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[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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August 17, 2012 11:51:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting nariat,
Where can I get the latest Rebellion release? I'm registered on SWR.... but cannot see any links?

Sign in here. Eventually you will gain access to this thread, which explains how to access the SVN (note: we do not use download links, sites such as dropbox and mediafire, and instead use SVN).

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August 30, 2012 11:22:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Registered and : You are not authorised to read this forum. when clicking on your fain access to this thread link. 

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August 30, 2012 10:46:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You have to post in the sign in thread in order to get access to the second link.

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August 31, 2012 2:07:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok.... I missed that

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August 31, 2012 7:56:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

у меня возникла проблема с SWN скачал, при запуске пишет что:

 Game data not found.

Please reinstall the game from the original CD-ROM and try again.

игра у меня куплена в steam и не какого диска нет как с такой проблемой быть подскажите как её решить ?

заранее спасибо 

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August 31, 2012 7:59:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

все не надо, разобрался

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September 2, 2012 12:43:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey Lavo:

 

Just got rebellion and am starting to play you new updated version, with just a few start up questions.

 

1. Fleet command research 999. Basically you have removed this from the game? Something to do with titan class usage no doubt. While it is still available to research, by doing more research it actually goes down.

 

2. The civic research seems to have taken a hit, with a lot of it being removed. Also, the entire diplomatic tab has been removed. Is the a WIP?

 

Cheers

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September 2, 2012 3:02:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

1) Yeah, due to many "heavy cruisers" now being capital ships, and the supercap system, capital ship crews became obsolete.

2) Civic research has been unchanged from it's Entrenchment counterpart. As such, there's absolutely no Diplomatic research tab. It's pretty much a WIP, we don't even have envoys in.

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September 2, 2012 5:08:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cool. I actually like the new capital structure (Only checked empire so far).

 

On technology, in general:

 

I have been playing lots of the mods around the traps while waiting for my local store to get a copy of Rebellion, and I have noticed that with mods that don't really change to much in the way of vanilla sins ships (and hence have a lot more time to allocate on it) their research trees are just fantastic (stars mod, for example is excellent), and really adds to th 4X nature of the game. Do you ever see a time when all of the SOGE races have fully fleshed out, and unquie tech tree? I know there is a mountaion of work there, but I really feel that this type of thing would add an immersion level to SOGE that is somewhat missing.

 

Don't get me wrong SOGE (along with SOA2) are my favourite mods. If, in the distant future you are going to 'heavily' expand the tech tree would you mind if I helped out a 'bit' (Getting lore specific information, tech tree structures etc-I no modder-time and expertise are lacking) but I would like to help make this a reality, even if that means stealing and adapting  (with their permission of course) ready made tech tree sections. The canon for starwars is very large, so there should not be any lack of material. BTW, these are just thoughts, I know you guys have massive amounts of work going on in actually creating and finishing the races.

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September 2, 2012 5:48:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I agree that the tech tree needs work. Unfortunately, outside of planets, I'm basically the only active coder for SoGE. This means I'm the only one working on putting in new ships and research. I'd love to put in more techs, in particular we have none of the Diplomacy techs in at all, which might break the AI outside of locked teams. Sadly there simply isn't time for me to do that. Particularly as, starting next week, I'll be a full time engineering student, so my time will vanish.

However, as you are offering to help out, I can easily explain to you how research files work, assuming you have MSN/AIM/Skype or are familiar with IRC, which would enable you to make such changes. Modding is nothing more than opening a file in Notepad, or a similar program, and adding/deleting/editing some lines; anyone can do it. This page is also of great use as it explains research files in detail. In particular, researchFloatModifiers are of interest to you as it's those that offer the various percentage increases and such.

I can handle placing these research items into entity.manifest and the PlayerRACE files, though this is easy for you to do as well.

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September 2, 2012 7:48:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

No, I'm old and do not use MSN/AIM/Skype or are familiar with IRC' (Had to goggle them to find out what they were  )


What I might do is look into what components go into making up a tech tree, and then just use the base sins diplomacy as a frame work and see if I can get this working in my own game. Once I get to this, will talk about how I get the files to you. As stated, I don't have a lot of time to work on this but will give it a try. Never know, it could be 'relatively' easy. Will keep you posted.


Where do I need to look for/or is there a guide for


1. Adding a new research tab (ie diplocay tab)

 

2. What files explain (graphically) where each picture is located in the tech tree.

 

3. So once I add a research enity files, this the must be updated in the entity manifest and player race file.? Anything else, such as the graphical pictures actually used (this must be located elsewhere).

 

As you can see a crash course is needed, lol, but I would love to get good enough to, eventually, put out 6 unique tech trees, just like soa2 has, to fully differentiate the races. (  What am I getting myself into).

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September 2, 2012 11:23:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

1) It's in the PlayerRACE files. I'll re-add this in myself.

2) The position/placement of a research item is determined by the ResearchField (the research tab) and the  researchWindowLocation (position on the tab) lines.

3) Yes, entity.manifest needs an entry for each for new file, and then you must place it under the researchInfo list in the appropriate PlayerRACE file.

I'll also tell everyone that the Vong, due to how I'm playing around with them, will have a unique military tree somewhat soon.

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September 4, 2012 1:12:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@ Lavo

 

Ok, have started trying to add diplomacy techs.

 

Thought I'd start simple, so looked at tec diplomacy tab and tried to add only cultural relations.

 

1. Now, looking at the entity manifest for SOGE core I see that this tag is already present.  

 

2. With the latest SVN is seems you have added a diplacy tab (field) already.

 

3. So, now is should be a matter of adjusting the player enitiy file, with an addition research count, and the additionl research entity, and then actually adding this files to the game info folder?

 

I did this and the game crashes.

 

a. I need to known is there a way that I can see some type of logs as to why the game crashed.

 

b. In the actual research entiy files it talks about:

hudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"
smallHudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"
infoCardIcon ""
NameStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_NAME"
DescriptionStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_DESCRIPTION

 

Now,I am sure that if the game goes looking for this data, it has to actually be somewhere and I need to make sure that SOGE has this information. Where do I find/how do I update the relavent files for this?

 

Lastly, did I do something (or many things wrong) that you can see?

 

Edit:

 

Also, when I start adding the pact techs, does anything else need to be added for the relationship screen, as I noticed that in vanilla sins, there is all the information on the manage pact screen which are not tech related (but are tech dependent to open)

 

Also, what governs the ai's ability to choose techs? By adding diplomacy techs (when working) a human player will be able to use them but do I need to look into how the ai will use them?

 

 

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September 4, 2012 9:51:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Alright, to check/log errors you have to do two things with SoGE. First open Sins in the dev exe and quit as soon as it starts loading; this will reset the settings file to be compatible with it. The second is open up your settings file, making sure VideoIsWindowed, ShowErrors, and LogOutput are set to TRUE. Thirdly, you will have to temporarily rename your Galaxy folder and Galaxy.manifest, this has to be done otherwise you will be swarmed with map error messages. Then make a new, temporary, Galaxy folder and put FrontEnd in it; not doing this step will cause Sins to minidump on boot. Finally, load all six of SoGE's components at once. With this, you will get a lot of error messages, most of which are not relevant to you, but eventually there will be one for your new tech file.

The tech might also be causing a dump as none of the playerRACE files have racial relations implemented; I haven't got around to coding this in.

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September 5, 2012 6:15:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just a heads up Lavo, sent you a PM on beta site.

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September 18, 2012 6:12:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is the Rebellion version 1.04 out yet?  if so, where can I get it?

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September 18, 2012 8:14:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting LupusVir,
Is the Rebellion version 1.04 out yet?  if so, where can I get it?

Join the beta, check the link at the top of the opening post.

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October 5, 2012 4:32:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok, so ive gotten in the beta. First I had to load the modules individually to get the mod to start, not edit the txt. file as said, then in the Mod it self all planets are invisable unless I hover my mouse over it. Is this intentional? I hope not as im finding the mod unplayable like this. my TXT looks like this:

TXT                                                                       
Version 0
enabledModNameCount 4
enabledModName "SoGE Beta Reb - CIS"
enabledModName "SoGE Beta Reb - New Republic"
enabledModName "SoGE Beta Reb - Vong"
enabledModName "SoGE Beta Reb - CORE"


I am using Rebellion 1.03

 

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October 5, 2012 5:10:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

the current rebellion is 1.041.4461. update your rebellion with steam

harpo

 

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October 5, 2012 5:36:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Xandras25, if you are using the version off of the SVN, then you need to update your version of Rebellion to 1.041, as harpo said. If it's the version from mediafire, then I have no idea why you are encountering issues and that version is no longer supported.

 

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October 5, 2012 6:42:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Planets are now visible, thank you.

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October 14, 2012 12:52:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The moddb links are now live.

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October 16, 2012 8:34:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey, bloody fun mod but seem to be getting some nasty CTDs about 20 mins into the game, unknown cause. Gonna try the dev.exe to see what it is, just thought i'd drop a line to say theres still a bug though.

 

Map is a 4 player map, think it's mandalorian standoff or something, 2 empire, 2 alliance.

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October 16, 2012 12:37:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting simonak,
Hey, bloody fun mod but seem to be getting some nasty CTDs about 20 mins into the game, unknown cause. Gonna try the dev.exe to see what it is, just thought i'd drop a line to say theres still a bug though.

It's not a bug. This is a known "issue", and there's two causes for it. One is, assuming you are on Windows, that the partition/hard drive you are running Sins off of lacks a paging file, which ensures that Sins cannot use up to 2 GB of RAM, as it should be. The solution to this is to enable a paging file, or use Large Address Aware on Sins' exe, though the latter method is not recommended. The second is that you are loading the mod with every single race; if you are not using all six races, don't load all six of them, as this uses up notably more RAM than necessary.

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