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, with or without, all DLC.

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SoGE 946392c release announcement/information. AI buffed, Quasar Fire added, Vong faction redone, new CIS/Republic/Vong civ techs, new UI, new particles, new skyboxes, new bloom shaders, new shield impact shader, and several new models have been added.

Posted 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.


  • 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.


  • 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


Sins of a Galactic Empire

Post comment Comments
Ximema Jul 2 2014, 2:05pm says:

You made my day less boring!

+2 votes     reply to comment
WarriorArtist76 Jul 2 2014, 2:26pm says:

You guys are awesome! Keep up the great work. :D

+3 votes     reply to comment
Aenarion_(jasperz0r) Jul 2 2014, 3:10pm says:

I was honestly surprised when the easy A.I attacked me at 3 separate, vital locations when my fleet was away in the outer rim, they managed to push in pretty deep and cripple my empire severely. To this I would have liked to have a little more defensive firepower, in the form of stronger Golan III starbases and other defensive platforms, it seems the A.I, even on easy, is capable of completely trampling a system armed to the teeth with golan platforms, hangars and other weapons platforms. I mean, Golan III's WHERE meant to destroy a small fleet, and could even slow down a sizable fleet of several SSD's (and their respective counterparts) All in all it's a really awesome mod, a giant step forward since the previous release.

9/10, would log over 400 hours again.

+6 votes     reply to comment
Adrien_Victus Jul 2 2014, 4:37pm replied:

There are some REALLY heavily defensive planets under one example: had 6 Golan 3s(the tactical one) and 4 more starbase ones sitting at a choke point littered with mines. You really do need a fleet though since they are nothing without support :P

+1 vote     reply to comment
malanthor Jul 2 2014, 4:57pm replied:

Uhm. Golan 3's were hardly what you say they were. They could maybe take on 2 star destroyers but that's it. Look up their stats, you will find they were not that impressive. :)+

+1 vote     reply to comment
Adrien_Victus Jul 2 2014, 5:46pm replied:

Hello! Yes, this is Victus, Golan 3's are powerful. Now... 10 of them in the same place. Could take down entire fleets(and have done). They have huge damage and the actual starbase ones get some nice shiny upgrades ;)

+1 vote     reply to comment
Aenarion_(jasperz0r) Jul 2 2014, 5:47pm replied:

Yes it seems I was fed some misinformation about the Golan III weapons platform. Even so, I had captured Kuat, a high priority world, and wasn't able to properly fortify it against an enemy attack. I had 1 planetary shield, 4 Golan III platforms (tactical ones) 1 Golan III starbase and some hangars, and they where completely overwhelmed in a matter of minutes, long before reinforcements could arrive.

+2 votes     reply to comment
malanthor Jul 2 2014, 5:53pm replied:

Yeah I see where your going. In standard sins starbases and defences are a hell of a lot more powerful than in this mod. But I kinda like it, defences aren't supposed to be impenetrable. Also how hard is it to overcome a stationary enemy who has no mobility really. You can retreat out of range whenever your shield are in danger of being breached or use longer ranged weapons that they cannot counter, stationary defences are supposed to be used in tandem with a mobile force to be truly effective and I feel they have managed this in this mod. But I wouldent mind a tiny upgrade. Im somewhat of a turtle myself and like to have good defences. ;)

+1 vote     reply to comment
Lavo Author
Lavo Jul 2 2014, 6:47pm replied:

Proper defense nets in SoGE can very much stop enemy fleets cold; I've seen people take down an Executor purely with defenses. However, they take time and planning to properly construct, the former being a very precious resource that is often lacking.

+3 votes   reply to comment
malanthor Jul 2 2014, 9:07pm replied:

Yup but then your not talking just golans. :)
Golan to soak up damage, turbo lasers to deal damage, ion cannon to put a stop to super vessels and a line of lancers safely behind it all to deal with pesky bombers.
Oh yeah and one SD2 command or similar vessel to give everyone a nice little command boost.
Then you can pretty much leave it alone vs the ai. May have to add a couple of turbolasers every once in a while.

+2 votes     reply to comment
Lavo Author
Lavo Jul 2 2014, 10:19pm replied:

If one could pull off a defensive line purely with Golans, that would be pretty boring, no?

Reading your setup has given me an idea for hangar defenses, to possibly make them more useful...

+4 votes   reply to comment
malanthor Jul 3 2014, 9:25am replied:

Yeah by all means. :) I never wanted that in the first place im quite happy with how things are right now.

What kind of idea, I must admit I don't find all that much use for hangar defense right now, nor do I find it for missile launchers due to the time they actually take to kill stuff compared to lasers. (atleast it seems that way)

+1 vote     reply to comment
Lavo Author
Lavo Jul 3 2014, 12:08pm replied:

Good anti-starfighter capabilities.

+1 vote   reply to comment
Guest Jan 13 2015, 10:48am replied:

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Dark_Ansem Jul 2 2014, 3:20pm says:

how prettyyyyy :D

+3 votes     reply to comment
jonsin1459 Jul 2 2014, 4:34pm says:

BTW by buffed do you simply mean the ai cheats? I went allied with the cpu and he was just pumping out endless warships.

+1 vote     reply to comment
Lavo Author
Lavo Jul 2 2014, 6:44pm replied:

Computers have an AI only tech that gives it a number of bonuses and buffs. In the sense of, "does it get resources that a human player does not", then yes the AI is cheating. However, while an AI may produce vast numbers of ships, they will lose these ships far faster than any human player, and consistently make poor tactical decisions. Seeing as how the AI in Sins is entirely hardcoded, and the experiences with the previous build's AI, this is the only way for modders to modify the AI in any way.

+1 vote   reply to comment
malanthor Jul 2 2014, 4:54pm says:

Very nice, just spent 2 hours trying it out. Great stuff. :)

+1 vote     reply to comment
leob70 Jul 3 2014, 12:58am says:

So i was doing my thing playing the update and i found out that the holo net system no longer works. this was with the Republic andi researched everything and built relays on every planet but my ships insisted on jumping 1 at a time. i know this is a bug but is it a mislabel or is holo net not working properly?

+1 vote     reply to comment
Adrien_Victus Jul 3 2014, 7:09am replied:

Ship AI take the fastest route, sometimes that isn't a direct path. I'm unsure if you can force jump them to somewhere.

+1 vote     reply to comment
Lavo Author
Lavo Jul 3 2014, 9:54am replied:

It appears you've found a bug my testers all missed. For whatever reason, the Republic's culture center was not properly labeled to use their unique HoloNet ability.

I'll put out a hotfix in a few days from now to fix up whatever issues pop up over the next couple of days.

+1 vote   reply to comment
Adrien_Victus Jul 3 2014, 3:53pm replied:

Wait it's actually broken?!



In my defense culture sucks and I never use it :P

+1 vote     reply to comment
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Lavo Author
Lavo Jul 3 2014, 2:00pm replied:

Hello, if you are reading this message, it means that you are asking a question that has already been answered via ingame research/ability/unit descriptions or through one of the following documents included with the download:
Installation Instructions - SoGE 946392c
SoGE How to Build Supercaps
Please refer to those, thank you!

+1 vote   reply to comment
leob70 Jul 3 2014, 5:22pm replied:

So you were annoyed so much by that kind of thing you made a pre made copy paste message? wow that's pretty cool.

+1 vote     reply to comment
Lavo Author
Lavo Jul 3 2014, 7:35pm replied:

There's a certain group of questions that I always get, that are already answered in provided documentation, so I made that copy/paste message which I update from time to time.

+2 votes   reply to comment
Guest Aug 9 2014, 9:54pm replied:

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Booster101 Jul 4 2014, 6:18am says:

as far as I see the new version is a bit smaller than the old one! didn't you add stuff?

+1 vote     reply to comment
Lavo Author
Lavo Jul 4 2014, 11:56am replied:

I did, however this release I combined all factions into one folder, instead of having them all separate. That results in the mod being more space efficient, and thus slightly smaller.

+1 vote   reply to comment
LordVader89 Jul 4 2014, 8:10pm says:

Ehh not to be a debby downer but I don't like the new ISD models. They look blander than the original ones. Just my opinion though.

+2 votes     reply to comment
Rallehop Jul 4 2014, 8:24pm says:

New effects on all weapons? did you guys just fix my only issue with this mod? gj best update :)

+1 vote     reply to comment
wawac Jul 14 2014, 5:19pm says:

Some times ago you spoke about flagships. Do you still intend to implement them ?

+1 vote     reply to comment
Lavo Author
Lavo Jul 15 2014, 12:52am replied:

They've been implemented in this version. Forgot to mention that in the change log it seems!

+1 vote   reply to comment
[Beta]Imperator Jul 16 2014, 12:43pm says:

I can't seem to win a game against even the easy AI! SOmehow after a certain amout of time they just start to mass spam a giant fleet into one of my systems and I can't win these super battles no matter what I do! And I am by far no noob to this game but this mod really makes me feel like one! Anybody got some advice for me?

+1 vote     reply to comment
Henkell Jul 17 2014, 2:04pm replied:

Feeling the same Pain. Never ever won one single Game against the easy AI.

Really liking the mod so far, but its simply to challeging.

+1 vote     reply to comment
Guest Aug 3 2014, 9:06am replied:

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CmdThor Aug 3 2014, 1:00pm replied:

I just played another game vs a Normal Agressor and almost the same story. 3min into the game the AI was down to 600ish credits then one minute later they had 89000 or so!!??

+1 vote     reply to comment
CmdThor Aug 3 2014, 11:16am says:

(I was the guest that just posted) IT WAS NORMAL not easy level I was talking about! I did beat the game on easy. My mistake, but the edit time limit expired, whats up with that. Anyways I wanted to also add that it would be far better if there were either more difficulty levels to choose from or better yet a field to enter a percentage of maximum difficulty.

+1 vote     reply to comment
CmdThor Aug 4 2014, 12:08am says:

But nonetheless it's a great mod Lavo! Im not sure what effects other than resource adjustment changing the difficulty has but either a percentage or just fields to enter the AI starting resources would allow very precise control over difficulty. Even one field for starting credits and the software automatically sets the other two resources as a fraction of the starting credit value. Maybe the software would not support that easily I do not know.

+1 vote     reply to comment
lolitre Aug 15 2014, 9:19am says:

This mod is just the best but please fix the squadron size reduction it doesn't work :(

+1 vote     reply to comment
Lavo Author
Lavo Aug 18 2014, 3:21pm replied:

It does work; make sure your mod order is correct. What is your mod order?

+1 vote   reply to comment
FoulFoot Sep 3 2014, 7:35am says:

Just a comment to say -- awesome mod! I'm having a blast with it. Keep up the good work!

+1 vote     reply to comment
double0cinco Sep 23 2014, 1:39am says:

So I seem to be having a problem with the AI where it sometimes doesn't do anything. It seems to be more often than not. It will send out scouts, but it will not make any ships or attempt to expand. Am I running into a common problem? Awesome Mod by the way! One of my favorite Star Wars mods ever!

+1 vote     reply to comment
xdxsadd Mar 9 2015, 12:04am says:

I hvnt played ths mod in awhile nd i wanted to try easy so u know i could get back into it. A nice relaxing game...NOPE i did Cis(me) republic(easy ai). Hoooolyfuvck. The fleets it send after me. It took all my worlds except my capital i created a fleet of soooo many battleships. Nd send them jumping from republic world to another as their forces destroyed my worlds i continued jumping then i found their capital nd bombed the crap out of it. Thats the only reason i won. The ai is so wtf -_- ON EASY. Its just pure evil.

+2 votes     reply to comment
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Released Dec 2011
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