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.

Image RSS Feed Latest Screens
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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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  (40 - 50 of 3,157)
ntblood
ntblood Nov 9 2014, 10:07pm says:

I can't build Supercaps. Actually I build several but they disappear and then I immediately get the message that "we've lost our titan". Is it being teleported to crash? I'm human, Alliance and unlocked the necessary tech. I saw it build then disappear. I read the Supercap readme.
What's the difference between increasing the difficulty in-game versus using the "tougher ai" add-on?
Thanks

0 votes     reply to comment
Guest
Guest Nov 10 2014, 1:23pm replied:

No, they require a certain amount of time before they are spawned at the planet. The message is a side-effect of the ability.

+2 votes     reply to comment
Guest
Guest Nov 12 2014, 8:13pm replied:

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

Adrien_Victus
Adrien_Victus Nov 12 2014, 11:11pm replied:

YES ACTUALLY! Allow me to answer your questions in two parts.

1) The way the game handles titans, only 1 is ever allowed to be built. So you couldn't have additional amounts of super caps flying around. And because the AI are stupid it has to be an ability otherwise they would never build the ship.

2) Read the above. Hell no.

+2 votes     reply to comment
ntblood
ntblood Nov 11 2014, 8:19am replied:

I see, they show up at the navigation or hyper-space ring around each planet. The huge Imperial ship is awesome!

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 5:29pm says:

Ok, fixed the mod's names in EnableMods doc.
but I'm still not sure if the add-ons are working or not. I don't seem to have the ability to hyperspace outside of the lined paths though I've tried. I didn't merge the add-on folders into the main mod's folder and overwrite files, should I have?

Do I have to start a new game to see the effects for hyperspace anywhere add-on? I wouldn't think so

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 8:07pm replied:

Seems like the mods are all working. I just got creamed invading a "tougher ai" on normal random. The AI's fleet was huge and did a good job defending but didn't seem to want to attack my planets. I think I'll pull out the "tougher ai" mod. Unless it's better to have it in to make the AI competent and play on easy in game(?).
Is the old SW-EaW Warlords pretty much redundant to have installed with this game/mod?

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 12:05pm says:

The ships seem to stay far apart and kind of small in battle. Is it true what this review said that the ships were made smaller?
"As for the appearance, all the systems appear to have been scaled up in size and the ships scaled down."

Also, what add-ons do people suggest using from the optional
addon folder?
Thanks

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 1:50pm replied:

I tried avoiding asking this, another, question but I can't figure it out. I'm playing the Alliance. What's the most accessible ship I can first build which can colonize?

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 2:00pm replied:

Oh, ok. The MCBD "Wingless" has an "invasion" ability I see now

0 votes     reply to comment
Adrien_Victus
Adrien_Victus Nov 9 2014, 3:10pm replied:

Alliance is the frigate class Gallofree if I remember correctly. All factions should have a colony ships in the frigate area.

+1 vote     reply to comment
ntblood
ntblood Nov 9 2014, 4:05pm replied:

What balance of AI do you use? I haven't put in the add-on, "Tougher-AI" but I just played a small map, 18 planets against a "normal-random" opponent and he seems to be really weak on defense, letting planet after planet fall to me. I think he's on the ropes. Do you find increasing the games built-in difficulty is best or to use the "tougher-ai" add-on? I'm not that great and don't want to get plowed over by an intense AI but want a challenge, some balance. I remember playing the first SoaSE and thinking the AI sucked.

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 4:20pm replied:

Do you use any of the add-ons, like Hyperspace Anywhere/Interdiction or (extreme)Reduced Weapon Ranges, 200% Health?
Yeah, I'm enjoying the mod. Thanks!

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 4:33pm replied:

When I put the add-ons do I keep them in their separate folders or merge them with the main mod folder. I thought I was supposed to merge/overwrite the main mod's files. Whoops, I wonder if I did this right

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 4:48pm replied:

Dang it. Adding the add-ons made it so the mod isn't working at all, just launched to vanilla game. Do we overwrite files with the add-ons like with the hotfix? Or do we leave them in their separate folders next to the main mod? I've tried the later
I just tried taking all the add-ons out and I can't get the main mod to work now for some reason.

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 4:55pm replied:

may have found my issue, misplaced a folder within another
not sure though didn't fix it.

0 votes     reply to comment
ntblood
ntblood Nov 9 2014, 5:14pm replied:

Ok, it's fixed but I'm not sure if the add-ons are working or not. I don't seem to have the ability to hyperspace anywhere. I didn't merge the add-on folders into the main mod's folder and overwrite files, should I have? I might have the names a bit wrong for most in EnableMods.txt, missing the prefix: SoGE Addon -
I'll stop posting here. but at least I love the mod and am enthusiastic. I'll contain it though ; )

0 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Sins of a Solar Empire: Rebellion Icon
Platform
Windows
Developer
SW Rebellion
Contact
Send Message
Official Page
Warlords.swrebellion.com
Release Date
Released Dec 31, 2011
Mod Watch
Track this mod
Share
Community Rating

Average

8.9

406 votes submitted.

You Say

-

Ratings closed.

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

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Embed Buttons

Promote Sins of a Galactic Empire on your homepage or blog by selecting a button and using the embed code provided (more).

Sins of a Galactic Empire Sins of a Galactic Empire
Sins of a Galactic Empire
Statistics
Rank
32 of 22,815
Last Update
1 week ago
Watchers
2,373 members
Addons
2
Files
9
News
29
Reviews
95