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.
Great mod actually and a lot of fun. I found what I had played to be challenging yet not over or under done in most aspects.
However I was rather disappointed with the starbases, rather small and frankly ineffective. most of the time the AI mobbs in with a respectable fleet and even supported the base is no match. lastly the super cap for the voya or whatever...that giant spiral with 116k hull yeah that thing took me a maxed fleet as the CIS to bring down with 2 super caps of my own and 200 bombers lol maybe dial down that monster a bit. Anyways had fun playing thanks for the mod!
Simply put, SOGE is one of if not THE best entries- let alone mods, in the Star Wars universe. Utilizing the star wars expanded universe to an ever increasing extent with the Yuuzhan Vong and the Knights of the Old Republic era, SOGE is the definative RTS in space mod for an already definative RTS in space game..
This is my first review, I have no idea if I'm speaking the truth but I attest that I am trying to speak what I believe is the truth. Feel free to tell me off, because it's been a while since I've played vanilla sins. Also it's been a while since I've played the the mod itself. Please let me know if I make any mistakes.
I'm not exactly sure what's up with the wave of 7/10 reviews, but the current state of the mod as of 2014 is really good. This is about the only mod I've found that does star wars really well and includes factions from the prequels (CIS, Republic), the original trilogy (Rebels, empire) and from the expanded universe (Vong, New republic) which we will hopefully see done well in the upcoming 7th movie.
My experience with other star-wars mods in sins, haven't exactly been great. One mod I played (I won't name it because I don't want the developer to be mocked/harassed) had defense platforms that could be given the upgrades that the TEC could get. I research those because I need good defenses but the upgrades don't show up. So I post the bug on the forums and I'm ignored. That's nice. So instead I just buy the rebel's heavy cruiser which is huge and clumsy looking and it has 2000 health and 2000 shields and does 40 DPS total. It doesn't take a genius to figure out the roflstomping that happened next. I ended up losing because the rebel alliance culture centers didn't produce culture for some reason.
But I digress on my poor experience with other mods. This mod is great, back in 2012, fast combat was generally considered in poor taste. I'm not if this attitude has changed but I don't care. I'm pretty tired of slow combat and the original sins combat system in general. Also in original sins, defenses were terrible, here hangar defenses are like minature space stations, moderately expensive, but effective at holding the line. A well-constructed defensive line is now possible, whereas in Sins of a solar empire, defenses were a losing mans bid to gain time. The only thing I don't like about this mod is the severe nerfing of strikecraft, they don't do too much damage and the presence of one or two anti-strikecraft ships can take them all out. Strike-craft are now like aircraft in most RTS games, deadly when there's no AA but absolutely useless if there's a small amount of AA present at all.. which is okay, but I don't think star-wars strikecraft were that useless.
Overall there's a lot of content to the game and I like mods that give me a lot of content. And I'm actually surprised to not run into horrible horrible bugs like defense platforms that get upgrades that don't actually show up. There is one seriously 'bug' I've noticed though, some capital ships get abilties but can't level them up. I believe the developer said that this is because that capital ship was actually a cruiser but the problem is that unit isn't much less expensive than other 'real' capital ships that do level up. Still though this mod is about to get a huge over-haul as of 2015, so who knows what might happen. All I know is that I love the current state of the mod and if they only drawback is not buying one or two capital ships because they don't actually level up then how could I not give this a 10/10?
This mod really is amazing. Hell, a Star Wars game that sports the Yuuzhan Vong? I would have never thought I'd see such an addition to the games; just goes to show you what magic modders can conjure up.
That being said, this mod isn't without it's problems.
The aforementioned issues are unfortunately pretty glaring. After playing a few matches in vanilla Sins the economy is definitely pretty wonky. When you play a match in SoGE and accrue more "metal" than you do "credits"; then you might have a balancing issue. The culture spread is crazy too; though I don't really play around with culture too much even in the base game so I can't speak at length about that so much.
Also, the scale (visually). Maybe it's realistic to the proportions seen in the series, I don't know. It would be soooo great to have a larger ships option though; as is the ships are so small they just kind of lose some of their "oomph". I'd argue that X-wings and TIE-Fighters are more iconic of Star Wars than some of the bigger frigates and cruisers; so why are they microscopic? Also, the increased size would probably help make the ships look a bit less "spazzy"; as is they zip and dart around REALLY fast. I'm sure some of these issues might be more inherent of Sins' engine; but figured it worth mentioning regardless.
The higher capital limit and supply limits are a double edged sword for me. While I enjoy the huge scale in regards to numbers, it also diminishes the importance of the capitals and other ships as a result. My rig is pretty mediocre too, so maybe my occasional lag spikes make me unfairly biased.
This is still an AMAZING mod. I've had quite a good deal of fun with it and this is clearly a labor of love. It's not without it's quirks, but what works, WORKS; and that is perhaps the most important thing.
(Also, READ the "how to build supercaps" text file. If you don't you might have a bad time spending all you have on nothing. Just a word to the wise from a dumb scumbag.)
Never having played any of the other sins games before and my sole purpose for buying rebellion being for this mod and one other, I'd have to honestly give the game a nine out of ten.
Some reviews talk about the income rates being outlandish and crazy, but to them I raise two arguments. One, if the currency is really that bad, or the mod in general is really bad to them, then they could always not play it and play the base game or swap to a different mod.
But second, (And also one of the few reasons I give it a nine and not a ten) it seems like there's still some cleaning up or refining that could be done, or is in progress. Whether or not it's being looked at, will ever be looked at, or maybe it was even intentional... There's some elements in the game that seem rough. For instance, starting with over nine hundred capital ship crews. Or how most frigates and corvettes are generally pretty bad depending on your faction. (I.E. Empire's only real viable ships are the ISD Command Ships, ISD II's, and Tectors which, If possible, it would be neat to see some slight variations in the models but I can imagine that being pretty hard to pull off.)
Now don't get me wrong, I definitely see this as being a capital ship oriented game and I personally love how it is, but I digress.
More or less, I like to think of Sins of a Galactic Empire as its own game rather than to stack it against the vanilla Sins or other Mods because when that happens, no one's ever happy about the slightest details.
I'm eager to hang around and see how this mod develops and definitely can't wait to see the new factions. So if anything, To the Mod Developers: Keep up the awesome work!