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[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.

Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+
A Star Wars total conversion mod for Sins of a Solar Empire
08-09-2015

For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notes

INSTALLATION
=============================================
The whole mod is around 2.2 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.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

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 http://www.techpowerup.com/forums/threads/large-address-aware.112556/

(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik
or: https://forums.sinsofasolarempire.com/381382/page/1/ )

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
=============================================
Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forum
Moddb page http://www.moddb.com/mods/sins-of-a-galactic-empire
NexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/
Steam community page http://steamcommunity.com/groups/soage
Sins forum https://forums.sinsofasolarempire.com/411648
Wiki http://sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net

COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82+

Download Links
=============================================

NexusMods

2,195,505 views 747 replies
Reply #551 Top

Not much can be done to deal with Defender spam; having a Golan III with Aux. Government makes sure you cannot lose a planet plus a Gravity Well Generator to block hyperspace fleeing will make that swarm useless. It's something that's being looked at; there's a chance the ability will be nerfed or removed next patch, simply due to the difficulty of countering this.

 

Reply #552 Top

well to the ai's or the ability's coders' credit, i was very surprised that it managed to do it with such finesse

Reply #553 Top

Not sure how, but I ended up with 2 Subjugator Class CRS-H Supercaps while playing as the CIS.

Reply #554 Top

Uh, that's normal.

Reply #555 Top

first, great mod guys, made lot of fun in entrenchment!

 

now with rebellion...not sure what i did wrong, loaded from moddb, but every rebellion-release crashes at loading the map. i tried different orders, lower settings, reinstalling, and once i got the core-mod running(quit the game for further tests, so <5sec runtime), but almost every atempt to play results in minidump.

i got stargate:invasion running, so mods do run (sg:i ain't much smaller than soge), but i can't figure out why soge won't work. is it possible that other programs can interfere? will get difficult testing that, with ~80 active processes running...

hope you can help me (and sorry if i derped something important, tried searching as good as i could), want to play this with my friends so badly :/

Reply #556 Top

If you got the CORE mod running, then you must be doing something wrong, or have a corrupt download. Make sure that CORE is always at the bottom of your mod list, no matter what, and do not use the ingame enabler, edit EnabledMods.txt manually before running Sins.

Reply #557 Top

ok, looks like the first dl was somehow damaged, re-dld it, activated manually, and works :) thx

 

i didn't try cis so far, but their supercap(the one with the one-shot ability) seems a little bit imbalanced. i got my fully researched lvl4 new-republic-caps shot down one by one (cis-ship was lvl1), and having 10k hp and almost 20k shield looked sufficient to have enough time to retreat should they get below a certain level, which i expected to be lower than 90% (as both executor and viscount deal rather consistent damage), and if i read correctly, cis can even get 2 of those? i don't wanna know how big a non-supercap-fleet(viscount dealt with it rather unimpressed) it needs to bring that one down, with one ship dying every (felt)10sec, or even how to get ressources with new rep.

Reply #558 Top

Forgot to post this awhile ago; a major patch, R1041, has been released.

Reply #559 Top

SoGE's SVN Update Log, the living and breathing thread documenting various revisions spanning all the way back to February 2011, has now been made public (link here). R1021 can be found on page 27. For those who want to track the ongoing progress of the mod, and look at what old revisions have done, this thread is the one for you.

Reply #560 Top

My Sins Rebellion crashes when loading a new game after I install the MOD with only SogeDocumentation + Alliance + Core (at the bottom list).

It works plenty fine under Entrenchment.

 

C:\Users\Starbuck\AppData\Local\Temp\Sins Dump\Sins-Rebellion v1.1-2013-04-22-01-23-59-5912-4556.dmp

 

Anyone got suggestions ?

 

 

Many thx

Reply #561 Top

The SoGE Documentation folder is not a mod folder, don't enable it as a mod.

Reply #562 Top

 

thx

 

I removed SoGE Documentation , but the game still crash when loading the map.

only 2 factions used at a time. re-downloaded the MOD in case of corrupt files .... but to no avail unfortunately.

Reply #563 Top

Have you tried loading just CORE? Have you lowered your graphics settings to minimum? Have you re-downloaded from a non-Gamefront mirror? Does your computer have less than 2GB of RAM?

Reply #564 Top

hi i think i have a problem the only faction/race is EMPIRE i dont have new republic or others can you help me fix this ? i have the rebellion mod the game is version 1.1 so evrething is good

Reply #565 Top

Quoting florinache10, reply 564

hi i think i have a problem the only faction/race is EMPIRE i dont have new republic or others can you help me fix this ? i have the rebellion mod the game is version 1.1 so evrething is good

Only the Empire is playable in the "Core". You need to enable the mod for each race to have the others be playable. So if you want all 6 factions available you need to activate all 6 SoGE mods.

Reply #566 Top

GoaFan got it, read the ReadMe for more info. I know this is very difficult to do, reading a small section about the installation of the game, but you gotta do it.

Reply #567 Top

Lavo_2,

I want to thank you and the rest of the SOGE team for all of your hard work and time that you put into this mod. I have been following it and using it for a long time. It is the only mod I have ever used.

 

On a semi separate note, do you have any idea if harpo's conversion utility works for converting from .BIN to .TXT so I can make tweaks to different ships? All replies are appreciated.

 

-Draco

Reply #568 Top

dracoredux, the rebellion beta version of the sins text big gui DOES convert (assuming that it finds the correct convertdata) between text & bin modes for the files for both trinity & rebellion (but as starclad has not released a convertdata for the 1.5 beta there are files that can not be texted from the beta)

harpo

Reply #569 Top

Quoting DracoRedux, reply 567
On a semi separate note, do you have any idea if harpo's conversion utility works for converting from .BIN to .TXT so I can make tweaks to different ships? All replies are appreciated.

All ship stat files (.entity) are in TXT. No need to convert those. ;)

Reply #570 Top

Quoting Lavo_2, reply 569


Quoting DracoRedux, reply 567On a semi separate note, do you have any idea if harpo's conversion utility works for converting from .BIN to .TXT so I can make tweaks to different ships? All replies are appreciated.

All ship stat files (.entity) are in TXT. No need to convert those.

Wow, I apologize for my laziness. I did not even think to check before I asked as they have never been in .TXT in the past to my knowledge. Thank you for the replies, though.

-Draco

Reply #571 Top

The main entity files have been in TXT for over a year actually. :v

Reply #572 Top

Quoting Lavo_2, reply 571

The main entity files have been in TXT for over a year actually. :v

That makes sense. It has been well over a year since I last had the mod installed. Thank you for all your hard work.

 

Reply #573 Top

I actually have another question for you, Lavo. Does having all the files in .txt format cause a noticeable drop in game performance?

Reply #574 Top

Entity files? No, it causes an increase in initial load times. Mesh and Particle files? Yes (these are BIN in the public release).

Reply #575 Top

Quoting Lavo_2, reply 574

Entity files? No, it causes an increase in initial load times. Mesh and Particle files? Yes (these are BIN in the public release).

So, all of the gameinfo files are loaded on the front end? That is good to know. Thanks.