Sins of a Galactic Empire 4.10.1 patch for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire. Requires an existing installation of 4.10.0 to function.
NOTE: Requires an existing installation of 4.10.0 to function.
Sins of a Galactic Empire (SoGE) 4.10.1 release for Sins of a Solar Empire: Rebellion 1.82
A Star Wars total conversion mod for Sins of a Solar Empire
19-12-2015
PATCH NOTES
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Fixed the Acclamator FPS bug, fixed the Mandator mesh bug, added in a lot of new maps, added reflective seas for most planets that have seas, updated the GSD for easier map creation, plus a bunch of other minor fixes.
INSTALLATION
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This patch is meant for those who have downloaded 4.10.0 and will update you to 4.10.1 standard. You must have a prior installation of 4.10.0 for this to function.
Extract the contents of the zip file to your sins mod directory and overwrite when prompted
Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
Example for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
(See here for a more detailed walkthrough: Youtube.com
or: Forums.sinsofasolarempire.com )
To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):
TXT
Version 0
enabledModNameCount 1
enabledModName "SoGE 4.10.0"
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.
The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.
DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.
ADDON INSTALLATION
=============================================
SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download 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. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches.
To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:
TXT
Version 0
enabledModNameCount 2
enabledModName "SoGE Addon - Squad Size Reduction"
enabledModName "SoGE 4.10.0"
TEAM
=============================================
Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
starkiller623 (Maps)
Service_Disconnect (Interface icons)
Wawac (Interface icons)
mmeier1986 (Error/bug fixing)
Chimaera (Ship stats)
Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!
INACTIVE STAFF
=============================================
Evillejedi (Models, textures, ship stats)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Ludo Kreesh (SW Music, UI, interface icons)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Ozwolf (Interface icons)
Pedro (SW Music)
CREDITS
=============================================
GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)
myfist0 (Modeling and texture assistance and other insight)
RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)
Snowba11 (Most of the premade maps)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
Arvis Taljik (Praetor, Malevolence, and other, textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)
KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)
axeldude (Planet.fx)
Egosoft (Skybox textures)
Cole_Protocol (Assault Frigate Mk.II's cloaking particle)
ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)
Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)
MrPhildevil (Interface icons)
husker98 (A few maps built off of Snowba11's large galaxy map)
Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)
AdamKop (Rothana Battleship's original render)
Valpheus (Vasari Deep Voice mod)
dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)
Probably some other people we are missing, thanks.
CONTACT
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Forum Moddb.com
Moddb page Moddb.com
NexusMods page Nexusmods.com
Steam community page Steamcommunity.com
Sins forum Forums.sinsofasolarempire.com
Wiki Sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net
COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82
NOTES
=============================================
If you are new to SoGE, or feel somewhat overwhelmed by the sheer amount of different types of planets present, fire up the "Planet Sampling" map to get a feel for the mod's variety.
This release is a compiled version of Git rev c367735, there are newer builds on the Git repo, these are further developed than c367735.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
What's new in this update? :)
Stuff! Awesome stuff! :D
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Honestly though. What's in this patch?
Added patch notes to the description:
Fixed the Acclamator FPS bug, fixed the Mandator mesh bug, added in a lot of new maps, added reflective seas for most planets that have seas, updated the GSD for easier map creation, plus a bunch of other minor fixes.
Does the AI have problems with any of the new maps? Or are these meant for human players
They are all AI-compatible to my knowledge. A human will be better on them obviously, but the AI shouldn't be a slouch.
I'm really loving the new maps, like a lot. One thing that is really annoying though, is the randomized start positions. Would it be possible to release versions with Fixed positions as alternates?
Or, could you tell me how to correctly change that in the Galaxy editor and actually have the maps show up in game?
For example, I DL'd the updated GalForge, opened The Mid Rim map, changed randomized positions from true to false, saved it as The Mid Rim(fixed), but I cannot get the fixed version to show up in game!
The Mid Rim has randomized starting positions as it's not a lore specific/preset map. That said, the best way to "see" this map is to put it into your "...\Sins of a Solar Empire Rebellion\GalaxyForge" folder. Then the map will show up in the "Galaxy Forge" map tab.
Hi, I have been playing SoGE 4.10.1 for a couple of hours now and I'm loving it! However, I'm noticing 2 bugs/issues(?) while playing the mod.
*I have the Large Address flagged on my game's .exe
1) Every now and then, if I'm zoomed in to view the units, the screen would suddenly become stuck with a weird flickering (non-interactable) image of the game screen. The only way I could get rid of it is to alt-tab to desktop and alt-tabbing back into the game. Sometimes the effect would persist and I would have to zoom out quickly, once I'm back in the game.
By stuck, I mean I can hear things be selected if I move my mouse, but the screen would be overlayed with a flickering, non-moving nor interactable image of the game.
This bug pops up every now and then, but it only appears when I'm looking at the game models, it does not appear when I'm just seeing the icons of the units (zoomed out).
2) The game slows down a lot after playing it for an hour or so. This happens even in smaller maps like 3-4 player, less then 50 planets maps.
If I save and reload the game, the game speeds back up for a little while before slowing down again.
It seems to happen towards the mid-late game. Is this just due to the large number of units in the game? Having too many factions or a memory leak?
I'm running most graphics on low-mid on my com. But this slow down of the game only appear badly when running SoGE.
My com's stats:
i7-3610QM @ 2.30hz
8GB
GTX-660M
Is there anyway to resolve these two issues? I'm not having them when I'm playing other mods.
Thanks in advance!
1) This sounds really weird, I've never heard of this happening with Sins before. I would suggest trying to run the game in windowed mode and seeing if that helps.
2) This sounds like late game lag hitting early. It is likely due to your weak laptop CPU; it just cannot handle the strain of single core limited Sins.
Thanks for the reply.
1) After trying out a couple of other mods, I notice the image stuck bug do pop up every now and then on mods too. Often right after loading a game, aka game is running, but image shown is the loading screen.
It is just a lot more common in SoGE.
As the bug pops up so inconsistently, I'm placing this down as just an isolated issue with my computer, maybe something to do with the graphics card or even the CPU issue.
2) On the game slowing down, I didn't know that sins is a Single CPU game! Thanks for this info. I guess it is just something I have to live with.
Thanks for helping with these issues.
Really hope to see more from SoGE in the future. :)
Now that you've noticed that image stuck bug with other mods, I have a feeling it's tied to late game lag.
I keep getting crashes when trying to load maps, with a pop up that says "90% you did not install LAA correctly, etc, etc"
Now, I've 100% installed LAA correctly, yet I get these crashes all the time. What have I done wrong? Anything I can do to potentially help this issue?
If you're getting a crash when trying to load maps, then my first guess is that something went wrong with either your 4.10.0 or 4.10.1 download and corrupted one or more of the mod's mesh (model) files. Try redownloading the patch, and failing that, redownload 4.10.0; specifically for both try our NexusMods mirror: Nexusmods.com
hi, this is my first time playing sins of a galactic empire i really loved your mod, fighting massive space battles with star wars factions are just amazing! however i have this problem with cis, the munificent class and a couple other class of ships dont have any model details, instead, they are just a grey thing in the shape of the ship. And not long into the game, it just crashes. Is there a fix for these two problems? thanks
the grey model problem has been fixed :) but the crash i just have ti every time i play :( and the explosions on ships are expressed by white squares. this time is crashed to desktop without saying "soase had stopped working" :( pls help
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.
thabk you for your reply. i have done what the instruction said aboit the large address aware. but fkr some reason it didnt work. but this time it works! and i had a lot of fun with your mod! great job with the mod!
Glad to hear it's working now.
Hi, I just wanna be sure. After whole instalation the correct and proper status is this?
TXT
Version 0
enabledModNameCount 3
enabledModName "SoGE Addon - Nightmare AI"
enabledModName "SoGE Addon - Reduced Weapon Ranges"
enabledModName "SoGE 4.10.1"
and If i want some special mods i should put then to "enable" in game ? :)
Assuming you have those addons and assuming you renamed your mod folder to "SoGE 4.10.1" (as it normally is named "SoGE 4.10.0") then yes that is correct.
Never "enable" a mod in game. Always edit EnabledMods.txt before starting a game; no exceptions.
thank you :) Its awesome, but is here possibility to reduce a number of strike craft? with a max fleet i ve got almost 200 strikecraft...isnt that too much ? im just asking :)
Are you using the Squadron Size Reduction addon? It helps a lot with strikecraft numbers.
This is my first time of hearing of this, there were to many strike craft so I manually went in and just made it so the AI and me couldn't make strike craft. i was annoying as hell. Where can i find this addon? Edit: never mind found it
can you use this mod if you have the game on steam
Yes
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when i try to extract the mod i get a beep at 99% then when i put it in the folder it crashes before it loads
I just downloaded the mod and it is amazing, but I have one problem and that is that there is no sound. There was sound and then I updated it with the smaller squadron add on and now there is no sound? is there a way to fix this or do I have to redownload and not have the addon?
WHAT!? I had 54 Munificent-class freighter/cruisers get jumped on by an Executor-class SSD, and a very large amount capital weight Star Destroyers. I focused all 54 onto the SSD 'Hope', and prepared to lose that fleet while I rounded up my other 100 or so Munificents and my two Subjugator-class Super Capitals- only to return to the battle scene and watch in shear amazement as my frigates took out the behemoth laid before them in only a few minutes, if even that, while 'only' sustaining losses of 32 ships. I know the Muni is a powerful little warship, hence why I had over 150 of the little guys, but to have only 54 go toe-to-toe with an Executor-class Super Star Destroyer and it's sizable escort and not only survive, but kill the damn with only 32 losses and no reinforcements? I'm definitely not complaining, mind you, just bewildered, and hopefully bringing this to your attention (Lavo) that the Munis might be putting out more firepower than intended? I do have all of the weapon upgrades and the various armor/health/shield upgrades for my ships; the game has been going on for about two days now. If they're performing as expected.. well I guess I just found out my strat for the CIS then :3
This is probably working as intended. The Munis have a lot of single target firepower, but they can't attack multiple targets. So, going up against a single large target is actually their thing. Now you said there were a number of SDs too, were they also completely wiped out? And: What about the Imperial attacker, on what technology level were they? If you had full combat research, shielding and armor and firepower would also be doubled, and when your enemy was still rather low...
I noticed this and payed more attention to my ships and the enemy as the match progressed (I typed out my initial comment right after the event). Indeed, I noticed that unless the enemy ships came within spitting distance of the Munis, then they could only target one at a time. However, with how I tend to micro-manage my fleets, I have them focus fire on the largest warships and work my way down. With the shear raw firepower, the targets tends to go down very quickly, and the Munis only take minimal damage, as I tend to group them in the numbers of 20 and above. Now, the SD escort? I don't exactly remember what happened right after, as the match went on for another few hours (with another Executor falling prey to my fleets) but if I remember correctly I was able wipe out the escort too, but with the help of a 30 ship fleet backup. The enemy at the time kept focusing on building lots of capital class SDs, and lost nearly every engagement. However, the normal difficulty level AI did adapt very quickly after losing the first SSD, and started sending fleets with a LOT of escort carriers, and this started to to prove problematic. I did lose a lot of my Munis this way- but alas it was too late. The two aforementioned Subjugator class warships eventually helped seal the fate of the now late Pentastar Alignment. Looking at the post war/match results, I did notice the enemy had very low military research done, and I mean very low. I wonder if it just focused on getting the SSD and and ignored just about the rest of the tree. It was, as mentioned, just a normal level AI as I'm still coming to grips with the game and the mod, and I apologize if I wasted your time or anything. :P Thank you for this mod and I appreciate your attention and response.
This is a very good thing to bring up in truth. If it weren't for your crushing research advantage, I might very well say the Munis are overpowered. That being said, given that the Munis are single target oriented and given that you had a crushing research advantage, it isn't extremely surprising that you won a victory of this scale. The Munis might need a cost/supply increase, but otherwise they are fairly solid.
Dear Mod Author,
me and my friend are trying to play an online game of sins and we have the same mod version and all that stuff and the mod checksum is different plz help.
make sure you apply the folders in the right order
One of you either has a corrupt mod download or a corrupted Sins install. Both of you should verify your Sins' cache via Steam and then reapply Large Address Aware to the game's exe. After that both of you should redownload both 4.10.0 and 4.10.1 from the NexusMods mirror: Nexusmods.com
I just downloaded this mod 4.10.0 and the 4.10.1 patch and installed it just like in the discription it starts with the soge screen but when i want to play a multiplayer game wuth my friends sometimes it crashes when its loading or it starts normaly but after 15 min of gameplay it crashes do you know how i can fix this?? because this mod is really nice and i really want to play it.
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 and can also be viewed on the SoGE ModDB forum:
Installation Instructions - SoGE 4.10.0
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.
Hi! We have encoutered a problem in a Multiplayer Coop that when we join each others party, there is a message: This map requires the following DLC to play: String not found. And when we start the game, there is immediate defeat. IS there any problem on our side or just is something wrong installed? Thanks
That's weird, SoGE shouldn't require any DLC... What map were you trying to play on?
Hi i really enjoy the mod but it repeatedly crashes after 40 minutes of play
I keep crashing before starting the game. I keep getting the notification:
"There is a 90% chance that you did not properly enable Large Address Aware"
but I did! Please help because I am really confused! This has never happened before.
How do i change the settings to make the ships move slower?
ok is the patch now or no im really lost?
hey they updated there folder to the 1.84 are you going to updated your mod?
I've been wondering about this too really I would like to play this again or if you could make a working version for 1.80 but we would rather have a 1.8.4 version
Some reason now literally every AI turns the color red and some reason i'm that weird lime colored green. No matter what I do, it keeps making me green and everyone else red. How fix?
Apparently there was a Sins update on June 14th and I believe that's the reason why it's being screwy. Is there any way I can fix this?
In your library, right click your game and head into properties. From there select the tab Betas and from there you can switch on over to the previous version v 1.82 for Mod use only. Hope this helps.
Thanks! It worked perfectly!