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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Rebel Alliance Civilian Tree Consular-class Charger c70 retrofit Consular-class Cruiser
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.


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 43 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 139 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 3,157)
Lancer_Vance87 Dec 21 2012, 5:49pm says:

Well unfortunetly I still can't build the Executor Supercap. I researched everything correctly, and yes I have the recent hotfix. It has it on auto-build, and I have researched all the ship slots, but the ship itself is grayed out. Clicking on the auto-build button on the supercap shipyard doesn't tell me anything that is missing, it just doesn't spawn it.. None of them are. I don't understand what is wrong. Yes I know how to install mods for this game, been playing Sins since the beginning. Any help would be appreciated.

+2 votes     reply to comment
jasper18 Dec 22 2012, 2:01pm replied:

Try using the dev.exe and see if that works.

+1 vote     reply to comment
Killer9169 Dec 22 2012, 7:19am replied:

i am having this same problem i have researched everything that can be but not been given access to the titans

0 votes     reply to comment
Lancer_Vance87 Dec 21 2012, 6:01pm replied:

--Update-- It finally attempted to spawn a titan, but it didn't spawn anything, just a long cooldown, and once it ended it said "Our titan has been destroyed". Then nothing happened. Again, I have already installed the hotfix.

+2 votes     reply to comment
Lavo Creator
Lavo Dec 22 2012, 7:06pm replied:

I don't know what to say other than make sure you're waiting long enough; I've run the spawning method myself with no issue many times. The Executor does take a long time, just under 7 minutes, to spawn after the ability is fired off. Only things I can think of are a bad mod installation, or if you are one of the unlucky few cases, a bad install of Sins itself, which is causing issues with the mod.

I'd suggest doing another re-extraction of the archives to see if that does the trick. If not, I would suggest waiting for the new full version, to be released next week.

Regardless of this, if you have a save file of right before, or even right after (the former is preferred), you tried to build the titan, please upload it somewhere and send it to me. This way I can look into it, and see if it's truly an issue with the mod itself or not; there is always a possibility that I have missed something, as the system is not perfect.

+1 vote   reply to comment
jasper18 Dec 21 2012, 8:12am says:

Your mod does not work correctly with rebellion 1.1 too many error codes and glitches something to do with having only your own Galaxy maps stops the game from running the game code and also crashes the game after about 10 minuets please fix because overall the mod is great.

+2 votes     reply to comment
Lavo Creator
Lavo Dec 21 2012, 8:45am replied:

Do not enable show errors or log output for SoGE; the game thinks there is something wrong with our galaxy maps, as technically we have done something we shouldn't have, however the game will load them correctly.

As for the crash issue, please read the ReadMe; it is NOT an issue with SoGE, it is a problem with Windows being stupid with RAM.

This is known to be a Windows issue as we ourselves experienced such crash issues right after the direct port from Entrenchment, even though the mod was stable in Entrenchment and Rebellion having an even more optimized engine than the it's predecessors. It occurs due as, unlike Impulse/Gamestop Download which always installed to the boot drive, Steam is at times installed by people onto a different partition or HDD, and as such does not have a Windows paging file which causes the game to run out of memory even when it is using under 2 GB. As mentioned previously, I personally experienced this exact issue until I enabled a paging file for the drive Sins is on, and since then I have not experienced any random crashes, only when I myself make a change that causes the game to flip out.

Additionally another possible factor is that, the dev exe might be more resilient and stable than the regular exe, as I exclusively use the dev exe encase something that requires debugging pops up when I play. There is at least one person on the Sins forum who has reported that a certain mod works for him when running the dev exe, but constantly crashes and is unplayable on the regular exe.

+1 vote   reply to comment
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Lavo Creator
Lavo Dec 21 2012, 1:16am replied:

Get the hotfix, it fixes the glitch where you only have a small amount of supply "free" right before the slot-holder supercap is destroyed, and then the real supercap does not spawn.

+1 vote   reply to comment
raeman1901 Dec 19 2012, 6:01am says:

Will you guys eventually be adding in some of the 'old' (KOTOR-SWTOR era) ships and factions? I'd love to see the Harrower class dreadnought in action!

+1 vote     reply to comment
Lavo Creator
Lavo Dec 19 2012, 9:06am replied:

Please read the FAQ section of the ReadMe before asking questions here.

+1 vote   reply to comment
Guest Dec 18 2012, 11:13pm says:

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Lavo Creator
Lavo Dec 19 2012, 1:03am replied:

You'd have to change the galaxy skybox.

Also, having deep space skyboxes enabled (present as of the hotfix), makes ships easier to see.

+1 vote   reply to comment
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Sins of a Solar Empire: Rebellion Icon
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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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