the game difficulty. I am not activate the tougher and nightmare AI i am play the normal game but i think the AI cheat somehow. I set the difficulty to easy but the AI still appear with very big fleets during very short time and always destroy me. I am hardly train some ships because i have not much resources. The AI also start with one planet. How the hell the AI train a "thousand's" of ships during this very short time? I am try to play in the smallest maps but the AI still do that. Is there any way to change the difficulty or optimize the AI?

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Laxin10
Laxin10

The mod author is aware of the venator picture thing. It might be changed with the next release but isn't a big issue at the moment.

For the difficulty, they are able to build so many ships because they aren't building capital ships. They spam a bunch of support ships (most of them carrier type ships as in fighters and bombers). Really the best thing to do is put the difficulty to easy if your having that much trouble. Just practice, it's meant to be a fast paced game.

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Guest
Guest

This is not true because the AI use a lot of capital ships too in easy difficulty. Hangya, I forget to login.

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Laxin10
Laxin10

I don't know how much experience playing easy and normal difficulties but the ai spams support ships, not capitals. They use a couple capital ships sure, but not more than a handful at a time. They use a lot of frigates and absolutely spam support ships. It's unfortunate but it's not the mods fault it's the game.

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hangya
hangya

I play a few game. You are right. The AI use 5-6 capital ship in the first attack. I destroy them. With the second attack bring approx the same than the first attack. I destroy them. After that the AI is not bring much capital ship. Max three. I am still not win in easy difficulty. I set an AI teammate for me 2 vs 1 and i am still not win a game yet((2 Empire vs Republic, the easy AI somehow have an ultra planet and in there build one hundred holonet station and his culture kick me out my planets. I attack that planet all of my forces but they use ultra hull repair or something, their structures repair themselves without repair stations (60/s))) I try all of the Star Wars mod with this game and i think that's the best. I really wanna play with that but the AI is a nightmare to me...

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Laxin10
Laxin10

If your having this much trouble I think you should watch people on youtube play the mod. The more you watch the more you will learn. The XPGamers channel has a good series on this mod, though its quite old, and might help you.

In terms of culture, its quite simple. Make a lot of holonet receivers. Research some things that boost the culture multipliers on your planets.

Especially on easy difficulty, the ai is really simple to play against. I think you just need practice in the rts genre.

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527 votes submitted.

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Highest Rated (34 agree) 7/10

I have to give it a seven. While the mod most certainly looks nice, it's scale, both visually and gameplay-wise, doesn't work well in Sins. All costs have been increased and so has resource collection, but they feel harder to control as a result. As for the appearance, all the systems appear to have been scaled up in size and the ships scaled down. I would have preferred the game to have more of a vanilla Sins feel than it has now because it makes you feel more involved when you can see your ships…

Feb 17 2012 by OseronPhaer

Lowest Rated (11 agree) 3/10

The ships look glorious, but all we needed was few tweaks to the game mechanics, not a complete overhaul (which has subsequently nearly broken the game). The economy is quite frustrating. I don't even see the point in the changes. The vanilla game has a really well balanced economy, not one where I have an infinite supply on one thing and the tiniest trickle of another. Bring back fleet supply and command to what it was, bring back the same income and distribution of the original asteroids, and…

Jan 28 2014 by CagiVasu

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