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.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
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
Sins of a Galactic Empire (SoGE) 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
01-07-2016
NOTE: Outside of support for rampant militia, this release does not contain any new content from the rebuild or other sources.
INSTALLATION
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The whole mod is around 2.2 GB in size, when extracted
Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
Example for Vista/Win 7/Win 8/Win 10 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
Next, before installing the mod proper, one must enable the Large Address Flag on Sins' exe.
This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.
Step by step instructions:
1) Open "Large Address Aware.exe".
2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:
...\Steam\steamapps\common\Sins of a Solar Empire Rebellion
3) Check the box specifying that you want to make the game large address aware.
4) Click on save to save the changes.
Full credit for this program goes to FordGT90Concept of Techpowerup.com
(See here for a more detailed walkthrough: Youtube.com
or: Forums.sinsofasolarempire.com )
To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):
TXT
Version 0
enabledModNameCount 1
enabledModName "SoGE 4.10.2"
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.
The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.
DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.
TEAM
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Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
Service_Disconnect (Interface icons)
Wawac (Interface icons)
mmeier1986 (Error/bug fixing)
Chimaera (Ship stats)
Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!
INACTIVE STAFF
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Evillejedi (Models, textures, ship stats)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Ludo Kreesh (SW Music, UI, interface icons)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Ozwolf (Interface icons)
Pedro (SW Music)
CREDITS
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GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)
myfist0 (Modeling and texture assistance and other insight)
RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)
Snowba11 (Most of the premade maps)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
Arvis Taljik (Praetor, Malevolence, and other, textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)
KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)
axeldude (Planet.fx)
Egosoft (Skybox textures)
ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)
Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)
MrPhildevil (Interface icons)
husker98 (A few maps built off of Snowba11's large galaxy map)
Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)
AdamKop (Rothana Battleship's original render)
Valpheus (Vasari Deep Voice mod)
dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)
Probably some other people we are missing, thanks.
CONTACT
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Forum Moddb.com
Moddb page Moddb.com
NexusMods page Nexusmods.com
Steam community page Steamcommunity.com
Sins forum Forums.sinsofasolarempire.com
Wiki Sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net
COMPATIBILITY
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Sins of a Solar Empire: Rebellion 1.85+
NOTES
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If you are new to SoGE, or feel somewhat overwhelmed by the sheer amount of different types of planets present, fire up the "Planet Sampling" map to get a feel for the mod's variety.
This release contains fully playable factions for the Rebel Alliance, Galactic Empire, Confederacy of Independent Systems, Galactic Republic, New Republic, and Yuuzhan Vong Empire.
Since it is a total conversion this mod does not contain the stock races (Advent, Vasari, TEC). If you want Star Wars races with the standard Sins races check out Star Wars: Interregnum at Moddb.com
If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to help with the mod; riggers, modellers, skinners, and UI/icon art work. Please contact Lavo on moddb or post on the development forum if you feel that you can help us.
Check the moddb page for updates on news, new content or official patches.
Time to bring the Republic to its knees, or perhaps destroy the rebellion so many choices. who will i destroy first
Go with the empire the rebels destroy two Death Stars which cost a lot of credits to build.
Not to mention all of the dead slaves that make up half the metalwork...
Empire verses the CIS :D
So I installed it all correctly and did LAA like always, but once I actually try to load into a game I get an error that says that LAA hasn't been applied properly. But when I check I'm absolutely 100% sure that the .exe is LAA. The box is checked and everything.
Nevermind. Turns out a file didn't download correctly. Redownloaded, reinstalled and now it works like a charm.
What file? I have the same problem.
do not play this game for a long time, and i noticed the endurance class capital ship was removed from the new republic is there any reason for this? and is there any chance this ship return?
It was removed awhile ago as it simply wasn't that useful and the model was not up to the mods standards. That said, the Majestic, which is now a frigate, carries a large number of fighters and arguably fills the role of combat carrier far better. Adding it back in would hurt the AI as it would likely spam these ships to it's detriment in addition to having overlap with the Majestic and as such it will most likely not be returning to the NR's roster any time soon.
you could have it be hyperspaced in using an ability like how STA 3 has the summon venerable and 3rd defense fleet abilities but give it a long cooldown time therefore the AI wouldn't be able to spam it and you could give the New republic newer ships like the Sha shore class, the Republic Class cruiser and the Belarus class Medium cruiser and maybe even a republic class star destroyer and call the ability Summon Fifth Battle Group Reinforcements.
is it intentional that the "Squad Size Reduction" is missing in this release?
What is the newest version of that?
Squad Size Reduction has been integrated into the mod proper; as such you no longer have to enable it separately.
great to hear :)
Amazing mod.
Thank you!
I cant download it because of Windows Smart screen and I have it disabled anyone have suggestions? and yes Windows Firewall is off
Curious, but is the Death Star ( I or II) at all included?
Tried installing the new 4.10.2 was previously using 4.10.0. LAA is enabled. Pretty sure everything is installed correctly. Enabled mods text edited for new mod. Whenever I try to to open it, it sits at the SOGE screen (with the 4 faction ships Wipe them out...All of them) and doesn't do anything further until the game eventually crashes (sometimes takes about 5 minutes). Any tips? I tried flipping back to 4.10.0 and it works fine... loads up in about 30 seconds.
UpdateL: I got it working. reinstalled everything (including base game) Must say im very impressed by how the new build plays. previously the game was so laggy it wasnt even worth trying to finish a game, but now my framerates stay well above playable even during late game battles between hundred of capital ships. Ive actually managed to finish a game now without giving up because the game was running at 5 fps. Very nice build on the new update, cant wait to see what the future brings.
im having the same problem
is there any chance to see more fractions, like Hutts, Imperial Remnant, empire of hand, Hapes consortium, to be as stand alone factions
also do you plan to add more neutral type of ships that can be captured and used(it would be great addition)
The regular empire and new republic can sort of be used to represent the Imperial remnant and the hapes consortium. I think it would be cool to have the Chiss Ascendancy and the mandalorians as new factions though.
where is the sins executable i cannot find it
So I did everything correctly, just as it said in the installation instructions. Then when I start my game the mod isnt in effect. Then I went to the Mods tab to see if it was even running, and it says that it is enabled. I've even watched several videos on how to install this mod and it still will not work. Any suggestions?
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I know its now not being worked on but does the TOR addon work with the new version because I cant see the sith empire or the old republic in the faction menu?
i need help with the install every time i start the game it just stays on the intro screen forever can anyone tell me what i can do to fix this i really want to play this mod
The game crashes.I have the 1.85 GOG and i applied 1028x768 resolution.How can i do to resolve this problem? Thanks
Oh! When I play New Republic now in this latest patch I can't find Endurance-Class fleet carrier(Star Destroyer) that I can build in previous mod, So did you guy remove it? I always pack them with her sister design AKA Nebula-class Star Destroyer like they are intend to be cheap capital ship type of Battleship & Carrier task force, And now I see only Nebula-class Star Destroyer in the Class-II dockyard, So did you intend to remove her form be able to build or you just mistake forgot to include her in the New Republic ship file?
if you scroll bac up the comments here they address this very issue by saying it was replaced with the majestic
Oh! Sorry I post it on wrong section.
Thank you for answer my question, But by the force why did they did that when they can have them bolt? I mean the "New Class Modernization Program's ship" is the pinnacle of New Republic Navy that they change form ragtag force of Rebel Alliance Fleet that got their ship form donated and captured that group up to be a fleet to fight the Galactic Empire that got them a lot of problem in their maintenance when their fleet become bigger and bigger and because of that wide variety of vessels and ship types put tremendous strain on the Rebel fleet supply chain not to speak about change ther CO form different type of ship you may thing about train their skill form ground up again because of that, And when they won the war they want to solve this problem by use NCM program to standardised their new Republic Navy to reduce their upkeep cost in their supply chain & chain of command and to transform their Rebel ragtag militia in to organized standing military. And that is the point to play New Republic faction form the Rebel Alliance, It give you a different feel form play the Rebel Alliance! And the most important reason is why can't we have them all, I mean NCM program's ship is only got 14 class right? It's not like those of Imperial or Rebel that got ton of ship's class and also they already made the model and ship's in game file too! I bet Jar-Jar is behind this mess! lol
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Please help, for some reason no matter what i do i cannot build the super capital ships for any faction. Are these locked to certain maps or am i missing something? I have reinstalled the mod and i have tried changing settings as well as making sure i research each factions correct super capital but still to no avail. This mod is great but the games become boring after i reach the point where I can't build super capitals
zann consortium We should add this man.. As another empire to play!
I would help you make it ^.^