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 1.80/1.82+ and, with or without, all DLC.

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BSX-5 Regarding Ko/TOR Era Regarding Ko/TOR Era
Blog RSS Feed Report abuse Latest News: Old Republic Era Update, Part I

30 comments by Seymour2012 on Mar 22nd, 2015

Hey guys!

I hope everyone has had a nice long, relaxing six months break since the last time we posted a news update! I know that it’s been awhile since there’s been any official mention of how our SWTOR/KOTOR mod is progressing, so I figured that it’s time for us to give our first news release!

I’m sure the question on everyone’s mind is “when is this expansion going to come out?" The truth is, honestly I have no idea on a timeframe. Personally, I would like to say “as soon as possible” but the fact remains that we only have a very small number of people working on our team to get this project done. And while I’m eternally grateful to the members of our team who have dedicated such an amazing amount of time and effort to this expansion already, I have to say that it’s only a small handful of us who are working on this project and we can only work so hard, and so fast to produce a quality expansion to Sins of a Galactic Empire.

We need help in all the forms we can get. From people who can model, rig, and texture to people who just want to playtest and throw around some ideas for tech and ship balance: we need your help. Right now we have a very dedicated small group of people who have an overwhelming amount on their plates, but if you guys could lend us a hand or two in any way that you can, you would help us move forward much faster. Even if you think you can’t do something, but just want to help, we will find you a place. If you think you can donate any time or talent please shoot me a message, or leave a comment and I will respond to you ASAP. We welcome any individuals who would like to be part of our team.

So, if there’s any other way I could possibly convince you guys for help by begging, let me know! Haha. We are all excited for this expansion, and we want to deliver a quality expansion to Sins of a Galactic Empire and not a half-baked, half-assed product.

With that business out of the way I’ll share with you where we are currently at: our foundation point. I’d say that, overall, we’ve finished with our foundation for the expansion. We’ve decided on what ships we want to use, and have 95% of them currently implemented and working. We have a rough fleshed out idea of what we would like each faction’s tech focuses to be, along with the role their ships will play. We are cutting music from KOTOR 1 and 2 and SWTOR to be used, as well as trying to find relevant voices from the games to be used as the interaction and confirmation voices on our ships. We are working on making sure the textures/skins, models, and scales of ships are as vibrant and referentially correct as they can possible be (an example of what I mean is take the picture of our Thranta model, we are trying to ensure that it will look closer to its SWTOR reference point than what it is now.)

Regarding Ko/TOR Era

I’m sure one question you have is about titans: will they be available? Possibly. The reality is that it is hard for us to find a comparative titan for the Sith Empire and Old Republic. There are a number of ways we could go with this: using existing ship models and giving them command Heroes (ie. Using our Interdictor model but calling it the Leviathan, using the Centurion and calling it the Ravager, etc.). We are open to any ideas. If you have some ships you think would make good titans, let me know. Send me a message, or post a comment and I’ll get back to you.

Regarding Ko/TOR Era

Now, with all of that wall of text being said and now out of the way, I’m sorry to say that I only have one little bite-sized new picture to give to you guys of one of the Empire’s new capital ships: the BSX-5

BSX-5

Remember, we need your help. If you want your thoughts and ideas heard on what direction you'd like to see this mod go we are giving you a seat at the table, you just have to participate.

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Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 50 comments

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

SoGE Hotfix - 4.9.1

SoGE Hotfix - 4.9.1

Jul 15, 2014 Patch 51 comments

This hotfix fixes several issues in the prior public release. To install, extract to your mod directory and overwrite when prompted.

SoGE 4.9.0 release for SOASE Rebellion 1.82

SoGE 4.9.0 release for SOASE Rebellion 1.82

Jul 2, 2014 Full Version 165 comments

Sins of a Galactic Empire 4.9.0 (946392c) release for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - Sins of a Galactic Empire - Addons Pack

OUTDATED - Sins of a Galactic Empire - Addons Pack

Dec 1, 2013 Other 23 comments

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

OUTDATED - SoGE 4.8.0 release for SOASE Rebellion

OUTDATED - SoGE 4.8.0 release for SOASE Rebellion

Nov 22, 2013 Full Version 310 comments

Sins of a Galactic Empire 4.8.0 (R1114) release for Sins of a Solar Empire: Rebellion 1.80+; a Star Wars total conversion mod for Sins of a Solar Empire.

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Feb 3, 2013 Mapping Tool 12 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for SoGE and Novus Universum.

Post comment Comments  (0 - 10 of 3,447)
law4426
law4426 20hours 48mins ago says:

Hey, you guys still around? Haven't heard about anything in regards to the mod for a while

+2 votes     reply to comment
flavio.fass82
flavio.fass82 May 27 2015, 11:35am says:

I'm changing some things from ships and I wonder if it would be possible to assign number of targets for specific weapons, for example: imperial nature has 3 weapons one heavy cannon medium and a light, I would assign a front target, a side target (right and left) for heavy cannon; two front and two side target targets (right and left) for the average cannon and three targets front side and three targets (right and left) for the light gun would be possible ...? I'll put the snippet of GameInfo:

NumWeapons 3
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 201.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 200.000000
DamagePerBank:RIGHT 200.000000
Range 4500.000000
PreBuffCooldownTime 7.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 4500.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "WEAPON_GREEN_TL_HEAVY_MUZZLE"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 1
sound "WEAPON_EMPIRE_TL_HEAVY_MUZZLE"
hitEffectName "WEAPON_GREEN_TL_HEAVY_IMPACT"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_TLHITHULL"
sound "EXPLOSION_TLHITHULL_ALT1"
sound "EXPLOSION_TLHITHULL_ALT2"
hitShieldsEffectSounds
soundCount 4
sound "EXPLOSION_TLHIT"
sound "EXPLOSION_TLHIT_ALT1"
sound "EXPLOSION_TLHIT_ALT2"
sound "EXPLOSION_TLHIT_ALT3"
projectileTravelEffectName "WEAPON_GREEN_TL_HEAVY_TRAVEL"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERPSI"
DamagePerBank:FRONT 100.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 100.000000
DamagePerBank:RIGHT 100.000000
Range 4500.000000
PreBuffCooldownTime 5.625000
CanFireAtFighter TRUE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 4500.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "WEAPON_GREEN_TL_MEDIUM_MUZZLE"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 1
sound "WEAPON_EMPIRE_TL_MEDIUM_MUZZLE"
hitEffectName "WEAPON_GREEN_TL_MEDIUM_HIT"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_TLHITHULL_M"
sound "EXPLOSION_TLHITHULL_M_ALT1"
sound "EXPLOSION_TLHITHULL_M_ALT2"
hitShieldsEffectSounds
soundCount 4
sound "EXPLOSION_TLHIT_M"
sound "EXPLOSION_TLHIT_M_ALT1"
sound "EXPLOSION_TLHIT_M_ALT2"
sound "EXPLOSION_TLHIT_M_ALT3"
projectileTravelEffectName "WEAPON_GREEN_TL_MEDIUM_TRAVEL"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERPSI"
DamagePerBank:FRONT 100.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 100.000000
DamagePerBank:RIGHT 100.000000
Range 4500.000000
PreBuffCooldownTime 5.625000
CanFireAtFighter TRUE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 4500.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "WEAPON_GREEN_TL_MEDIUM_MUZZLE"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 1
sound "WEAPON_EMPIRE_TL_MEDIUM_MUZZLE"
hitEffectName "WEAPON_GREEN_TL_MEDIUM_HIT"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_TLHITHULL_M"
sound "EXPLOSION_TLHITHULL_M_ALT1"
sound "EXPLOSION_TLHITHULL_M_ALT2"
hitShieldsEffectSounds
soundCount 4
sound "EXPLOSION_TLHIT_M"
sound "EXPLOSION_TLHIT_M_ALT1"
sound "EXPLOSION_TLHIT_M_ALT2"
sound "EXPLOSION_TLHIT_M_ALT3"
projectileTravelEffectName "WEAPON_GREEN_TL_MEDIUM_TRAVEL"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 1
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1
canOnlyTargetStructures FALSE

+1 vote     reply to comment
paterah
paterah May 24 2015, 5:27pm says:

Great mod, although Im wondering if you have any plans to diversify the tech trees between the factions.

+1 vote     reply to comment
icheben137
icheben137 May 24 2015, 11:35am says:

Am I just stupid af, or are the enemys damn good? Im playing The Clone wars era most of the time, and almost always, the CIS overruns me on easy.. Im new to the game but already know how the game works and how to (theoretically) win. Any tips? I know that spaceports are damn important, that was my newest realization.

After I look on the game, the enemy always has double as much credits with less planets than I do

+1 vote     reply to comment
Zupanicarr
Zupanicarr 4hours 20mins ago replied:

Specialize worlds, SoGE adds a bunch of different planet types, many of which have modifiers for things like trade income and ship production.
For example, on a industrial or a shipyard world, build a ton of shipyards. I once had the ability to build fifteen capital ships at once, I don't think it was an industrial or shipyard world either, whatever the Mustafar equivalent is in this mod.

+1 vote     reply to comment
Kriegtooth
Kriegtooth May 18 2015, 9:20pm says:

Curious, does this mod have full campaigns for the Clone Wars and Galactic Civil War?

Also, im new to Sins of a Solar Empire, can I have multiple mods installed, like Medieval 2 Total War, or Mount & Blade, or is it just a one at the time kinda thing?

+1 vote     reply to comment
Zupanicarr
Zupanicarr May 19 2015, 11:55am replied:

There are no campaigns in Sins' in general, but you kinda form your own during a game.

And yes, you can have as many mods installed as you want, though obviously you don't want to run more than one at a time.
For Sins of a Galactic Empire, you have to manually enable the mod via the "enabled mods.txt" in the mods folder, rather than in game, for most mods you have to do this, however.

+2 votes     reply to comment
Sarah0782
Sarah0782 May 18 2015, 7:51pm says:

PErsonally if you need anymore mod Testers for the SOGE Old Republic Era i'd gladly help you guys with that really would love to see the work in progress even if it isn't as say the Empire or other Classes but remember if i remember right old republic does Rely soly on fighters and frigates /millinium falcon like ships thinking those are frigs but not entirely sure lol.. but would love to help test message me if you guys need the help.

i've Tested a few of the mods that wer pre beta that i had helped develop had to take a break from testing cause of kids but i'm free to do so now if you need me to - Sarah

+1 vote     reply to comment
Dominator873
Dominator873 May 18 2015, 4:55pm says:

Personally, I would love to play test the expansion. I have really enjoyed your mod and have no problem reporting bugs and issues.

+1 vote     reply to comment
kas110
kas110 May 17 2015, 5:23am says:

Right, I have a older version of this mod for a while now, and it was all running smoothly, i recently re downloaded this, and started playing again, with the recommended graphics settings and I crash around 5 - 10 mins into playing, it is a C++ Runtime error? Any way I can stop this, I remember the mod being great, so really want to start playing again. Thanks :)

+1 vote     reply to comment
Zupanicarr
Zupanicarr May 17 2015, 2:27pm replied:

You have to enable LAA(Large Address Aware), which comes with the mod.
It's also probably a good idea to turn on the single fighter mod, as even with better computers it tends to cause lag, but only if you need to.

EDIT: To clarify, even if you did it before, there was a patch for the game a while back that modified the .exe, so you'd have to add LAA again anyway.

+1 vote     reply to comment
kas110
kas110 May 18 2015, 7:32am replied:

I was just about to say that I have already added LAA, but then I saw your edit... Will redo it and see if that helps, thanks.

+1 vote     reply to comment
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Release Date
Released Dec 31, 2011
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8.8

458 votes submitted.

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Ratings closed.

Highest Rated (26 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, 12:25pm by OseronPhaer

Lowest Rated (4 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, 10:44pm by CagiVasu

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