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
Simple Beauty shots Simple Beauty shots Improved ISD Engines
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 44 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 149 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  (70 - 80 of 3,232)
Zupanicarr
Zupanicarr Dec 31 2014, 1:34am says:

So I installed the Squad Reduction addon to the exact instructions, however I don't really see a difference.
I get the impression it's supposed to make squadrons have only one fighter, well the quote is " the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change.", so I'm guessing that's what it should do, however after following the instructions and installing it right, there's still a lot of fighters per squadron.
Am I experiencing some kind of glitch? And what can I do, if anything, to fix it? So far this seems like a pretty fun mod, minus that little issue I can't figure out. :p
I also installed the hotfix over the original version, if that's what's causing this(that wouldn't make much sense).

+1 vote     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) Dec 31 2014, 2:51am replied:

it's a sub-mod buddy. Will do an install tutorial soon for you.

+2 votes     reply to comment
Zupanicarr
Zupanicarr Dec 31 2014, 3:21am replied:

Well I know it's a sub mod. :P
I just screwed up somewhere probably, I followed the text to the note, and nothing else, so there was probably something obvious I should have done afterwards that I didn't. I'm new to this game and the mods for it.
If it's worth noting, in game it does list both the main mod and the sub mod as active, in-case that springs a light bulb and you suddenly know what I did wrong, and also the meaning of the universe.

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Dec 31 2014, 4:03pm replied:

Is the sub mod listed first or last? Sub mods are typically written to overwrite files from the base mod and need to be listed first so they are properly overridden.

+1 vote     reply to comment
Zupanicarr
Zupanicarr Dec 31 2014, 6:10pm replied:

Well I'll just copy paste what's in the EnabledMods file.

TXT
Version 0
enabledModNameCount 2
enabledModName "SoGE Reb Addon - Squad Size Reduction"
enabledModName "SoGE 946392c"

So yeah.

+1 vote     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) Dec 31 2014, 7:00pm replied:

That should work. most odd.

+1 vote     reply to comment
Zupanicarr
Zupanicarr Dec 31 2014, 8:00pm replied:

If I installed the sub-mod properly, and it's looking like i did, I might just be screwed on this issue. Darn.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 1 2015, 4:39pm replied:

You got the naming for the folder wrong; it should read "SoGE Addon" not "SoGE Reb Addon"; there was an error in 946392c's original readme that told people to use an incorrect folder name, this was corrected in the hotfix's version of the readme.

+2 votes   reply to comment
Zupanicarr
Zupanicarr Jan 1 2015, 7:59pm replied:

You wonderful, beautiful bastard! Thanks!

+1 vote     reply to comment
spacenavy90
spacenavy90 Dec 30 2014, 2:39pm says:

Congrats on making top 10! Yours and Star Trek Armada really make Sins of a Solar Empire one of the best strategy games out there.

+2 votes     reply to comment
BCG52
BCG52 Dec 26 2014, 4:19am says:

Not sure why but I cant research ion cannons for the Empire, the icon is "under" the R&D screen.

+1 vote     reply to comment
Lavo Creator
Lavo Dec 30 2014, 11:12am replied:

Will look into the bug; have you by any chance got a screenshot to show of this? If it's what I think it is, the issue has already been fixed in the latest beta, though I am not entirely certain.

+1 vote   reply to comment
F_agenda
F_agenda Dec 25 2014, 10:44am says:

every time i select SOASE for the LAA it says catastrophic failure.

+1 vote     reply to comment
Lavo Creator
Lavo Dec 26 2014, 1:23am replied:

Do you have a 64-bit operating system?

+1 vote   reply to comment
F_agenda
F_agenda Dec 26 2014, 12:32pm replied:

yeah

+1 vote     reply to comment
Lavo Creator
Lavo Dec 30 2014, 11:11am replied:

I'm at quite a loss then. Darn, perhaps try running verifying your cache via Steam and then reapplying it? Also, try downloading LAA from here; there's a slight chance the LAA exe included with SoGE's download got corrupted.
Techpowerup.com

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 23 2014, 11:42pm says:

Having a little bit of an issue here with the maps. Whenever I load up the mod, it only displays the Random maps, and refuses to load any of the vanilla premade maps (such as Agamemnon's Bounty (SP?)). Is it something I've done that causes this? If so, can I fix it?

+1 vote     reply to comment
Lavo Creator
Lavo Dec 24 2014, 10:15pm replied:

Vanilla maps have been disabled as they aren't balanced for SoGE, and thus do not play well. To enable them, the easiest way is to copy all the files from Sins' Galaxy folder and put them into your ...Sins of a Solar Empire Rebellion\GalaxyForge folder.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 24 2014, 10:40pm replied:

Is there a way of making it look at the vanilla galaxy folder? I edit all of my maps to my own tastes (random everything, its a quirk of mine so I'm not that worried about balance), and I can't stomach doing them all at once again after I lost the maps on my last hard drive crash. I've been doing them one at a time then playing it, but most of my mods look to the vanilla folder anyway when their Galaxy folder is deleted.

+1 vote     reply to comment
Lavo Creator
Lavo Dec 25 2014, 10:28am replied:

You'd have to rename or delete the Galaxy.manifest file in the main SoGE folder. Do note however that this would also result in the Star Wars themed maps becoming unselectable.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 25 2014, 2:28pm replied:

Couldn't I move them over to my vanilla maps before I do that to keep them?

+1 vote     reply to comment
Lavo Creator
Lavo Dec 26 2014, 1:22am replied:

No, as the Galaxy.manifest file is what tells the game what maps to load. Alternatively you can move the SW maps to the GalaxyForge folder, which would do the same thing.

+1 vote   reply to comment
NeroAmatam
NeroAmatam Dec 26 2014, 2:42am replied:

Great, thanks for your help. Happy (your preferred holiday here).

+1 vote     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

422 votes submitted.

You Say

-

Ratings closed.

Highest Rated (24 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 (2 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

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
50 of 22,997
Last Update
6 days ago
Watchers
2,511 members
Addons
2
Files
9
News
29
Features
2
Reviews
98