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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Blog RSS Feed Report abuse Latest News: State of the Mod: September 2014

10 comments by Lavo on Sep 18th, 2014

The Old Republic Era

As mentioned awhile ago, back in the past dev diary, it was mentioned that a team was being formed to produce a mod that covers the Old Republic era. It is my pleasure to announce that these plans are now in motion, with work having begun on this project. vader111 has been hard at work rigging a number of our initial slew of models, such as the Interdictor (Leviathan), Centurion, and the Hammerhead.


Further the initial planning and coding of the two primary factions; the Galactic Republic and the Sith Empire. When it comes to units and technological progression, at this time I can say that it is highly probable that the factions will take elements from both KotOR and TOR; the precise mechanics are being worked on at the moment.

However, we cannot do this alone! Your assistance is needed for this project to ultimately bare fruit. Coders, unit riggers, modellers, skinners, and UI artists, of all skill levels, are amongst the skill set that we need. If you wish to aid us in this endeavor, please contact Crist Seymour, the project's leader, or myself, for more details.

In addition, I will note that, according to plans at this time, the Old Republic factions will in fact be compatible with SoGE proper, even though the Old Republic factions will not be balanced with reference to regular SoGE factions. This means one could do a face off of the Sith Empire versus the Galactic Empire, though the ISD might very well find an equal in the Sith's fleet, or even find itself weaker than it's opponent.

Upcoming Changes to SoGE

While there haven't been a large number of changes since the last version, which was one of the biggest overhauls in the mod's history, a few tweaks and additions have been made since then. The most notable change in the interim has been the overhaul of the Alliance's civilian and defense research trees. As we are all aware, the Alliance did not win the Galactic Civil War through an open and direct confrontation with the Empire; that would have been suicide. Indeed, it was mainly fought through a variety of asymmetrical and propaganda warfare.

Fortunately, Sins has a couple of mechanics that can be used for this purpose, and a flexible buff system that can be used to create new mechanics for players to use. One that people are familiar with, that is already ingame, is culture, and specifically seeing whatever planets are under your culture's influence. The Rebellion will be getting much stronger culture, with spread rates rivaling the Republic's. However, instead of getting military bonuses for fighting in their culture, Alliance culture will cause production debuffs and additional allegiance loss to the enemy planets affected by Rebel propaganda and sympathizers.

Another aspect of the alliance that will be expanded on is intelligence. as alluded to by the research tech named Bothan Spynet, the Rebellion had a vast network of informants and sympathizers around the galaxy, in addition to assistance from some organizations. To that end, the Alliance's Assault Frigate Mk.II has been retooled into an intelligence vessel, giving it a use and purpose. It will have the ability to deploy listening posts, special space mine structures which reveal the gravity well they are placed in, and for a cost, can open an illicit HoloNet connection to allow an Alliance fleet to strike the planet directly. The ship will also be able to detect any enemies jumping to the gravity well it is stationed in, and has the ability to mask itself by scrambling enemy sensors, allowing it to scout and monitor the enemy with ease.

Assault Frigate Mk.II Texture Edit Sentry Ingame
Assault Frigate Mk.II and a listening post.

Even with this, that is not everything that is new regarding the Rebel scum. They also will be able to fortify their planets more easily, due to being able to acquire defenses for cheaper, and more of them atop that. This however comes with a cost. Owing to the need for secrecy, the lack of clearly established territory, laws, and in some areas leadership, the Alliance's economy is the weakest of all six factions. Use your intelligence, entrenchment, and Mon Calamari durability wisely.

One other notable change that has occurred in the interim has been a reworking of Discord Missiles, also known as buzz droids, based on a suggestion by RustyNinja. One of the most powerful tools in the CIS arsenal, it has been adjusted to not be as overwhelming as it currently is. For engine and weapon debuffs, rather than being a flat out disabling, they now cause weapon cooldown and engine speed/acceleration debuffs, which both stack indefinitely. This has a very similar effect, though now individual ships are not absolutely locked down. In addition, as these are now percentage based debuffs, Supercaps are now affected by Discord Missiles, however they will suffer from a much lesser debuff than capital ships and frigates, and have a stacking limit.

Let's Play!

Something that I haven't given enough attention to is the number of Let's Play videos that have been put out for SoGE. That said, let's watch a few of them, shall we?

To start we have a new game started by fellow Sins modder, Gul Dukat! This isn't his first video either, here's his previous incarnation as an Imperial officer.

Next we have a multiplayer match featuring CaptainShack, Gul Dukat, and hijinks ensure. Here's part 2 and part 3, respectfully.

Last up we have MasterofRoflness with a game as the Empire, and also functioning as a walkthrough of this faction.

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Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 42 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE.

SoGE Hotfix - 8a75ab7

SoGE Hotfix - 8a75ab7

Jul 15, 2014 Patch 44 comments

This hotfix fixes several issues in the prior public release. To install, extract to your mod directory and overwrite when prompted.

SoGE 946392c release for SOASE Rebellion 1.82

SoGE 946392c release for SOASE Rebellion 1.82

Jul 2, 2014 Full Version 155 comments

Sins of a Galactic Empire (SoGE) 946392c release for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - Sins of a Galactic Empire - Addons Pack

OUTDATED - Sins of a Galactic Empire - Addons Pack

Dec 1, 2013 Other 23 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE. This contains the...

OUTDATED - SoGE R1114 release for SOASE Rebellion

OUTDATED - SoGE R1114 release for SOASE Rebellion

Nov 22, 2013 Full Version 309 comments

Sins of a Galactic Empire (SoGE) R1114 release for Sins of a Solar Empire: Rebellion 1.80+; a Star Wars total conversion mod for Sins of a Solar Empire.

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Feb 3, 2013 Mapping Tool 12 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for SoGE and Novus Universum.

Post comment Comments  (1610 - 1620 of 3,287)
mikey1871 Jun 18 2013, 10:35am says:

Hi, I have the last patch installed for Rebellion 1041... and for some very strange reason tome I can not Save a game. It gives me a weird error code, but after playing on the second day then the same game starts to do auto saves.

What would cause the last patch for the non 1.5 game to allow auto saving, but not manual saving? yes, i'm playing in Offline mode cause i have many other rebellion mods that i like to play and i don't like the wait that the damn sins developers create by just kicking something out without letting the modders know in advance what will change.

I do hope i don't offend, but in my humble opinion we, gamers do not play vanilla we play the more excellent mods that are made for vanilla games!!!

+1 vote     reply to comment
Lavo Creator
Lavo Jun 18 2013, 11:38am replied:

In all honesty, I have absolutely no idea why it wouldn't allow you to manually save. I'd post the error code and other info on the Sins forums and ask for assistance. That being said, that must be a really old install of SoGE... I'd really suggest updating as the current version only works with 1.1/1.5, and as I will be releasing a 1.5 compatible version later this week.

Also, a tip for Sins, if you make a complete copy of your current install of Sins, you can in fact run this copy, plus update Sins to 1.5 and make the best of both worlds. This is what I've done and I have 1.041, 1.1, and 1.5 all on one computer. ;) It's a particular shame you didn't do this for 1.1, as most mods are now 1.1 compatible but not 1.041 compatible.

+1 vote   reply to comment
mikey1871 Jun 18 2013, 5:34pm replied:

i'm sorry, i mis-spoke. my current version is the one just before the new 1.5 version.

It's not within your mod, it's in the steam game. I started steam in online mode and stopped the steam update by going offline. I had thought that i went offline before the sins could update. I don't know what is wrong. But the not manually saving is in other mods too.

It just makes the games faster and more interesting now that i can't save them.

I definitely will the "Copy" function once i upgrade to the sins 1.5 once more mods get updated. I do that with my other games i have. I just didn't know i could do that with a steam game.

+1 vote     reply to comment
Lavo Creator
Lavo Jun 18 2013, 11:16pm replied:

Is it possible that maybe 1-2 files got updated (ex. you got 0.3% of the update)? If so, I would guess that it is possible that those files could be interfering with manual saving. Regardless, I have a partial solution for you. If you go to the "...\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting" folder and open "rebellion.user.setting" in Notepad (or equivalent), the line "AutoSaveTickFrequency" determines how fast an autosave occurs. By reducing that, you will have autosaves occur faster, which will make a lack of manual saves less critical.

I'm not sure if you can do it with every Steam game, but I can tell you it works with Sins.

+1 vote   reply to comment
mikey1871 Jun 19 2013, 7:49pm replied:

oh wow, that is so awesome.. I changed the default 900 to 420. So i should see a auto save moment every 7 minutes instead of the default 15, huh?

thanks so much for that info.

Yeah, i can see a very small amount, like u said 3% of the update getting in.

+1 vote     reply to comment
Lavo Creator
Lavo Jun 19 2013, 8:48pm replied:

Yup. I personally have mine set to 2.5 or 5 minutes personally. But yeah, lowering it like that will do the trick.

+1 vote   reply to comment
Guest Jun 17 2013, 5:02pm says:

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Lavo Creator
Lavo Jun 17 2013, 5:07pm replied:

Go to "'C:\Users\Cole\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Save-SinglePlayer" and delete Empire Galatic 2.savereb. That will get rid of the error. If you're asking why the game doesn't like that particular save file, I apologize but I have no idea; you'll just have to start anew.

+1 vote   reply to comment
Guest Jun 17 2013, 5:20pm replied:

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Lavo Creator
Lavo Jun 17 2013, 11:39pm replied:

Not a problem. Hope whatever has been bugging your Sins is fixed now!

+1 vote   reply to comment
Wedgie79 Jun 14 2013, 2:56pm says:

I got the problem that it starts just fine and I only crashes with no error messages after like 15 minutes? Any tips

I run rebellion 1.5 to ad to that

+1 vote     reply to comment
Lavo Creator
Lavo Jun 14 2013, 7:57pm replied:

Hello, if you are reading this message, it means that you are asking a question that has already been answered in SoGE's Documentation or official troubleshooting page. Please refer to those, thank you!

+1 vote   reply to comment
Wedgie79 Jun 16 2013, 3:57pm replied:

Thanks for the response Lavo but tried atleast option 1 and 2 and that did not solve it. Did not expect it is option 3 but will make a new download. Hope it works since it is annoying.

+1 vote     reply to comment
Lavo Creator
Lavo Jun 16 2013, 7:08pm replied:

Bah that's unfortunate. I really hate hearing when the source of issues is probably/possibly a bad dl... As, in those cases, there's nothing I can do to alleviate it or fix it.

+1 vote   reply to comment
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Sins of a Solar Empire: Rebellion Icon
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Release Date
Released Dec 31, 2011
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433 votes submitted.

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Ratings closed.

Highest Rated (26 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, 12:25pm by OseronPhaer

Lowest Rated (4 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, 10:44pm by CagiVasu

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