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 1.90 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 4 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 4.11.1 release for SoaSE: Rebellion

SoGE 4.11.1 release for SoaSE: Rebellion

Full Version 53 comments

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.

OUTDATED - SoGE 4.11.0 release

OUTDATED - SoGE 4.11.0 release

Full Version 96 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 41 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 53 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...

Comments  (0 - 10 of 4,432)
itsdakoolaiddude
itsdakoolaiddude

Any chance this mod is getting updated? Like new ships/models/voice acting/or even factions like Thrawn's Empire of The Hand or Pentastar Alignment?

I do like this mod, I'm just wondering if there's soon to be more or not.

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TheBlackMarkofNod
TheBlackMarkofNod

Are you going to put the old republic era ships in this mod?

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waffle77
waffle77

Why does the Venator SD do 0 medium turbolaser damage? I've noticed in the .entity file that the antimedium damage is set to 0.0000001. Do these guns serve any purpose?

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Echo-Foxtrot
Echo-Foxtrot

Real quick question how many fighters are there per squad?

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Grassy_Knoll
Grassy_Knoll

Are the supercaps disabled in the current version? I tried to build the executor class and the allegiance class and both say i need a slot available as soon as i unlock them

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Lavo Creator
Lavo

No, you're likely trying to build it wrong.

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Guest
Guest

How do I build it? theres only 2 places I've found to build it, one says it's the wrong place and the other says I need a supercap slot

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Lavo Creator
Lavo

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:
SoGE How to Build Supercaps
Please refer to those, thank you!

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Community Rating

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8.8

536 votes submitted.

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Ratings closed.

Highest Rated (35 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 (12 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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