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.

Report RSS SoGE 4.10.0 Release Notes

4.10.0 is now live! This news post goes over the team's new members, includes a lengthy change log, and talks about the mod's plans for the future.

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Before I go into the changelog, I wish to take a moment to welcome and introduce SoGE’s newest staff members. First we have Wawac, who has helped reorganize and sort the garbled mess that used to be our HUD icon sheets, in addition to making a ton of new icons. Second we have another icon wizard, Service_Disconnect. This wonderful individual has created unit pictures for all of SoGE’s planets, and has made a handful of new ability icons; going forward, he will be helping with new ability icons, concepts, and ideas. Lastly, we have mmeier1986, who has made a number of Sins programs, and scripts to help check for and fix a handful of errors. Going forwards he will be continuing this work and helping squish more issues over time.

Change Log:

  • Reduced AI’s bonuses, and also heavily reduced the chance of having a brain dead Easy or Normal AI. These two AI settings are now much more reliable, while not being overly difficult, or toothless.
  • Added in new tech trees for Alliance, Yuuzhan Vong, and New Republic.
  • Added several new abilities, and tweaks to Alliance, and Yuuzhan Vong, allowing for new play styles, such as ambush/hit-and-run tactics, and movement warfare, respectfully.
    • The Alliance’s scout has the ability to cloak itself from enemy sensors, rendering it temporarily invulnerable. It also gains the ability to lay listening posts, which reveals the gravity well they're placed in, and later on can be used to create a HoloNet connection (aka. Phase node). The MC80 Wingless can also create a HoloNet connection via an ability.
    • The Yuuzhan Vong are now extremely fast in hyperspace, all of their planets have a HoloNet connection upon colonization, they get all un-owned mines instantly build upon colonization, and gain access to a powerful tracking beacon ability, which when placed on enemy ships will reveal whatever hostile worlds they orbit, and create HoloNet connections for the Vong player to use.
  • Added in a number of new planet, ship, and structure pictures, as well as new icons.
  • Added in new specular (aka. light) maps, and bump maps, for a number of ships.
  • Improved the textures for a number of units, including but not limited to: Executor SSD, MC80 Home One, MC80B, MC90, MC40, Strike Cruiser, and XQ1 hangar defense.
  • Re-scaled all ships, save fighters, with reference to the ISD. In 95% of cases, the models were increased in size, ranging from 11% to around 42%. Exceptions to the “canon” scaling include, but are not limited to: Lambda, Sentinel, GR75, C9799, CR90, CR92a/Assassin, MC80 Home One, and MC80B.
  • Added in new models for several ships, including but not limited to: Venator, Victory SD, and MC80 Liberty.
  • Added in new color textures for some models, such as the ISD line.
  • Added in more powerful rear firing weapons for the MC80 Liberty, MC80 Home One, MC80 Wingless, MC40, MC90, and Geonosian SDN, allowing for full weapon coverage for those ships.
  • Added in unique pacts for all factions.
  • Added in a filler ability for ships without levelable abilities to act as an XP sink.
  • Added in hangar bay shields for a number of ships, and structures.
  • Removed Endurance fleet carrier, changed Majestic drastically into a frigate entity which houses a number of fighters, while still being a combat-capable cruiser.
  • Removed TradeFed II frigate from CIS due to needless overlap with Recusant.
  • Removed MC80a from Alliance lineup due to needless overlap with MC80 Liberty.
  • Switched Venator-class SD-Command for Victory I-class SD-Command.
  • Redid Lucrehulk DCS’ Droid Control Signal ability.
  • Removed range buff from all super-capital Fleet Command abilities, save the MC80 Home One. For the MC80 Home One’s range buff, tweaked it such that it will not stack with the range bonus granted by Coordinated Targeting.
  • Increased beam radius for Superlaser and Ion Dispersal Cannon abilities.
  • Did a number of other balance tweaks and coding fixes that unfortunately escape my memory.

New MC80 Liberty Model


Future Plans:

With this version released a year after the previous release, and with this release being seemingly sudden, undoubtedly some are questioning what the future has in mind for SoGE. Outside of the possible model improvement, and possible new abilities/research items, there is one elephant in the room that has never been properly addressed, and that is the mod’s performance. Simply put, SoGE’s performance in comparison to its peers is lackluster, and leaves much to be desired.

To that end, the next big endeavor, a multi-month long project, is the complete rebuild of the mod, to eliminate any and all resource leaks, and fix bugs that have yet to be squashed. SoGE is a very old mod, with work having started on it for the original -- not expansion -- Sins, and the current version was originally ported over from Entrenchment. As a result, there are multiple devil's hiding in the shadows, from ages long gone. This project will not be done quickly; with Sins of the Prophets I set up, and started a rebuild project which took a considerable amount of time. However, the end result was a mod that runs far, far more smoothly, and one that can be played with errors enabled. It is my hope that SoGE will reap similar benefits, and allow for a much smoother experience in the future.

Hangar Shields


Download:
Sins of a Galactic Empire

NexusMods


Post comment Comments
hoho96
hoho96 - - 3,797 comments

Why there's no mention of ToR under "future plans"?
Hmm I wonder....
Anyway all the changes are great. Especially removing those useless ships with overlapping uses. And the visual changes are awesome!!

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Service_Disconnect
Service_Disconnect - - 299 comments

TOR is being developed by a separate team headed by Seymour2012.

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Guest
Guest - - 689,363 comments

is there a mod page or something we can go see for updates?

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Seymour2012
Seymour2012 - - 48 comments

It will be under this one when more information becomes available.

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LucasAvis
LucasAvis - - 5 comments

Sorry that was me, is there a new mod page or forum thread for us to check? Or will it be under this page still?

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Seymour2012
Seymour2012 - - 48 comments

Same page. It's only two of us. We can only go so fast.

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Seymour2012
Seymour2012 - - 48 comments

For now, just this one. Keep checking here.

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Seymour2012
Seymour2012 - - 48 comments

Because even though we will be a SOGE mini-mod, we're of our own team. Lavo and I communicate, but we aren't inherently running the same operation. My future plans and his vary.

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LucasAvis
LucasAvis - - 5 comments

Thanks! That is good news, and yeah. Modding is a crazy game for the modders, thanks for making a brilliant mod ;)

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Zupanicarr
Zupanicarr - - 276 comments

I bid you folk good luck on your "great crusade" to rebuild and restructure the mod, and hope it goes as well as for Sins of the Prophets.

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rex44x
rex44x - - 210 comments

awesome, congrats on your release, and remember, if you need a hand testing or ideas to pounce of someone, just hit me up on steam like always. :)

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Corpus_Callosum
Corpus_Callosum - - 418 comments

I downloaded this yesterday, and now I have to redownload. I did this with SoTP too, back in 2014.

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rohirim07
rohirim07 - - 39 comments

Question for anybody who can answer. doing a republic game, cant seem to find out how to build my titan factory. where is?

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mmeier86
mmeier86 - - 22 comments

Have a look at your starting planet, it should already be build right from the beginning. If it is not, can you give me the name of the map you are playing?

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Lavo Author
Lavo - - 2,041 comments

Did you remember to check if sueprcapitals are enabled in the "Game Options" before starting a game, as mentioned in the loading screen?

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rohirim07
rohirim07 - - 39 comments

Ill make sure to check both, and the map i was playign was just a random medium

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rex44x
rex44x - - 210 comments

wait! the endurance was removed?! why?

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Lavo Author
Lavo - - 2,041 comments

The Endurance was removed mainly as while it looked awesome, in practice it wasn't all too useful. It ended up tying up capital ship production lines, taking away valuable XP from more combat oriented ships, and the NR also had the issue of being very thin on frigates. Given all of these, it was decided to go with the Majestic as a frigate carrier.

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rex44x
rex44x - - 210 comments

??!!! but its a canon ship for neew republic, and the megestic is a cruiser class

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Lavo Author
Lavo - - 2,041 comments

Not every canon ship is included in a faction's roster due to balancing, AI build orders, and other concerns. For example, the Alliance does not have a Dreadnaught, the Republic does not have a Carrack, the Empire does not have a Nebulon-B2, and so on.

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Guest
Guest - - 689,363 comments

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tobogan99
tobogan99 - - 119 comments

please I love this mod .. but please drop the difficulty of the AI . AI is super powerful creates huge fleets

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Mercato
Mercato - - 25 comments

Please haha this is alot better than the previous versions, where 30 minutes into the game on normal you get swamped by fleets 3x yours even if you have 10-11 capital ships and 20-30 cruisers over and over again no matter what AI you try

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tobogan99
tobogan99 - - 119 comments

in my opinion this mod is very dificult. Five minutes will invade Great unstoppable fleet)=

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letmebefree7430
letmebefree7430 - - 1 comments

Is building a Viscount class supcap contingent on the Executor being researched? I have all the needed materials but it tells me I need Executor prerequisite researched first.

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mmeier86
mmeier86 - - 22 comments

Please read the supercap FAQ here on moddb. Supercaps are not constructed the Sins way. Instead, there is an ability on your Titan shipyard itself, NOT in the titan build menu you get when you click on a planet. When the popup says you don't have the Executor research, that is a canary telling us that you tried to build the superdcap via the build menu, contrary to the instructions clearly stated in the FAQ.

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Chrisnuke
Chrisnuke - - 2 comments

Are the ships from the Galactic Alliance and/or Krayt/Fel's Empire going to be added?

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DarthNiko
DarthNiko - - 22 comments

Could I make a suggestion? I think it would be cool if the turrets on the warships actually turned and aimed up and down so that the whole ship doesn't have to completely turn to dish out most of its fire power, such as the Venator Class Star Destroyer, 2 of the turrets face forwards and the others face the side of the ship, It would be more realistic and better if the turrets turn and the AI basically divides the firepower between the (x) amount of enemy ships it is facing...

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djcowman@yahoo.com
djcowman@yahoo.com - - 10 comments

Can not build captiol ships even when enabled why?

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Dantist123
Dantist123 - - 13 comments

Hey. Game Crash during game. Why?

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F0RS3T1
F0RS3T1 - - 53 comments

Well If you need a playtester in the coming months im more than willing to lend a hand Im one of Lord Sets testers and we normally sniff out any problems quickly so I usually have some spare time on my hands to do other things.

Time management isnt an issue for me if your worried about it.

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Ginger_Jesus
Ginger_Jesus - - 1 comments

Why is the resource income so retardedly high on the AI? My enemies are getting hundreds of credits per second, with metal/crystal incomes in the higher 40s/50s

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