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 42 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  (60 - 70 of 3,287)
GenericAmerican
GenericAmerican Jan 21 2015, 10:34pm says:

So, I have everything in the military tree researched, maxed fleet supply, and more money than Palpatine. But I still can't get the Executor to build?

I know it's supposed to be an automagic ability acording to the readme, but its not very automagic.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 22 2015, 6:44pm replied:

The ability is not automatic; you have to select the supercap factory and fire off the ability.

+1 vote   reply to comment
GenericAmerican
GenericAmerican Jan 22 2015, 8:25pm replied:

Well then it just doesn't work at all.

Waiting for available slot. Or something along those lines. Kind of annoying when the yard has never been used, I have what I need researched, and more than enough crew and ship supply available if its needed.

This mod is amazing otherwise.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 22 2015, 10:04pm replied:

Have you fired the ability? If you have enough supply, credits, and resources; the ship will "build", they do not warp in instantly. In particular with the Executor, they take some 6 minutes or so to build.

+1 vote   reply to comment
Guest
Guest Jan 23 2015, 9:02pm replied:

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

GenericAmerican
GenericAmerican Jan 24 2015, 11:46am replied:

^forgot to sign in

+1 vote     reply to comment
turtlesoviet
turtlesoviet Jan 19 2015, 10:18pm says:

I am a bit worried by the buzz droids getting nerfed. I always felt the CIS as being severely underpowered , with buzz droids being the one strength that made it competent(that and possibly the Subjugator class with its super ion blast). If the buzz droids are getting nerfed, are the other CIS ships getting some buffs? I personally really liked the old munificent class-being a very unique utility ship able to jam enemies, make illusions and propaganda. Now it is just a weak combat ship which lacks behind the other faction's rivals in terms of almost everything.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 21 2015, 12:24pm replied:

The Munificent still has the ability to jam enemies and still has single target damage that is superior to the VSD2. It is still very potent, and Buzz Droids are still able to lock down a ship completely; they just need to be deployed through multiple squadrons, rather than using say 3-4 to stop a single capital ship. Propaganda was also an ability that did very little; it did not work it's intended function though it may return at some point in the future. It is also worth noting that the Geonosian SDN's Superlaser works in a similar manner to the Subjugator's ion pulse cannon in that it hits all targets within a column, rather than just the single ship you target. The CIS remains as one of, if not the, best factions in SoGE; if you're having issues with the Confederacy I would recommend trying out another faction.

+2 votes   reply to comment
turtlesoviet
turtlesoviet Jan 21 2015, 11:38pm replied:

Thanks for the reply. Now I did play CIS, Empire, and Rebels, with Empire seemingly best suited to my style(ship of the line). Always had problems in large scale engagements with the CIS when compared to the other two factions.

Also the Geonosian Dreads superlaser being able to hit multiple targets is new to me. I better try it out.

The reason I considered Munificents to be less efficient than other ships is due to the comparison with the Stalwart class in the Republic. Even though it does have a strong single target attack power, it lacks overall firepower which is essential in medium/large scale combat, and due to this reason also lacks flexibility. Stalwarts also have powerful shields and hull points for its size and cost, with a similar total damage output with munificents. Stalwarts are also somehow considered as a small frigate, and cannot be targeted via skills(ie weapons jamming), which gives another edge against the Munificent. My opinion is that Munificents might need a slight firepower buff in order to compensate for its lack of flexibility.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 22 2015, 6:53pm replied:

Comparing any sub-capital save the capital-tier Liberator to the Stalwart is a bad comparison as it's the best cruiser-tier ship in SoGE. That small frigate bit is bug; the Stalwart should not be considered a small frigate, thank you for bringing that to my attention, fixing now.

Another factor to consider is that the CIS is very capital ship heavy; all of their capital ships are different from one and other. The Bulwark is the faction's tank, the Providence is a standard battle-cruiser with great focus fire against 1-2 targets, the Invisible Hand is a better DPS Providence plus Sacrifice for better durability and Torpedo Volley to take out a large chunk of ships at once, the Lucrehulk DCS is a carrier plus fleet command ship, the Lucrehulk Battleship has the power of an ISD1 plus an immense fighter compliment. If the backbone of your fleet is frigates, you're doing something terribly wrong; this is even worse in the mid-late game when Capital Trade Ships is researched.

+2 votes   reply to comment
turtlesoviet
turtlesoviet Jan 23 2015, 11:39pm replied:

Just played another game as CIS against Rebels and Empire.

It seems Stalwarts were my problem in the previous game. I also adjusted my strategy from my usual one, and now my CIS ships are just wrecking everything apart. Now I am fully supportive of the change in buzz droids - they are too effective considering what other CIS ships are capable of.

Thank you for your kind replies, and I am glad that I was able to be of some help too.

+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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