SoGE-Team SoGE-Team

[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

2,195,549 views 747 replies
Reply #201 Top

Quoting wbino, reply 200
Quick question.. Does the new shadow system carry over into any model you put in game?

Yup. The shadow system is independent of the model itself, save for tangents I believe. Or in other words, if a model has proper tangents, then it will display just fine in Rebellion.

Reply #202 Top

народ , пожалуйста помогите, столкнулся с такой проблемой падением  производительности игры после 3-4 часов схватки с компьютером     

FPS падает до 5-8 что делать ?????

 

AMD Phenom II X4 955 Processor, 3200 

8 Gb -  DDR 2

PCI-E 2.1 GIGABYTE Radeon HD 6870, GV-R687OC-1GD, 1Гб, GDDR5

Win 7 x64

Reply #204 Top

I'm sure you guys have thought of this, but I just wanted to say something in case it hadn't crossed your mind. The new abilities in Rebellion (specifically phase jumping starbases and planet destroying titans) really open the door to adding the Death Star in some capacity to the mod. Probably really OP/imbalancing but the possibility is there and is awesome.

Reply #205 Top

There are no planet-destroying Titans, sadly.  The Vasari ability to strip-mine planets only works on planets they own, and all the Vasari player does is Scuttle the planet to activate it.  So no Death Star, yet.

Reply #206 Top

pasmach, try lowering your graphics settings (Highest -> High).

Reply #207 Top

в настройках и так стоит High , я пробовал и совсем снизить настройки до минимума но это не помогает существенно, максиму прибавляет 1-3 FPS ну визуально все становиться просто кошмарным :(

Reply #208 Top

Do you see any white or black boxes? Such as when smoke or missiles should be appearing?

Reply #209 Top

 

on the kashyyk cluster map there's no asteroids on ubrikkia (homeworld) and the next planet needs 7 labs to colonize, so how does one get resources?

also it seems like there isn't much reason to use the imperial combat frigates when you can save up and get cruisers instead

otherwise the mod appears perfect so far, although i'm still getting used to (i think) the increased damage rates and ranges

 

Reply #210 Top

Quoting a110, reply 209
also it seems like there isn't much reason to use the imperial combat frigates when you can save up and get cruisers instead

This is currently being worked on in the beta. I've increased the health of all combat frigates (some slightly, some notably), and have redone the costs of all frigates and cruisers; with the former getting their supply costs slashed. Though yes, as of 2.1, frigates are pretty much useless.

Quoting a110, reply 209
on the kashyyk cluster map there's no asteroids on ubrikkia (homeworld) and the next planet needs 7 labs to colonize, so how does one get resources?

You'd have to ask Nova that really. I didn't make, nor play, the map, so I wouldn't know.

Reply #211 Top

In my games, I always felt that combat was WAY too quick for any tactic's, so I increase all hull points by 100% (doubled), and all shield point by 200% (tripled) which seems to provide an excellent fix, for me at least. With these settings I find that I have a use for nearly all of the ship. These changes are on top of all the other balance changes I make for my prefered 'long epic' style games that I like.

 

Regardless, really enjoying 2.1

 

Cheers

Reply #212 Top

As seen by the latest two pictures of the Viscount, it should be known by now that I'm tinkering and toying around with Rebellion, which SoGE will eventually port over to. With this tinkering has come an important facet of knowledge, that both frigates and capital ships can now support up to 5 weapons slots. This is something we, and other Sins modders, have been wanting for ages, and in our case, will allow us to expand and re-do several ships' armaments. A discussion on how to proceed with this is currently ongoing in the SoGE forums; your input and participation is encouraged. Furthermore, I would like to announce that the next full, stand-alone, release of SoGE will be in late April or early May. It will most likely be the last complete non-Rebellion release. Due to how it's set up, will allow players to choose which races they wish to play with before launching the game, and by taking off even a single race, Sins' RAM usage is reduced.

 

 

Quoting zoommooz, reply 211
In my games, I always felt that combat was WAY too quick for any tactic's, so I increase all hull points by 100% (doubled), and all shield point by 200% (tripled) which seems to provide an excellent fix, for me at least. With these settings I find that I have a use for nearly all of the ship.

It's interesting that you say this, as you aren't the first person to bring up or do such changes. At times I've thought of putting this, or something similar, into an optional addon, but then I realize the amount of work that would be necessary for this.

Reply #213 Top

does entrenchment support diplomatic inclinations? it breaks immersion somewhat when the yuuzhan vong ask for resources or agree to trade

Reply #214 Top

Quoting a110, reply 213
does entrenchment support diplomatic inclinations? it breaks immersion somewhat when the yuuzhan vong ask for resources or agree to trade

You can lock teams in the pre-game settings options, which is the best that can currently be done. When we move to Rebellion, the Vong will have severe racial diplomacy penalties, which should virtually stop all diplomatic interactions from them, save from Vong players.

Reply #215 Top

Quoting Lavo_2, reply 212
It's interesting that you say this, as you aren't the first person to bring up or do such changes. At times I've thought of putting this, or something similar, into an optional addon, but then I realize the amount of work that would be necessary for this.

There is an easy way to globally change stats without changing every single ship entity. In my Enhanced 4X Mod I have a minimod called faster combat that increases the damage of all ships by 50% so that the battles will take less time (the opposite problem you have, but mine is still based on Vanilla Sins ;) ). It uses artifacts and base values to apply research modifiers globally to all units at the start of the game.

Reply #216 Top

Yeah, I know research can do it, but can one say, force artifacts on randoms, and ensure it doesn't spawn else- Edit: You do this by editing the GSD don't you? Makes me wonder what would happen if someone got two of these artifacts.

 

Reply #217 Top

Quoting Lavo_2, reply 216
Yeah, I know research can do it, but can one say, force artifacts on randoms, and ensure it doesn't spawn else- Edit: You do this by editing the GSD don't you? Makes me wonder what would happen if someone got two of these artifacts.

No. Check the mod out. I didn't add a new artifact, only modified an old one, and you don't have to have the artifact discovered to give the benefits. I only modified one artifact in that minimod, didn't touch the GSD. ;)

Edit: Now that I have the file in front of me.

researchModifier
    modifierType "WeaponDamageAdjustment"
    baseValue 0.500000
    perLevelValue 0.150000
    linkedWeaponClass "Invalid"

 

Set the base value to whatever you want on an artifact and all players will get that base value bonus even without finding the artifact.

Reply #218 Top

Pfff, I forgot that there's the seemingly pointless baseValue line.

Reply #219 Top

Quoting Lavo_2, reply 212
As seen by the latest two pictures of the Viscount, it should be known by now that I'm tinkering and toying around with Rebellion, which SoGE will eventually port over to. With this tinkering has come an important facet of knowledge, that both frigates and capital ships can now support up to 5 weapons slots. This is something we, and other Sins modders, have been wanting for ages, and in our case, will allow us to expand and re-do several ships' armaments. A discussion on how to proceed with this is currently ongoing in the SoGE forums; your input and participation is encouraged. Furthermore, I would like to announce that the next full, stand-alone, release of SoGE will be in late April or early May. It will most likely be the last complete non-Rebellion release. Due to how it's set up, will allow players to choose which races they wish to play with before launching the game, and by taking off even a single race, Sins' RAM usage is reduced.

 

 


Quoting zoommooz, reply 211In my games, I always felt that combat was WAY too quick for any tactic's, so I increase all hull points by 100% (doubled), and all shield point by 200% (tripled) which seems to provide an excellent fix, for me at least. With these settings I find that I have a use for nearly all of the ship.

It's interesting that you say this, as you aren't the first person to bring up or do such changes. At times I've thought of putting this, or something similar, into an optional addon, but then I realize the amount of work that would be necessary for this.

 

Not true Lavo, there is a very easy work around. What you do it mod the first ship max supply slot (which I already know the computer grabs as one of its first techs) and make all of the changes here. Then, as a house rule for myself, I must research this tech as one of my first three choices. While not a perfect system to be sure, is allows exactly the changes I like, and, the ability to tailor these changes VERY quickly for all ships, all upgrades....you name it. I could post my edited info if your interested.

Reply #220 Top

Bumping this back up because of Fred's necro bumps.

Reply #221 Top

Any chance that with Rebellion you can change the little HP bar's ratio of hull & shield? Its a bit annoying when you got this tiny little bar to represent your huge shields, and this massive one for a weak hull.

Ik its probably unlikely.

Reply #222 Top

Unfortunately that's hardcoded.

Reply #223 Top

I can't remember who gave me the rar file with the max and obj + textures, but scratch and wintercross got it converted and I did some notepad hardpointing and got the entity files done.  If you want the files, PM me and I'll email it to you guys.

Reply #224 Top

The model an skin is mine.  Nice to see it ingame.

I have no use for the converted model though, unless Lavo changes his mind about adding Old Republic factions to the mod ;)

Canon stats be damned, gameplay FTW :D

Reply #225 Top

You made the hardpoints in Notepad?!? I'm impressed.