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.

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 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 140 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  (10 - 20 of 3,158)
NeroAmatam
NeroAmatam Dec 23 2014, 11:42pm says:

Having a little bit of an issue here with the maps. Whenever I load up the mod, it only displays the Random maps, and refuses to load any of the vanilla premade maps (such as Agamemnon's Bounty (SP?)). Is it something I've done that causes this? If so, can I fix it?

+1 vote     reply to comment
Lavo Creator Online
Lavo Dec 24 2014, 10:15pm replied:

Vanilla maps have been disabled as they aren't balanced for SoGE, and thus do not play well. To enable them, the easiest way is to copy all the files from Sins' Galaxy folder and put them into your ...Sins of a Solar Empire Rebellion\GalaxyForge folder.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 24 2014, 10:40pm replied:

Is there a way of making it look at the vanilla galaxy folder? I edit all of my maps to my own tastes (random everything, its a quirk of mine so I'm not that worried about balance), and I can't stomach doing them all at once again after I lost the maps on my last hard drive crash. I've been doing them one at a time then playing it, but most of my mods look to the vanilla folder anyway when their Galaxy folder is deleted.

+1 vote     reply to comment
Lavo Creator Online
Lavo Dec 25 2014, 10:28am replied:

You'd have to rename or delete the Galaxy.manifest file in the main SoGE folder. Do note however that this would also result in the Star Wars themed maps becoming unselectable.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 25 2014, 2:28pm replied:

Couldn't I move them over to my vanilla maps before I do that to keep them?

+1 vote     reply to comment
Lavo Creator Online
Lavo Dec 26 2014, 1:22am replied:

No, as the Galaxy.manifest file is what tells the game what maps to load. Alternatively you can move the SW maps to the GalaxyForge folder, which would do the same thing.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 26 2014, 2:42am replied:

Great, thanks for your help. Happy (your preferred holiday here).

+1 vote     reply to comment
Mr_Goldenlancer
Mr_Goldenlancer Dec 20 2014, 6:43pm says:

How do I activate the developer version of the game?

+1 vote     reply to comment
MAN~O~WAR
MAN~O~WAR Dec 14 2014, 9:53pm says:

Is there a way to edit the starting resources for a single player in a random galaxy map (small random galaxy)? Or do I have to resort to scenario editing...I really wanted the random aspect of the map but having different starting resources.

+1 vote     reply to comment
Lavo Creator Online
Lavo Dec 16 2014, 12:05pm replied:

Open up the "Small Random Map.galaxy" file in your Galaxy folder in Notepad and edit the starting resources under "playerParams". Shouldn't take you more than a minute or so to do.

+1 vote   reply to comment
Guest
Guest Dec 12 2014, 9:30pm says:

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

Lavo Creator Online
Lavo Dec 14 2014, 5:59pm replied:

The AI will be more mellowed out in the next version. Until then however, download this file and stick it in your GameInfo folder: Mediafire.com

It will reduce the AI to a more manageable level.

+1 vote   reply to comment
Guest
Guest Dec 14 2014, 8:21pm replied:

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

Lavo Creator Online
Lavo Dec 16 2014, 12:06pm replied:

The research bit is unfortunately inevitable. The AI spams research hard early game, but it tapers off, and by mid-late game you will outstrip the AI in research.

+1 vote   reply to comment
AdrianLeong98
AdrianLeong98 Dec 11 2014, 5:49am says:

I am unable to build the Executor-class S-DN even though I have sufficient research, resources, command, and fleet supply. Can anyone help me?

+2 votes     reply to comment
DutchmaX
DutchmaX Dec 19 2014, 5:42am replied:

i too am having this problem.

+1 vote     reply to comment
Lavo Creator Online
Lavo Dec 12 2014, 10:02am 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
SoGE FAQ
SoGE Known Bugs
Please refer to those, thank you!

+1 vote   reply to comment
veseliy_kit
veseliy_kit 1hour 21mins ago replied:

Great work, Lavo! The mod is amazing, but I have this Problem too. I wrote FAQ, but it doesnt work, please help me, and thank you for your job.

+1 vote     reply to comment
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Platform
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SW Rebellion
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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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