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 1.82/1.83 and, with or without, all DLC. Rated #6 players choice in MOTY 2014. An editors choice in MOTY 2015.

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One a many moons ago, in September in the release log for 4.10.0, we talked about the future plans of the mod, namely the upcoming effort to completely rebuild the mod from the ground up, to eliminate memory leaks, bugs, unused assets, and other performance issues. After the release of 4.10.1 in mid-December, this project started in earnest. While RL has unfortunately been slowing progress more than I'd like, I'm pleased to give you an update on what has been done up to now:

  • Ported over all planets and their abilities
  • Ported over all of the Empire's ships, save supercapitals, and their respective abilities
  • Ported over all of the Empire's research
  • Ported over all maps save those with predetermined factions (ex. Thrawn Campaign)
  • Ported over the UI plus all of the various Window folder's files
  • Ported over all the music files, explosions, sound effects, strings, and particles

With all of these tweaks and inclusions, the rebuild is in a playable state with Empire vs. Empire matches, pirates and supercapitals excluded, being possible. Lag has also gone down significantly, have ran AI vs. AI simulations on the Medium Large random map and a little over an hour in with Squad Reduction enabled, I could watch battles at 1x speed without facing crippling lag. While this performance will slightly worsen as more factions are added, these results are promising. The next faction that will be added to the rebuild is the Clone Wars-era Republic. Also, enjoy these two pictures from the rebuild; skyboxes are from vanilla Sins.

Rebuild Progress Update #1

Rebuild Progress Update #1

Sins of an Old Republic, open pre-alpha.

Sins of an Old Republic, open pre-alpha.

News 15 comments

We are happy to announce that our pre-alpha will be open to all.

SoGE 4.10.0 Release Notes

SoGE 4.10.0 Release Notes

News 38 comments

4.10.0 is now live! This news post goes over the team's new members, includes a lengthy change log, and talks about the mod's plans for the future.

Old Republic Era Update, Part I

Old Republic Era Update, Part I

News 42 comments

The Old Republic Era expansion to Sins of a Galactic Empire is being worked on; we're not dead yet, but we need your help!

State of the Mod: September 2014

State of the Mod: September 2014

News 10 comments

The Old Republic project is now in full swing! Contact myself, or Seymour2012, the project leader, if you want to help this endeavor. The Alliance has...

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SoGE 4.10.1 patch for SOASE Rebellion 1.82

SoGE 4.10.1 patch for SOASE Rebellion 1.82

Patch 45 comments

Sins of a Galactic Empire 4.10.1 patch for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire. Requires...

SoGE 4.10.0 release for SOASE Rebellion 1.82

SoGE 4.10.0 release for SOASE Rebellion 1.82

Full Version 109 comments

Sins of a Galactic Empire 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire

SoGE GOG patch for SOASE Rebellion 1.83

SoGE GOG patch for SOASE Rebellion 1.83

Patch 18 comments

Sins of a Galactic Empire GOG patch for Sins of a Solar Empire: Rebellion 1.83; this patch is for those whom have 4.10.0 or 4.10.1 and are on GOG (aka...

Sins of a Galactic Empire - Addons Pack for 4.10.1

Sins of a Galactic Empire - Addons Pack for 4.10.1

Patch 19 comments

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

Hotfix to Ko/TOR Addon

Hotfix to Ko/TOR Addon

Patch 27 comments

Fixed Hotfix for the Old Republic era mod, thanks to Vader

Sins of an Old Republic Addon

Sins of an Old Republic Addon

Demo 104 comments

Hi guys, finally getting around to posting the pre-alpha pre-preview. Just a warning: this is all entirely unfinished. Basically we've just got about...

Post comment Comments  (30 - 40 of 4,005)
Rhinn
Rhinn

Crash, crash, crash and crash. I get load errors (white space where characters should be posed = crash) as well as game play errors at seemingly random times if I'm lucky enough to make it into a game.

I applaud the attempts of this mod and mean no disrespect but at the end of the day its simply not playable in a realistic sense.

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Antares51
Antares51

Yes it is, have you properly Installed LAA onto the games Exe? Most mods for Sins require LAA to run properly

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Guest
Guest

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law4426
law4426

Hi, just wondering, any news on the SWTOR mod? Its been a while since anything was posted in regard to that mod

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derique69
derique69

Think your better off waiting maybe 6mo, then come back and see if anything has changed yet. Sins mods seem extremely slow to progress now.

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BattleDroid117
BattleDroid117

Hi
i have a question. Is there a opportunity to add the Vanilla Ship limit in game (maybe a sub Mod? :). I Mean that Capital Ships have their own Limit. So Support Ships get a Stronger Role?
In my games Ai Build only Capital Ships and i think it is boring if support ships does no matter.

P.S Thanks for this Masterpiece and sorry for bad English.

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Lavo Creator
Lavo

This is possible as an addon. What do you think would work for the starting capital ship count, and for the final (max research) count?

Reply Good karma+1 vote
wheelmandan Online
wheelmandan

hey lavo is there something coming or is it just pic just asking love your mod one of the best space game i've played

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SeraphimD_Kiryu
SeraphimD_Kiryu

In the vanilla game 16 capital ships is the max I think, then the E4X mod allows you to have up to 32 Capital ships.

I would say go like how E4X did and have 2 Capital ships to start then up to go to maybe 40 Command since your mod allows for upto 4 smaller super capitals.

So the Empire would have either 32 capitals 4 supers or 1 super 38 capitals.

Republic would be 32 capitals 4 super capitals or 2 super capitals 36 capitals.

That is if all super capitals cost 2 command like vanilla Titans.

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BattleDroid117
BattleDroid117

Good Idea, that sounds good. +1

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SeraphimD_Kiryu
SeraphimD_Kiryu

I suppose it would also mean the support ships would need re-balancing also.

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8.8

519 votes submitted.

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Highest Rated (32 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 by OseronPhaer

Lowest Rated (9 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 by CagiVasu

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