[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: R1041 [Rebellion 1.1]) | Update 18-03-2012: SoGE R1041 released

By on August 31, 2011 7:56:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SoGE-Team

Join Date 08/2011
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NOTE: For access to the most up-to-date version of SoGE for Rebellion, please sign up here.

Sins of a Galactic Empire (SoGE) R1041 release for Sins of a Solar Empire: Rebellion 1.1
A Star Wars total conversion mod for Sins of a Solar Empire
27-01-2013

TEAM
=============================================
Evillejedi (Models, textures, ship stats)
Lavo (Ship stats, abilities, rigging, maps, interface icons)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Warb_Null (Models, textures)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Chimaera (Ship stats)
Ozwolf (Interface icons)
Ludo Kreesh, Pedro (SW Music)
Many many beta testers, many who didn't do a damn thing thanks to those that gave us valuable feedback!

CREDITS
=============================================
GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
myfist0 (Modeling and texture assistance and other insight)
Snowba11 (All of the premade maps; save Interconnected/Interconnected Trio)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
NomeMD (Sentinel model and icons)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE, and help with the VSD II model)
Arvis Taljik (Malevolence's textures)
KrdaxDrkrun (All non-vanilla missiles and explosions are originally or were modified from his mod TotalEffects)
ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)
MrPhildevil (Interface icons)
Drone04 (Mon Calamari Heavy Carrier's original concept art)
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
=============================================
Development website http://warlords.swrebellion.com
Development forum http://warlords.swrebellion.com/forums/viewforum.php?f=593
Revision Log: http://forums.swrebellion.com/viewtopic.php?f=589&t=27924
Moddb page http://www.moddb.com/mods/sins-of-a-galactic-empire
Steam community page http://steamcommunity.com/groups/soage
Sins forum http://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 1.1

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

Mediafire (in parts; requires 7-Zip to extract):
http://www.mediafire.com/download.php?5wrogt5akh2xu20
http://www.mediafire.com/download.php?ampc97erp9oueps
http://www.mediafire.com/download.php?w331z414g2a1f43
http://www.mediafire.com/download.php?27tay7yfccuyhr8
http://www.mediafire.com/download.php?bnoluhg9bgjakkk (Extract this second, overwrite when prompted)

Depositfiles:
http://depositfiles.com/files/bvowumnz3
http://depositfiles.com/files/c89690lw7 (Extract this second, overwrite when prompted)

Uploaded:
http://ul.to/87o6x1m7
http://ul.to/njgqmb5x (Extract this second, overwrite when prompted)

No non-Moddb mirror is currently avaliable for R1041.

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January 25, 2012 9:00:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

To any of those that want a Death Star, we may soon see the planet-destroying ability in Rebellion!

Close to the end of this Q&A Session, there hints at such a weapon from the Vasari Loyalists...

http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1217222p1.html

 

It COULD also mean that the Vasari don't need planets to be in the game anymore, meaning everything's mobile, but the "maybe" answer to the Death Star question leads to the above conclusion...

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January 25, 2012 9:09:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NHD-151,
It COULD also mean that the Vasari don't need planets to be in the game anymore, meaning everything's mobile, but the "maybe" answer to the Death Star question leads to the above conclusion...

Given its the Vasari, it could be them rendering the planet uncolonizeable through nanites, rather than blowing it up outright, but yes, it could be interesting. Of course, I don't know if its a good idea to have a buildable Death Star in the mod, but with the improved GalaxyForge that's supposed to come out in Rebellion, maybe a good story mission would finally be possible.

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January 25, 2012 9:14:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They did also mention there being specific maps for scenarios rather than just an arena to fight in, so it COULD be used in a scenario-type map as well.

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January 25, 2012 9:56:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm just dying to see the Vong World Ship in this mod every other mod out there that has the vong as a playable faction doesn't have the world ship hopefully this one will

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January 26, 2012 9:21:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Holybeast,
I'm just dying to see the Vong World Ship in this mod every other mod out there that has the vong as a playable faction doesn't have the world ship hopefully this one will

We have no model for the Worldship at this time unfortunately.

Quoting NHD-151,
To any of those that want a Death Star, we may soon see the planet-destroying ability in Rebellion!

Close to the end of this Q&A Session, there hints at such a weapon from the Vasari Loyalists...

http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1217222p1.html

I'm more interested in the confirmed ability to take over enemy planets outright with an ability. Depending on how that works, it could be quite possible to make SoGE work more like SW: Rebellion.

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January 29, 2012 11:32:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

My game keeps going to minidumps. I can't ever finish a game and all the textures are set to like high med then low. I don't have anything set to highest.. this sucks because I really want to play this mod.

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January 29, 2012 4:11:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Have you turned off "Use Colored Skyboxes", "Use Deep Space Skyboxes", and "Bloom Enabled" from the Effects page? I also need more info, as I can't really tell anything about your case based on your post. It is possible, however unlikely, that your computer might not be able to handle SoGE, as it is considerably more resource intensive than stock Sins.

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February 22, 2012 2:33:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Patch 2.1 has been released for SoGE, get it here.

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February 22, 2012 5:04:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As it seems moddb's staff is taking awhile to authorize the page, here's a mediafire mirror in the meantime.

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February 23, 2012 2:27:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

just a quick warning, it appears that mediafire download page has been infected with a javascript trojan, please be very careful when downloading.

harpo

 

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February 23, 2012 1:22:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The moddb download seems to be up. Thanks for the quick patching, you guys made my day!!

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February 25, 2012 5:09:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello everyone I wanted to ask if it was in the kotor era project to put so old republic and sith empire

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February 25, 2012 7:14:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting flo9517000,
Hello everyone I wanted to ask if it was in the kotor era project to put so old republic and sith empire

SoGE is not doing anything with the KotOR era nor are there any plans to add in more factions at this time. KotOR would have to be it's own separate mod; there's simply too many technological gaps between that era and even the Clone Wars.

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February 26, 2012 10:57:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sorry... But I am not sure where to post this... Thought that if I left it here... someone will help do something about it.

Wonder if it is just me or that the "Vong" race has a bug regarding the Golan III or the blast boulder that it is called.

Both the trade facilities and the the auxillary government does not work?
Or is it supposed to be like that?

Current version : SOGE 2.1e patch. Mod Checksum : 506344820

Entrencement 1.051

More details on bug.
Deep Space trade -> After researched, could not be build as a sub system of the blast boulder.

Auxillary Government cannot be researched at all?

Only tested "Vong" race till now.

 

BTW, thanks to the team that created such a wonderful Mod.

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February 26, 2012 12:33:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Parny91,
Sorry... But I am not sure where to post this... Thought that if I left it here... someone will help do something about it.

Posting it here works; I'm monitoring the thread.

Quoting Parny91,
Both the trade facilities and the the auxillary government does not work?
Or is it supposed to be like that?

It's a glitch. Thanks for the heads up, I'll fix it right away, will upload the fix to moddb later today, along with some new models.

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February 26, 2012 11:39:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
It's a glitch. Thanks for the heads up, I'll fix it right away, will upload the fix to moddb later today, along with some new models.

Scratch that, I'll do it tomorrow. But, I'll be throwing in some extra goodies along with it as well, so stay tuned!

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February 27, 2012 11:56:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I will have to play against a unfair Vong to see that world ship ......

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March 1, 2012 11:42:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I noticed the ISD I/II, among other ships, have a research that is supposed to unlock them. Is there any reason they start unlocked without the research? ...or did I screw something up?

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March 1, 2012 11:45:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting sniperman07,
I noticed the ISD I/II, among other ships, have a research that is supposed to unlock them. Is there any reason they start unlocked without the research? ...or did I screw something up?

That's there for some AI-related tweaks; you don't have to worry about them.

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March 7, 2012 7:09:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I downloaded 2.0E and the 2.1E patches from MODDB, but I'm having trouble getting SOSE to recognize the mod and show it in the mod list in-game.  I played an earlier version with my disc install, recently i installed fresh from impulse (gamestop thing now) and i dont see a "Mods-Entrenchment1.XX" folder of any kind or any file called "Enablemods.txt".

I'm guessing i may need to make a folder/file manually, which is fine, but some more details on what/where would be great.  

currently my install path is as such:

E:\Games\Impulse\Games\Sins of a Solar Empire\

within which there's "Appdata", "Diplomacy", "Entrencment", etc.

can't find an Enablemods.txt file anywhere and dont see a mod folder of any kind.  I looked at install instructions and readmes and such for 2.0E/2.1E but havent got it working.

Thanks in advance, and keep up the great work

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March 7, 2012 5:28:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting senor135,
I downloaded 2.0E and the 2.1E patches from MODDB, but I'm having trouble getting SOSE to recognize the mod and show it in the mod list in-game.  I played an earlier version with my disc install, recently i installed fresh from impulse (gamestop thing now) and i dont see a "Mods-Entrenchment1.XX" folder of any kind or any file called "Enablemods.txt".

I'm guessing i may need to make a folder/file manually, which is fine, but some more details on what/where would be great.  

currently my install path is as such:

E:\Games\Impulse\Games\Sins of a Solar Empire\

within which there's "Appdata", "Diplomacy", "Entrencment", etc.

can't find an Enablemods.txt file anywhere and dont see a mod folder of any kind.  I looked at install instructions and readmes and such for 2.0E/2.1E but havent got it working.

Thanks in advance, and keep up the great work

here is my STANDARD info for finding the mods folder

assuming you have sins 1.193/entrenchment 1.053/diplomacy 1.34(the current non-beta versions), AND your windows is installed on the 'C:' drive,  the Mods NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.193
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.193
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

note 3 these shortcuts assume your windows installation is the 'C' drive

and if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion mods

harpo

assuming you have sins 1.193/entrenchment 1.053/diplomacy 1.34(the current non-beta versions), AND your windows is installed on the 'C:' drive,  the Mods NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.193
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.193
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

and if the mod you want to use is from an EARLIER sins/entrenchment version place the mod in the mods folder FOR THAT version eg mods-entrenchment v1.03, then download and run my mods updater from the latest version archive which will have the same number as the vanilla sins version number, and AFTER updating the mod(s) to the current version for any mods of pre 1.04 entrenchment ALSO run the manifest maker on ENTITY manifests on EACH of the mods EXCEPT for total conversion mods

harpo

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March 8, 2012 7:11:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you for the help!  i think i had failed to realize that the folder i need to look for wasnt in the game's install folder.  thanks for clearing that up, i'll go give it shot right now

 

EDIT: Success, thank you again.

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March 8, 2012 7:43:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

played roughly 15 mins before it crashed

the model for my mc90 cap ship was not showing, just the engine effects

corrupted/missing effects when jumping between points (large white squares in place of the appropriate sprites)

some corrupted/missing weapon impact effects.

 

AMD phenom II X6

Radoen HD 6800 series (6870 i think)

driver version 8.930.0.0 from december 5th 2011

Entrenchemnt 1.053

SOGE 2.1E

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March 8, 2012 10:08:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You have to have 2.0E installed first. 2.1E is a patch, not a stand-alone installation.

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March 8, 2012 1:45:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i guess i shouldve written that more clearly, i did install 2.0E first, then followed the patching instructions as written at the MODDB download for 2.1E

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