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.

Description

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.

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SoGE 4.11.1 release for SoaSE: Rebellion
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Lavo Author
Lavo

Change log will be posted at a later date; unfortunately I do not have the time right now to get a proper article written up.

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Darth_Ross
Darth_Ross

Its okay its just great to know such a great mod is still being worked on!

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Darth_Cameroth
Darth_Cameroth

Don't work yourself too hard. Your an amazing person who if i'm not mistaken helps with a few different mods. Looking forward to the change log.

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ThotWen
ThotWen

(buried)

You're.

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DesertedShadow
DesertedShadow

God sake fix those venators in republic. They look really ugly. Can they fire without turning their left to the enemy?

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StarryNights
StarryNights

hotfix pls

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Guest
Guest

So, any chance this has Kotor ships in it? tried to use the add on but the versions cause it to crash on startup. Plus, this is the only SW mod I've seen attempt TOR era ships...

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Darth_Cameroth
Darth_Cameroth

Perhaps we could ask if there is any chance we'll see the Hammerhead for the Rebel Alliance. I'm not sure how that would go though since this mod seems to be Legend's canon (what with Including the Vong). And the Hammerhead was introduced in Disney's canon. So far I have not seen any mods that like the idea of mixing the two.

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Arma3Adict
Arma3Adict

Actually the Hammerhead first appeared in Legends (Knights of the Old Republic)

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Darth_Cameroth
Darth_Cameroth

I didn't claim it wasn't. I am well aware it was. I was just asking that since we have now seen it in the rebel alliance if it had a chance of appearing. But I can understand how you got confused.

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Lavo Author
Lavo

Ko/TOR is not included in this.

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Lavo Author
Lavo

Here's the full change log, it isn't particularly organized, but it is complete.

CHANGES
-Black market buy/sell amounts changed to 500 regular, 1000 shift click
-HoloNet pact removed, its modifier, AllowAlliesToUsePhaseGates, is now applied via each faction's tech that unlocks the HoloNet Relay ability
-Resolute supply cost reduced to 19, costs adjusted accordingly
-Republic capital ships, Dreadnaught, and Stalwart build times reduced by 15%
-Republic spaceport tech lab requirement reduced by 1
-Republic now has metal and crystal production boosting techs
-Republic capital ships now gain 30% more XP by default
-Confusion is now uncapped AoE, targets fighters, star bases, and planet modules now
-Battle Meditation duration increased to 30 for all levels
-Advanced Fleet Tactics now no longer reduces damage from all directions but only reduces damage from the front, at an increased rate
-Advanced Fleet Tactics now increases weapon damage output of friendly ships
-Jovan now has Volley Fire ability
-Republic ship construction speed tech moved to the front of their ship research improvement line
-Increased starting supply for all races save Republic to 200 from 100. Republic increased to 240 from 100.
-Majestic cost and supply usage increased, squadron count reduced to 4(edited)
-Increased range of Subjugator's Ion Pulse Cannon.
-Switched out CIS' Mk.V's self destruct ability for a Heavy Ion Blast ability and reduced total starbase upgrade count to 7 to account for this
-NR Golan III now has Backup Shields instead of Volley Fire and has one less upgrade point to spend
-Removed Self Destruct from Alliance's Golan III, added Backup Shields
-Increased Liberator research's tier to 5 from 3
-Fast Tracking Turrets (on Jedi Venator, Clustership) now costs less antimatter per cast
-Nerfed Remember Alderaan research by 50%
-Added resource asteroids to Developed Terran Economic Home
-Added new "Slow Hyperspace" event which decreases hyperspace speeds by 50% in a local star system
-Decreased hyperspace lane sizes for a lot of premade maps

BUG FIXES
-Fixed AI behavior issue by turning ai frigate into a titan entity
-Fixed multi star icons when zoomed out to galaxy view
-Fixed bug with Ro'ik Chuun Ma'rh having incorrect damage type for main weapon
-Fixed bug with Sentry's HoloNet ability not being usable after researching a supercap
-Fixed missing hyperspace lane with The Outer Rim map, added a 10th player start for it

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[TFDN]derptrooper
[TFDN]derptrooper

Thank you for the update :)

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GeneralBosun
GeneralBosun

Hey, I can't seem to be able to get the mod to work. It simply remains on the opening loading screen forever.
I've made sure enabledmods.txt is filled in correctly, and am using v 1.90 of Sins, so I've got no idea what the problem might be.
I've tried the Ascendancy mod and it loads up just fine, so I'm assuming this is an issue with the mod and not my game.
Thanks

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Lavo Author
Lavo

If you go inside of the folder that you extracted, do you see a folder named "SoGE 4.11.1"? If so, move everything in this folder into your actual mods folder.

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GeneralBosun
GeneralBosun

Thanks for the quick reply!
I believe I've done this already: just to confirm, inside my mods-rebellion v1.85 folder is 'enabled mods.txt' and the folder 'SoGE 4.11.1'. I've checked inside that folder and there's no duplicate 'SoGE 4.11.1' folder, only the mod files.
With this, it's still stuck on the loading screen.
Sorry for being so persistent, I loved the previous versions of the mod and really want this one to work too!

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Lavo Author
Lavo

This will sound nuts, but disable all mods and use the ingame mod tool. If your checksum is not 311901375 then your download is likely corrupted. Inside of "SoGE 4.11.1" you should only see folders named akin to "GameInfo" and "Textures".

It is strange that you don't also have a bunch of addon folders plus the Galaxy Forge... Did you selectively extract 4.11.1? If so, try doing a clean extraction with everything and delete the addons later. I've got to sleep so I'll reply to you later in the day if need be.

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GeneralBosun
GeneralBosun

Ok I tried it but the entire game just crashes immediately when I try to use the ingame tool.
I think I'm just gonna do a fresh install of both Sins and the mod, see if that works.
Thanks for the help!

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Makedonia
Makedonia

Someone tell me how to increase squadron sizes. I want to destroy my computer and have epic battles at the same time.

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{{DSG}}PDMKO
{{DSG}}PDMKO

to increase your fleet supply you need to ( depending if its steam ) c:/programs86/steam/steamapps/common/sinsofasolarempirerebellion/gameinfo , within the gameinfo folder scroll down to "gameplay" open that with readme , then press "ctr f" and type "fleetsupply" it will find the fleet supply capacity once their it should say
fleetSupplyData-Small
fleetSupplyScalar 0.5
fleetSupplyData-Normal
fleetSupplyScalar 1.0
fleetSupplyData-Large
fleetSupplyScalar 4.0

ignor those numbers that you see here as these numbers are from my gameplay edit , that beind said you want to change these 3 numbers to increase or decrease your fleetcap , if your looking for fighter squadrans from your ships idk how to change the cap on them , but keep in mind if you change those numbers to say idk "8.0" then your game will freeze and crash .( the numbers i have entered are a good size for all your fleets and it does have fps drop from the amount of ships and fighters )

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wheelmandan
wheelmandan

hey lavo few things that I am seeing one lets say i want to buy some ore or what ever and i click on it takes all of the cash or ore. and gallant not sure what it is is not showing up.

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wheelmandan
wheelmandan

but great work thoe

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Guest
Guest

Is this a mod i can run with sins of solar empire the normal version?

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Lavo Author
Lavo

Yes.

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BrandonPotter
BrandonPotter

This is so well done! Keep up the wonderful work! A few description stuff still needs tweaking, and grammar fixes.

But this is an awesome mod. Just built my first super captial ship, and now Im decimating enemy fleets <3

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Guest
Guest

Hammerhead corvettes, please and thank you!

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Guest
Guest

Is the latest version compatible with Sins 1.90? Mine keep crashing at the loading screen into a game.

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Andy_Cool05
Andy_Cool05

yes pretty sure it says "4.11.1 release for Sins of a Solar Empire: Rebellion 1.90"

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SWABBIE
SWABBIE

yea i have the same problem for this any who help me out

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tobnil0921
tobnil0921

I just started play the mod again and tried the new update 4.11.1 and now I cant even beat a easy, they rush my capital and fortyfie the border and guild 5 space stations and I cant do **** about it. Is it meant to be that or? Since there are no guide in how to get around this so. Not fun to play when the AI beats you in 30 min with the best defeance you can have!

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dyllan321
dyllan321

can you fix the the fighters to where they have more then one fighter per squad

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sweetwindexman
sweetwindexman

SAME, bruh fighters are half the game this really irks me

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sweetwindexman
sweetwindexman

I was just looking to see if anybody else had the issue and had reported it.

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Papa_Dave
Papa_Dave

Its not an issue, Its a change for the sake of game stability, the amount of fighter spam was seriously lagging out multiplayer games, which a large part of this mod community play.

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addicted2electro
addicted2electro

First of all : Youre doing an amazing job here and this mod is a blast for multiplayer sessions !!!

I was just wondering if you got any plans on fixing the AI since they come at you rly fast with tons of capital ships after a few mins. Due to that you cant pratice on single player mode or just play for fun = (

Wouldnt it be better anyway if you limit the capital ships like it is in the original game ? Feel like many of the smaller ships get useles pretty fast that way ;)

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Guest
Guest

i was curious what editor you used for the entity files can't seem to be able to modify the files of your mod to allow more capital ships or adjust population counts. would love to have a link to the editor u have been using to make the mod

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Makedonia
Makedonia

Just use notepad++

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netbrad
netbrad

I thought the carrier spamming in the last version was bad but this time it is ridiculous. I can hold them off for a while but when 40 carriers and a few dozen support ships come at you its game over. I'll keep trying but the AI's economic advantage is hard to overcome.

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Guest
Guest

sorry i really love this mod but it crash after 5 or 6 minutes can you help me please y delete and donwload again and doesnt work

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biwot
biwot

This is still my all time favorite mod for any video game, past or present. None I have seen are as well done and have as much longevity as this one. Excellent work Lavo, and I hope all your future projects are as awesome as this one.

On a side note, I only just found out about the new update and saw that you are upto date with it. With the new memory changes and such, does the long end-game have as much lag (if any) as before? I remember playing back then with the HUGE map and 10 factions that after an hour or more, the game would really stutter. Has that improved?

Once again keep up the great work.

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tobogan99
tobogan99

pleaseeee buggg capital shipsss.invisible capital ships!!!!!!!!!!!!!!

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tobogan99
tobogan99

not working. capital ships invisible

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tobogan99
tobogan99

autor help joder. capital ships bug invisible

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tobogan99
tobogan99

not compatible . ships capital invisibleeeeeeeeeeeeeeeeeeeeee

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