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 85 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 26 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 4,332)
Guest
Guest

How do u travel in between holonet relays?

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Lavo Creator
Lavo

You have to research the second culture spread tech your faction has; it will be mentioned in their descriptions if the tech enables this ability.

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Navisiul
Navisiul

Love this mod, but just out of curiosity, is there a reason that the TIE Defender is not the heavy bomber of the Empire? It did originate from Legends and fills the same roll.

This obviously won't change how I see the mod, just to know if there is a specific reason for it.

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Lavo Creator
Lavo

First and foremost the TIE Defender was not a heavy bomber in Legends; that falsehood only existed in Star Wars: Empire at War. It was a multi-role starfighter whose performance was entirely unrivaled for decades after it's introduction into service. In fact, it's proton torpedo load out is the same as the X-wing's, that being 6 total.

As for why it is not the Empire's advanced fighter, this boils down to two reasons, one being that it was not commonly deployed in the Empire, in particular in comparison to the TIE Interceptor, and secondly that it would be drastically better than all other craft to the point of being unbalanced.

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Navisiul
Navisiul

Thank you!

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LeriWeill
LeriWeill

Are we gonna have the Viscount "OP" Star Defender for the New Republic ? :D

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Lavo Creator
Lavo

That ship is already in for the NR.

Reply Good karma+1 vote
ImMrMeeseeks
ImMrMeeseeks

Got things working! New question is how can i change fighter squadron sizes from 1 fighter to you know... the normal like 6 or whatever per squadron size like in the standard sins game? I watched an install video and apparently the squadron size reductino is an addon, which to me sounds like ******** as i can't find any "squadron size reduction" addon and it seems to be part of the standard mod... Umm, how do i chagne this becuase my pc can handle the swarms of fighters just fine

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Lavo Creator
Lavo

The squadron size reduction was integrated into the mod proper for performance reasons; that video is slightly outdated. No single computer on Earth can handle Sins without lag in the late game given that Sins is a single-core locked game.

Reply Good karma+1 vote
julliuscaesar
julliuscaesar

Hello are you guys planning on further development for the old republic addon? That would be really cool.

Thank you (love the mod btw).

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Lavo Creator
Lavo

Unlikely

Reply Good karma+1 vote
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8.8

527 votes submitted.

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Ratings closed.

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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