Sins of a Galactic Empire (SoGE) 4.11.0 release for Sins of a Solar Empire: Rebellion 1.86, a Star Wars total conversion mod for Sins of a Solar Empire.
Sins of a Galactic Empire (SoGE) 4.11.0 release for Sins of a Solar Empire: Rebellion 1.86+
A Star Wars total conversion mod for Sins of a Solar Empire: Rebellion
11-12-2016
INSTALLATION
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The whole mod is around 2.56 GB in size, when extracted
Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85
Example for Vista/Win 7/Win 8/Win 10 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85
Next, before installing the mod proper, one must enable the Large Address Flag on Sins' exe.
This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.
Step by step instructions:
1) Open "Large Address Aware.exe".
2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:
...\Steam\steamapps\common\Sins of a Solar Empire Rebellion
3) Check the box specifying that you want to make the game large address aware.
4) Click on save to save the changes.
Full credit for this program goes to FordGT90Concept of Techpowerup.com
(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 4.11.0"
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
Checksum when activated: 310723199
An edited 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.
ADDONS
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Welcome to the optional addons section of Sins of a Galactic Empire. This archive contains the following addons:
200% Health Boost: Doubles the health and passive regeneration of all ships.
Tougher AI / Nightmare AI: These two addons increase the AI's difficulty; Tougher makes it much harsher, while Nightmare makes the AI into an absolutely brutal machine. You may only activate one of these two addons at a time.
HoloNet Offline: Removes the ability to jump between planets via culture stations for all factions save the Yuuzhan Vong.
Hyperspace Anywhere: This allows a player to jump from any one planet to another, assuming it can be seen at all, and this works on both random and premade maps.
Hyperspace Interdiction Modification: This makes gravity well generators slow up the hyperspace charge-up of ships rather than prevent them from entering hyperspace.
Reduced Weapon Ranges / Extremely Reduced Weapon Ranges: This reduces the range of all weapons by 50% and 70%, respectfully. You may only activate one of these two addons at a time.
Imperial VSD-I and Venator: This gives the Empire access to the Victory I-class and Venator-class Star Destroyers.
Invulnerable Supercap Factories: This makes all Supercap Factories indestructible.
In order to use these, first extract the contents of this archive to your Sins mod directory. After this, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:
TXT
Version 0
enabledModNameCount 3
enabledModName "SoGE Addon - Nightmare AI"
enabledModName "SoGE Addon - Reduced Weapon Ranges"
enabledModName "SoGE 4.11.0"
The blank line must be present in order for the game to read the EnabledMods.txt file correctly.
In addition, all of these addons are compatible with one and other, unless otherwise stated, aka. you can run them all at the same time.
TEAM
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Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
Service_Disconnect (Interface icons)
killblock623 (Map making)
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
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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)
Wawac (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 (Many of the premade maps)
Mick666 (Re-scaling of many premade maps, creating and contributing to the SoGE wiki)
Yuuzhan Vong at War team (DP20, CR90, B-wing models/textures)
Arvis Taljik (Praetor, Malevolence, Consular, Charger c70, and other ships' textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
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)
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
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Sins of a Solar Empire: Rebellion 1.86+
NOTES
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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 contains fully playable factions for the Rebel Alliance, Galactic Empire, Confederacy of Independent Systems, Galactic Republic, New Republic, and Yuuzhan Vong Empire.
Since it is a total conversion this mod does not contain the stock races (Advent, Vasari, TEC). If you want Star Wars races with the standard Sins races check out Star Wars: Interregnum at Moddb.com
If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to help with the mod; riggers, modellers, skinners, and UI/icon art work. Please contact Lavo on moddb or post on the development forum if you feel that you can help us.
Check the moddb page for updates on news, new content or official patches.
Small note, might be my pc but some of the factions leader pictures and the research icon turn blank white while in game.
Nevermind, fixed it by resetting the game.
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Already caught a bug, 200% health addon is crashing the game on immediate startup.Even with the SoGE and the 200% health all by their lonesome it crashes. Take out 200% Health and it runs perfectly.
Dang nabbit. I could have sworn I tested it, will upload a fix, thanks!
Edit: For those who already downloaded the mod, here's a fix so you don't have to grab the whole mod again. Mediafire.com
For those who haven't downloaded the mod please do ignore this post.
That was amazing. 15 minutes. Some serious response time. I just tested it, boots up fine. Thank you for your excellent service Lavo.
Oooooweeee! :D
Well, I`ve installed the game from Steam, found directory, but (!) the game created "Mods-Rebellion v1.82" folder, I`ve copy all files, used LargeAd. but the game dont see mod ( What the hell, previous versions worked fine, help me please!
You're using an older version of the game, as it's now on v1.85 for mods, not v1.82. Open up your Steam library, right click on Sins and hit Properties. Then go to the BETAS tab and make sure it's set to "NONE - Opt out of all beta programs". If this is already the case, go to the LOCAL FILES tab and verify the integrity of the game's cache.
Thank you so much! Your mod is the best.
Nice work people!
Don't know if this is a bug or just us, but a friend and I have been playing as the Empire (me) and CIS (him) and whenever he offers the trade bonus on the diplomacy screen and I accept, the game crashes. The pop-up saying that the Large Address Aware is most likely the cause shows as well. However, we both sat down and did this earlier. Open-> Run as Admin -> Find SOSE.exe -> Save. Just wanted to see what your take is on this. Sorry for Repost, didn't know I wasn't logged in.
Confirming bug; it isn't on your end, something slipped through the testers. Will get a fix out.
Here's a link with the fix to this and the old 200% health fix. Extract directly to your mods folder. Mediafire.com
For those who haven't downloaded the mod please do ignore this post.
hey lavo when do you think we will get this new updated? will we have to wait a hole year like befor?
so do the addons work or no? cause i have the ones that are marked out dated on here
Use the ones that are included in 4.11.0's download; delete any old addons and old versions of SoGE.
It appears that the max fleet size is the same as vanilla Sins at 2000. Before the newest mod update this number was 3000 some (I can't remember exact number). I am using large fleet size. I find that the AI is having problems massing enough ships to take out fortified worlds so the AI is very easy to defeat even on harder settings via fortifying worlds. I have to basically concentrate my entire fleet to take on one fortified planet (something the AI can't fully figure out). I used to be able to field about 50 SDs and the Executor SDN and now I can only field about 25 SDs and the SDN. I like maps with 100 plus worlds and hyperspace anywhere with multiple factions so these ships don't go far.
Is there a way I can fix this? Was this change on purpose? I could probably figure out how to increase the value myself but I wanted to know if there was some new restriction.
This change was done on purpose as the game simply cannot handle the old fleet size; 2 fleets at that capacity going at it caused the game to come to a complete crawl.
To edit it yourself, open up Gameplay.constants and look for "fleetSupplyData-Large" and change the fleetSupplyScalar line under it.
Thanks. I thought it would be changed via that file and the change worked.
If I may have a suggestion for the star bases. I personally always have the same maximize shields and maximize hanger every time I build a star base. I am probably going to modify the code so this is already done so I don't have to waste a lot of time choosing 8 upgrades four times for every world I fortify. With hyperspace to anywhere activated every world has to have a decent fortification which takes a lot of micromanaging.
The Empire is also creating a massive number of fighter carriers and very few combat ships and practically no capital ships. (other factions seem more balanced). I get wave after wave after wave of tons of fighter carriers. I don't know if there is any way to fix this. At least fighting the Empire is a challenge because they do create a few torpedo spheres which are hard to fight against.
I also never had any large slow down on my computer (after squad size was reduced) but then my desktop has some very high specs.
Which "gameplay.constant" should we edit? The one in the Mod 1.85 folder or the one in the steam folder?
The one in the "Mod 1.85" folder, the one in the steam folder belongs to the base game.
The imperial VSD-1 and Venator addon does not seem to work for me. Does it only work in galaxy forge or does it add the units to the imperial roster?
Nvm, I moved it up to the top of the mod list and it works now :)
uhm, when I want to start as the empire it says I didnt use the 'large Adress Aware' but when I start it as any other faction it works
Try redownloading and reinstalling SoGE.
@ lavo hey i have loved every iteration of your teams mods and just downloaded the newest version 4.11 for 1.86. Im not new to 4k RTS's but even on easy im getting stomped by the AI. Have I downloaded the correct version that has had the AI dumbed down some. I looked on the forums and several people are having the same issue. thanks for the great work and any help would be appreciated.
Naw you have the right version.
So I'm currently in an AI match and it seems that the other AI refuse to build new capital ships? Like its been 2 hours since the Empire has fielded any Star Destroyers so everything just seems to be really boring. Idk if this something on my end or? Also, the only fancy new model/particle that my game is getting is the new comet cloud particle. The vindicator does not look like the one on the update
We can't control AI behavior; nothing we can do here sadly. Also, the Vindicator model was not changed, so I do not know what you are referring to.
I have played the mod for a couple days now but sometimes it randomly crashes. I do have the right version. Is this a bug or is it just me?
It might be a bug. Can you give me more information about these crashes?
Well i play the game and when i do to many actions at once it seems to crash. or when i want to save, i never have crash reports tho
I can't reproduce that sadly. Might I suggest reverifying the integrity of your Sins install, reapplying LAA, and then reinstalling the mod? Sounds like a bit much I know, but that should fix any weird bugs lying around.
hi I love this mod but I have a problem I enabled the addon for the vsd-1 and venator for the empire but it doesn't show up ingame I don't know what I did wrong
Copy/paste your EnabledMods.txt here.
this is what have for the enabledmods.txt
TXT
Version 0
enabledModNameCount 5
enabledModName "SoGE 4.11.0"
enabledModName "SoGE Addon - 200% Health Boost"
enabledModName "SoGE Addon - HoloNet Offline"
enabledModName "SoGE Addon - Imperial VSD-I and Venator"
enabledModName "SoGE Addon - Hyperspace Interdiction Modification"
don't worry I found what I did wrong I put the main game first and then the add-ons where it should of been add-ons first and then main game
Hey there,
Just a question, i have the STA3 Final Frontier mod, now if i download and install the SoGE mod, is it possible to have both running at the same time?
What exactly would you like to achieve? Would you actually like to play STA3 and SoGE in the same game, having Star Wars and Star Trek ships in the same game? If so, no, that is not possible, at least not out of the box and without a lot changes to both mods.
If you mean whether you can have both, STA3 and SoGE in your Mods folder, then yes, that is perfectly fine, you can have as many mods installed as you like.
Thanks mmeier86, i have to admit, going up against the Empire with the borg would be epic. But i should have been more clear: Can i run the SoGE mod without having to disable the STA3 mod? and then having to enable it in the mod folder with enabled mods everytime i wanna swap between the two? or can i do it from in-game mod menu?
No, you need to disable SoGE/STA3 before you can play the other mod. In general, it should be possible to disable one mod and then enable the other via the ingame menu, but Sins often tends to react badly to that.
So just quitting and changing the EnabledMods is the preferred way to do it. My Tip: Just have several text files configured for your mods in your Mods folder. Call them something like "EnabledMods_Soge.txt" and "EnabledMods_Sta3.txt". Then, depending on which one you would like to play at the moment, just copy and rename the right file to "EnabledMods.txt". Saves the trouble of having to look up the correct entries and their ordering every time you switch mods.
Hi there,
I'm looking to do the same as guy above. I'm not sure I understand tho? Do I create to enabled mod text files and then copy and paste them into the folder when I like to play either one?
Thanks
Yes, that's exactly right.
Hello, when I try to build any research stations they dont build
Explain further please.
Race: Republic
Running v1.85 & Forbidden Worlds & Stellar.
Issue: Can't use holonet's transwarp ability, I have the structures on all my planets and yet my ships are forced to travel planet to planet. I believe I see the CIS using whatever the equivalent of the ability is, although I'm not sure as I'm only seeing their ships coming from a really long distance on their way to their staging planet.
Files: Drive.google.com
Might just be me being stupid but I'm trying to enable the large address aware for sins but when I press on the folder to select it (I tried right clicking and pressing select) it just opens the folder.
no wait that's not the problem, problem is I can't find the Sins of a Solar empire.exe
Been enjoying the mod, thanks! Saw a new version, downloaded it, but I'm running into a problem. I've been liking the Yuuzhan Vong, so wanted to play them again, but the Vong War (Imperial, New Republic, and Vong starts) aren't available. The map files are in the mod, but not showing up when I go to start a new game. What did I mess up?
Play the "Yuuzhan Vong Invasion" maps; those are the Vong war maps, unless there's something I'm missing. The Vong start for this map can be found in the "Medium Maps" section.
ok thanks will try it out!