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 all DLC.

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Consular-class Charger c70 retrofit Consular-class Cruiser Sentry v2
Blog RSS Feed Report abuse Latest News: State of the Mod: September 2014

9 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.

Leviathan

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 40 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 130 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 11 comments

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

Post comment Comments  (1960 - 1970 of 3,123)
python92
python92 Dec 14 2012, 6:22pm says:

First, I'd like to complement the work you guys are doing. My childhood fantasies of enacting space battle scenes from one of the greatest series of all time are being brought to life due to your travails.

I have only one complaint. As much as I enjoy the visual and gameplay updates provided by the rebellion version, it puts a serious damper on my inner power-hungry, egomaniacal supervillain because I can only build one titan (supervillain referring to my favorite: super star destroyer). In the entrenchment version, I could pump out super star destroyers, or other titan-esque class ships, to my heart's content. Now I'm stuck with one lonely supercap. It feels so inadequate when compared to the 6 supercap fleet I was proud to command in entrenchment (If you consider this overkill, I would like to refer you to my earlier power-hungry, egomaniacal statement).

So I am wondering if there is something in the works to get us back on track to true galactic domination via multiple titans, and if there isn't, respectfully requesting that someone look into it. Or, is there any way to port the new Star Wars planets map back to the entrenchment version. I wouldn't mind that if it meant going after 551 planets with as many supercaps as fleet command allows.

If other readers have made it this far into my post, I invite you to give this a "+" vote as a sort of petition. If not, and you just don't care, that's cool too.

+3 votes     reply to comment
Lavo Creator
Lavo Dec 15 2012, 5:27pm replied:

While we ourselves will not do it, due to balancing concerns, I will tell you how to do it yourself. If you want to have multiple Titans, open the file "GalaxyScenarioDef.galaxyScenarioDef" and go to the templates named "Template:DefaultStart_ExtraTerranSetup" and "Template:AsteroidLavoSetup". Then add in this line to each of the "PlanetOwnerIsRaceQuickStart" groups:
item "YYY:Module:SupercapFactory"

Where YYY is the race code ALL, IMP, REP, CIS, NR, or VNG. Also increase the "items" number by 1. Then, open up any of the Extra Planets random maps, and you will be able to field three times as many supercaps.

To allow for more supercaps mean players will have to start with multiple planets; the supercap spawn system is tied to the supercap factory, which are created at the start of the game and cannot be built, as allowing for multiple ones at a single planet would make the system die.

+1 vote   reply to comment
infury
infury Dec 14 2012, 7:40am says:

I'm playing as Imperial right now and it keeps telling me "Must be a member of the faction first" when I try to research Star Dreadnaught Design to unlock the Executor SuperCap. I've already researched Large Project Resourcing. How do I become part of the Imperial faction? I thought I already was. Also for some reason I have 2 Allegiance SuperCaps, I dont remember buying 2 just 1. Althought I might have just pressed the button a few. When I tried to buy it originally it said something I dont recall, but it seemed like it wasnt going to happen. Could this affect it?

+1 vote     reply to comment
infury
infury Dec 14 2012, 9:11am replied:

Nevermind, I see what went wrong when I looked at the description of the research items.

+1 vote     reply to comment
Guest
Guest Dec 14 2012, 6:48pm replied:

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

Lavo Creator
Lavo Dec 15 2012, 5:27pm replied:

Hello random guest! Have you read the ReadMe? As it says you cannot build supercaps like regular ships, you need to do so via ability.

+1 vote   reply to comment
infury
infury Dec 13 2012, 7:54am says:

Downloading :) can't wait to try this one out

+1 vote     reply to comment
unknownpome
unknownpome Dec 11 2012, 3:45pm says:

hey im trying to make my own mod with few of my friends but we keep getting stuck with mesh files we cant open or do anything with them. could you help? please.

+1 vote     reply to comment
Lavo Creator
Lavo Dec 11 2012, 6:02pm replied:

You can open them in Notepad or find an import tool for 3DS Max on the Sins forums. That's the best I can do for you.

+1 vote   reply to comment
Lavo Creator
Lavo Dec 12 2012, 11:46am replied:

Glad to hear the particles got fixed! If you're getting the random crash issue; check out the FAQ section of the ReadMe, it has a point about that.

+1 vote   reply to comment
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Platform
Windows
Developer
SW Rebellion
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Warlords.swrebellion.com
Release Date
Released Dec 31, 2011
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Highest Rated (23 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

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