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 all DLC.

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Blog RSS Feed Report abuse Latest News: SoGE 946392c Released

34 comments by Lavo on Jul 2nd, 2014

It is my pleasure to announce the release of SoGE 946392c! This release brings with it a number of changes, both in terms of gameplay and visuals.

Gameplay

  • The AI has been reworked and buffed. Do not be afraid to try out Easy difficulty now, you might be surprised by the capabilities of the Normal AI!
  • The range of all ships and abilities, plus the size of gravity wells, has been reduced by 25% for an enhanced cinematic experience and more enjoyable play.
  • The cost of ships, structures, and research have been halved, and income rates have been adjusted. Further, the number of resource asteroids per planet has been reduced, income per resource asteroid increased accordingly. These changes have the two fold effect of giving SoGE a much more vanilla Sins feel, and facilitating planet management, while maintaining the previously established balance.
  • The Alliance now has the Quasar Fire in their lineup
  • For the CIS, the Droid Tri-fighter is now their advanced starfighter, replacing the Nantex, while the Advanced Droid Bomber now takes on the advanced starbomber role.
New Yuuzhan Vong Civilian Tech Tree

  • The CIS, Republic, and Yuuzhan Vong have all received new civilian tech trees, a demonstration of what SoGE's next focus is in terms of gameplay changes.
  • The Yuuzhan Vong faction has been completely reworked, thanks to their ships' health system being entirely redone, plus the new tech changes, the Vong are a force to be feared.
  • Implemented Flagship victory mode.
  • The descriptions for all ships in the game have been updated, to make the mod more accessible to those unfamiliar with Star Wars. Included in each description is the number of squadrons the ship is noted, if applicable, and for combat ships the targets per bank count of the primary weapon(s) has been included as well.

Visual

  • Brand new UI, created by Ludo Kreesh. 
  • New capital ship explosions
  • Virtually all weapon particles have either been rehauled or replaced
Pew Pew
Pictured here is the side gun of a Tector firing at Rebel scum

  • Several fighter models have been replaced, new bump maps have been created for all ships/structures, and many ships have been given proper hard edges+tangents.
  • The skyboxes in the mod have been replaced with new ones. Make sure you turn on colored skyboxes to see them!
New Skyboxes

  • New bloom shaders have been included to make bloom much nicer.
  • Shields are now visible when ships are hit by enemy fire. Small amounts of hits will make shields flare up briefly, while large volumes of fire will make ships light up like a Christmas tree.
  • New ISD models by Max of STA3.
ISD Model Updated

Download

Sins of a Galactic Empire
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Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 19 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 - 8a75ab7

SoGE Hotfix - 8a75ab7

Jul 15, 2014 Patch 23 comments

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

SoGE 946392c release for SOASE Rebellion 1.82

SoGE 946392c release for SOASE Rebellion 1.82

Jul 2, 2014 Full Version 103 comments

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

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 R1114 release for SOASE Rebellion

OUTDATED - SoGE R1114 release for SOASE Rebellion

Nov 22, 2013 Full Version 308 comments

Sins of a Galactic Empire (SoGE) 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 7 comments

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

Post comment Comments  (0 - 10 of 2,899)
echuu
echuu Jul 29 2014, 3:27am says: Online

I finally found a trick to get through my performances issues in late campaigns (I have a good PC, by the way).

I'm currently playing a Clone Wars campaign as the Republic vs CIS, 113 planets and just two factions.

I must be around 2-3 hours of playing, have 4 quite big fleets and ~ 25 planets in my empire.

For the first time, I always manually dock all my fighters and launch them only in battle. I did not build any mines field either. And I'm not lagging. I have a few slowdowns during some battles, but not when moving on the galaxy map.

So here is my suggestion (I don't know if it is doable in terms of engine): make a script that forces the AI to dock its fighters, and to launch them only when needed, then dock them again. Maybe make the new squadrons to be docked automatically when they are built instead of launching them?

Perhaps you could include that modification along the other addons? It would be really helpful, specially when playing with factions with a lot of fighter squadrons.

I would personnally love a addon that reduce the max squadrons number per capital ships for factions like The Republic or CIS, but that's a matter of personnal feeling.

I'm glad the AI don't build mines field, too.

I'm finally able to really enjoy my campaign more than one hour, and I want to thank you all the team for your work. I played Star Wars Warlords for Homeworld 2 years ago, and I'm glad to play SoaGE now. Keep up the development and the good things!

Hope you will take my suggestions into consideration :).

+2 votes     reply to comment
Lavo
Lavo Jul 29 2014, 6:26pm replied:

There isn't a way to reliably get fighters to auto-dock to my knowledge. Further, for some large gravity wells, purposely putting fighters on the other end of the grav well, away from defenses, can be a valid defensive tactic, and is not something I'd want to change. I'm not surprised that mine fields and fighter squadrons are causing game lag; they create a lot of entities for the game to track.

That being said, the squadron reduction addon included in the main download does exactly what you wish; it reduces all fighter/bomber squadrons from 6 or 12 units per squadron to 1, which slashes the amount of strikecraft entities on screen. I'm unsure if you have tried it or not, which is why I mention it.

+2 votes     reply to comment
echuu
echuu Jul 29 2014, 7:18pm replied: Online

Yes I use it. I meant more an addon that reduce the maximal number of squadrons per vessel rather than reducing the number of fighters per squadron.

The Republic, for example, has many squadrons slots and I usually have around 100 squadrons per regular fleet. If I have several such fleets and the AI too, the game lags.

Too bad the game uses only one core, laggin is the only thing that bother me, otherwise everything is absolutely perfect. ^^

Edit: you say the Squadron Reduction Addon reduce the amount of fighters per squadrons from 6 or 12 to 1? I'm playing with it since the beggining and I have three fighters per squadrons.

Does the activation order in EnablesMods.txt matters?

+1 vote     reply to comment
Lavo
Lavo Jul 29 2014, 9:34pm replied:

As mentioned, the Installation Instructions, any addon -must- be above the main mod in your EnabledMods.txt as otherwise it will not be activated.

Further, reducing the number of squadrons per ship won't make much of a difference versus the squadron reduction addon.

+2 votes     reply to comment
echuu
echuu Jul 30 2014, 3:18am replied: Online

Thank you for the tip. :)

+1 vote     reply to comment
001kito
001kito Jul 27 2014, 1:54pm says:

I find the new AI a bit unbalanced. On Easy there are almost no enemy fleets. But on Normal it is just crazy. The AI has 5 capitals and several combat ships right after the match starts, even if they have almost no resource extractors, and by early-midgame it is like playing on Very Hard with massive fleets.

Could Normal be a bit less painfull in the next release? I think there is no middle point now.

For the rest: AWESOME MOD

+1 vote     reply to comment
Lavo
Lavo Jul 27 2014, 9:36pm replied:

It's impossible for me to tweak individual AI settings, unfortunately. The work that has already been done to tweak the AI is in fact a work around, a method that uses special research and abilities to give the AI a buff humans cannot get a hold of.

As mentioned in the FAQ and known bugs, the Easy AI can be a hit or miss; there are times when it does not research the AI buff. When this occurs, the Easy AI is a joke. When it does get the research however, it becomes moderately competent. Also make sure that you have the hotfix, which helped address the AI's early build up.

+1 vote     reply to comment
lordvadersky
lordvadersky Jul 26 2014, 10:58pm says:

I followed all the instructions to install this mod (to the best of my ability that is) and it hasn't worked. I'm not sure what I did wrong either.

+1 vote     reply to comment
lordvadersky
lordvadersky Jul 27 2014, 12:41am replied:

Ignore my post as I fixed the problem

+1 vote     reply to comment
FineRanger2134
FineRanger2134 Jul 29 2014, 5:17am replied:

well can u tell me how to do it then

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion Icon
Platform
Windows
Developer
SW Rebellion
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Official Page
Warlords.swrebellion.com
Release Date
Released Dec 31, 2011
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Highest Rated (21 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

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