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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BSX-5 Regarding Ko/TOR Era Regarding Ko/TOR Era
Blog RSS Feed Report abuse Latest News: Old Republic Era Update, Part I

30 comments by Seymour2012 on Mar 22nd, 2015

Hey guys!

I hope everyone has had a nice long, relaxing six months break since the last time we posted a news update! I know that it’s been awhile since there’s been any official mention of how our SWTOR/KOTOR mod is progressing, so I figured that it’s time for us to give our first news release!

I’m sure the question on everyone’s mind is “when is this expansion going to come out?" The truth is, honestly I have no idea on a timeframe. Personally, I would like to say “as soon as possible” but the fact remains that we only have a very small number of people working on our team to get this project done. And while I’m eternally grateful to the members of our team who have dedicated such an amazing amount of time and effort to this expansion already, I have to say that it’s only a small handful of us who are working on this project and we can only work so hard, and so fast to produce a quality expansion to Sins of a Galactic Empire.

We need help in all the forms we can get. From people who can model, rig, and texture to people who just want to playtest and throw around some ideas for tech and ship balance: we need your help. Right now we have a very dedicated small group of people who have an overwhelming amount on their plates, but if you guys could lend us a hand or two in any way that you can, you would help us move forward much faster. Even if you think you can’t do something, but just want to help, we will find you a place. If you think you can donate any time or talent please shoot me a message, or leave a comment and I will respond to you ASAP. We welcome any individuals who would like to be part of our team.

So, if there’s any other way I could possibly convince you guys for help by begging, let me know! Haha. We are all excited for this expansion, and we want to deliver a quality expansion to Sins of a Galactic Empire and not a half-baked, half-assed product.

With that business out of the way I’ll share with you where we are currently at: our foundation point. I’d say that, overall, we’ve finished with our foundation for the expansion. We’ve decided on what ships we want to use, and have 95% of them currently implemented and working. We have a rough fleshed out idea of what we would like each faction’s tech focuses to be, along with the role their ships will play. We are cutting music from KOTOR 1 and 2 and SWTOR to be used, as well as trying to find relevant voices from the games to be used as the interaction and confirmation voices on our ships. We are working on making sure the textures/skins, models, and scales of ships are as vibrant and referentially correct as they can possible be (an example of what I mean is take the picture of our Thranta model, we are trying to ensure that it will look closer to its SWTOR reference point than what it is now.)

Regarding Ko/TOR Era

I’m sure one question you have is about titans: will they be available? Possibly. The reality is that it is hard for us to find a comparative titan for the Sith Empire and Old Republic. There are a number of ways we could go with this: using existing ship models and giving them command Heroes (ie. Using our Interdictor model but calling it the Leviathan, using the Centurion and calling it the Ravager, etc.). We are open to any ideas. If you have some ships you think would make good titans, let me know. Send me a message, or post a comment and I’ll get back to you.

Regarding Ko/TOR Era

Now, with all of that wall of text being said and now out of the way, I’m sorry to say that I only have one little bite-sized new picture to give to you guys of one of the Empire’s new capital ships: the BSX-5

BSX-5

Remember, we need your help. If you want your thoughts and ideas heard on what direction you'd like to see this mod go we are giving you a seat at the table, you just have to participate.

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Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 50 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 - 4.9.1

SoGE Hotfix - 4.9.1

Jul 15, 2014 Patch 51 comments

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

SoGE 4.9.0 release for SOASE Rebellion 1.82

SoGE 4.9.0 release for SOASE Rebellion 1.82

Jul 2, 2014 Full Version 165 comments

Sins of a Galactic Empire 4.9.0 (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 4.8.0 release for SOASE Rebellion

OUTDATED - SoGE 4.8.0 release for SOASE Rebellion

Nov 22, 2013 Full Version 310 comments

Sins of a Galactic Empire 4.8.0 (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  (1760 - 1770 of 3,446)
kaloonzu
kaloonzu Jun 20 2013, 6:06pm says:

I know this should probably be posted on one of the pages for downloading the mod, but I though I'd post it on the front page as well. The larger capital ships for the Imperials, the so-called "Imperial Class SSD"? I'm pretty sure you meant "Allegiance Class SSD", or "Allegiance Class Battlecruiser". The model is a perfect reflection from other media (namely, the Shadow Hand comics), and its specifications seem to match the Allegiance class as well (no fighterbays, heavy anti-ship ordinance, etc.) Granted, I've only seen the ship in 2.1E, since I haven't played Rebellion in ohsolong. But I thought this was worth bringing up. I really enjoy this mod, by the way!

+1 vote     reply to comment
Lavo Creator
Lavo Jun 20 2013, 8:24pm replied:

The name was changed long, long ago to the "Allegiance-class Battlecruiser" in the Rebellion version. As it's submission date implies, 2.1E is extremely out of date, and isn't a good representation of the current state of the mod. That being said, I'm glad you're enjoying the mod!

+2 votes   reply to comment
kaloonzu
kaloonzu Jun 20 2013, 10:46pm replied:

Okay, question I couldn't find an answer to on the forums or on here: When I extract the contents of the zip folder, do I keep all the different sets (core, alliance, etc.) within the soge_r1021 folder within the mods-rebellion 1.51 folder, or are they on top, simply in the mods-rebellion 1.51 folder? Can't seem to get it to work with the first method.

+1 vote     reply to comment
kaloonzu
kaloonzu Jun 20 2013, 10:54pm replied:

Ignore this, I figured it out.... Now going to put my dunce cap on.

+1 vote     reply to comment
kaloonzu
kaloonzu Jun 20 2013, 9:46pm replied:

That's what I figured. Steam is being a pain about Rebellion mods (I'm not a novice at installing mods, but the way I have my Steam installation folders and client set up, it likes to misbehave), so I haven't got SOGE:R set up just yet. Looking forward to fighting Vong.

+1 vote     reply to comment
Lavo Creator
Lavo Jun 21 2013, 1:24am replied:

Vong are very different from 2.1E, so beware!

+1 vote   reply to comment
forrepublicatwar
forrepublicatwar Jun 20 2013, 10:42am says:

when i want to get the research you need for the executor i get a message need faction, what do i do or is it just a glitch?

+1 vote     reply to comment
Lavo Creator
Lavo Jun 20 2013, 10:56am 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 via ingame research/ability/unit descriptions. Please refer to those, thank you!

+1 vote   reply to comment
Guest
Guest Jun 19 2013, 5:34am says:

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Lavo Creator
Lavo Jun 19 2013, 12:15pm replied:

While it should work with 1.5, if it isn't working for you, hang tight! The beta's already uptodate for Sins v1.5, and the next public release will be out soon.

+1 vote   reply to comment
Guest
Guest Jun 20 2013, 1:14am replied:

This comment is currently awaiting admin approval, join now to view.

Lavo Creator
Lavo Jun 20 2013, 10:57am replied:

I don't know; I ran the 1.1 version of the mod fine when 1.5 came out. That being said, the version that will be out soon works fine on 1.5/1.51, so just wait for it, need to finish it up for release.

+1 vote   reply to comment
mikey1871 Jun 19 2013, 7:44pm replied:

Awesome news Lavo... thanks :)

+1 vote     reply to comment
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
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Release Date
Released Dec 31, 2011
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8.8

458 votes submitted.

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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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