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 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 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 133 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  (60 - 70 of 3,145)
adamlewthwaite3
adamlewthwaite3 Oct 30 2014, 10:03am says:

Hi, just curious to the reason, every time it use this mod it will suddenly without warming just quit and go straight to desktop, I've download it he mod again and replaci it and using the hot fix but it still does the same thing, it varies between a few minutes and about 40 at my best, I got the armada app working fine so I don't think it's an issue with putting it in wrong, would just like an idea to get to work properly

+1 vote     reply to comment
Lavo Creator
Lavo Oct 30 2014, 10:45am 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!

Further, if you are getting a crash to desktop without warning, please make sure you have read over the installation instructions in their entirety, in particular the section that talks about Large Address Aware.

+1 vote   reply to comment
SnakeTheFox
SnakeTheFox Oct 30 2014, 1:13am says:

This is an amazingly well-made mod, up there with First Strike and Freeworlds in regards to the impressive amount of work and dedication that has gone into it, a true total conversion.

That having been said, there's one annoying thing I'm wondering if you could fix: The issue is that the Republic AI, regardless of difficulty setting/disposition (e.g. aggressive, defensive, etc) seems to build predominantly Resolute and Stalwart class vessels; both of which, to my knowledge, are completely fanon. Out of 4 games in the last week, each one lasting between 2-5 hours, all as CIS playing against Republic AI, I've only seen a very small handful of Acclamators/Venators and a proliferation of Resolutes and Stalwarts. This is mostly an aesthetic issue, but it just doesn't seem very "clone wars-y" to be fighting unrecognizable fanon ships 80+% of the time.

I understand that the Republic faction makes use of a ton of fanon ships (most are canon in name, but with fanon models, to be specific), which I can completely understand considering the only two majorly represented ships in the CW era are the Acclamator and Venator, and that would leave a sorely lacking variety in ships for the Republic. So just to clarify: fanon ships are no issue and an understandable balance/gameplay variety decision, the issue is just the AI's seeming dependence and almost sole use of them, at least for the Republic AI.

+1 vote     reply to comment
Lavo Creator
Lavo Oct 30 2014, 10:40am replied:

Unfortunately the AI is entirely hardcoded; modders have virtually no control over their build orders.

The Resolute and Stalwart were both made to fill particular, Sins-specific, roles that the Republic was lacking. I imagine that, due to how Sins works, the AI perceives the Stalwart as being it's best combat ship, as the Acclamator is designated primarily as a siege vessel, but also as a combat ship.

The Resolute is being spammed for one reason, and one reason alone, that it's the cheapest capital ship in terms of supply. If it were increased in supply, then the Venator or VSD-1 would be spammed instead, and so on. Problem is, making the Resolute cost any more would be a bad nerf, and if the AI spammed Venators, that would be a death kneel for the AI as it was in the past, as the Venator simply is sub-par on it's own in ship to ship combat. Spamming the VSD-1 wouldn't be too bad for the AI, though I'm sure people would have the same reservations about this ship, even if it was canonly used in small numbers.

I really wish we had enough control over the AI to give it a more predetermined, but optimized, build order, however that is unfortunately beyond our control.

+2 votes   reply to comment
sora74747
sora74747 Oct 28 2014, 8:29pm says:

I'm trying to create a custom map in the galaxy forge for this mod.. (Using the onw in the downloads screen) I changed the scale to 250000, and I changed the two tyhings to -1 for the home planets to -1 (to test) Why won't it work? I don't like the default maps because theyre too clustered but I can get this thing to work, any help is appreciated.

+1 vote     reply to comment
Lavo Creator
Lavo Oct 29 2014, 3:42pm replied:

Send me the map and I'll take a look at it. Also don't use the Carbon planet types; they have been removed from play and Sins won't load the map as a result.

+1 vote   reply to comment
RickVic
RickVic Oct 28 2014, 7:51am says:

I have seen the phenomen that sometimes of copy of an actual fighting ship appaer in combat. This ship cannot be named etc ? How did this happen ? Did I overread some Special Ability or Research discription ?

+1 vote     reply to comment
RickVic
RickVic Oct 28 2014, 9:30am replied:

Also is there a chance, in form of a mini addon, the ships could be make slower in the future ?

+1 vote     reply to comment
Lavo Creator
Lavo Oct 29 2014, 3:43pm replied:

Are you fighting the CIS? If so, the Providence has an ECM ability that creates a phantom copy of itself.

If you want slower ship speeds, go into the Game Options tab and pick a slower speed setting.

+1 vote   reply to comment
RickVic
RickVic Oct 30 2014, 7:16am replied:

I mean, slower than slower speed in game. Maybe a little bit faster then vanilla sins but not as fast as now

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion Icon
Platform
Windows
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SW Rebellion
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Warlords.swrebellion.com
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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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