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, with or without, all DLC.

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Blog RSS Feed Report abuse Latest News: State of the Mod: September 2014

10 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 44 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 155 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 12 comments

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

Post comment Comments  (50 - 60 of 3,292)
The_Imperial_One
The_Imperial_One Feb 3 2015, 3:21am says:

I have a strange bug: constuctor ships start constructing but leaves it unfinished when structure have only 1% or 2% of builded

+1 vote     reply to comment
Lavo Creator
Lavo Feb 4 2015, 6:10pm replied:

Known bug, it's a problem with Sins itself, and cannot be fixed via modding.

+1 vote   reply to comment
The_Imperial_One
The_Imperial_One Feb 5 2015, 2:50am replied:

Do you know does it requires reinstallation, or reload saved game or saved game is unrepairable?

+1 vote     reply to comment
Lavo Creator
Lavo Feb 5 2015, 10:14am replied:

Eventually it will just start working. Reloading a save game might help. Truthfully I do not know what causes this bug, other than it just goes away at some point.

+1 vote   reply to comment
The_Imperial_One
The_Imperial_One Feb 6 2015, 2:24am replied:

Ok I'll keep trying

+1 vote     reply to comment
DarkPeliconious
DarkPeliconious Feb 9 2015, 5:33am replied:

I stumbled across this before. Are you trying to build it while the planet upgrades haven't finished?

In my experience, with say... a Missle Turret or a Frigate Factory when I try to build them but the Logistic slots are only 12 (While the planet is still upgrading to bump to 24) the constructor drone will build it anywhere from 1% to 80% then fly off and build something else up or pause construction but that's because the planet upgrade hasn't finished.

In essence, I don't really think it's a bug, just a pre-emptive building method of sorts. Not ah... sure if what I posted made any sense but hope it helped.

+1 vote     reply to comment
cutlass117
cutlass117 Feb 9 2015, 6:37am replied:

That's correct from what I've seen.

I suspect that it may be a 'feature' from the sins base game and not a 'bug' but its not restricted to Logistics upgrades it applies any of the upgrade options. (what I have seen in the base game)

I have not tested but if you have an upgrade going and you have a building freeze try cancelling the upgrade and see if it continues.

its worth a try at least.

+1 vote     reply to comment
Guest
Guest Jan 27 2015, 5:54pm says:

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Lavo Creator
Lavo Jan 28 2015, 10:55am replied:

Did you correctly enable Large Address Aware?

+1 vote   reply to comment
sexywife01
sexywife01 Jan 24 2015, 1:34pm says:

To creator or developers or anyone, i just only downloaded this mod. first off, its an amazing mod but im having a problem though

1: im using the new republic and wanna build the supercap? ive researched for it, yet i cant build it. they show a message "built the wrong way or smth" ive even tried autocasting the ship, but a few moments later they say its destroyed. pls any help?

2: for the addons pack and hotfix, do i have to copy the contents of all the folders in the main mod folder? as in copy and replace? or just put it together in its each seperate folder in the mod folder?

Sry if these are obvious qns or anything

+1 vote     reply to comment
Lavo Creator
Lavo Jan 25 2015, 10:20am replied:

1. If the ship says it is destroyed, that means the placeholder ship has died; the "real" ship should hyperspace in shortly after.

2. For the hotfix, you do should do a copy and replace. For the addons, they go into the main mod folder as separate mods. They are then set up in EnabledMods.txt in such a way that they are loaded with the main mod; for more info see the "ADDON INSTALLATION" section here: Moddb.com

If the above do not work or do not make sense, do not hesitate to say so.

+1 vote   reply to comment
sexywife01
sexywife01 Jan 26 2015, 3:26am replied:

Thank you so much Lavo for the reply. im still not sure about the first part that you explained. As in when i wanna summon the supercap, ive done all the research etc, i cant click the build option. When i try auto casting the option, after awhile it says my ship has been destroyed and all my resources that ive spent are gone.

Also, what is meant when they say i have to join a faction? thanks.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 26 2015, 8:36am replied:

It sounds like you're just not waiting for the ship to summon, as you are supposed to get a message saying your ship is destroyed; a few seconds later the real ship should warp in. Read: Moddb.com

+1 vote   reply to comment
warcommissar1
warcommissar1 Jan 23 2015, 5:43pm says:

for those of you upset with how slow resource collection is, the planet resource collection and population limit are easily modable with notepad, I made the capitals generate a lot more of everything, plus logistics slots, without breaking the game

+1 vote     reply to comment
katamuro
katamuro Jan 26 2015, 6:41am replied:

Where can I find the file to mod the original games cap ship allowance?

+1 vote     reply to comment
Lavo Creator
Lavo Jan 25 2015, 10:15am replied:

Alternatively, under the "Game Options" tab before you start a new game, set resource collection to Fast or Faster. This lets you drastically increase resource collection without modding anything at all.

+1 vote   reply to comment
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Released Dec 31, 2011
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Highest Rated (26 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

Lowest Rated (4 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, 10:44pm by CagiVasu

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