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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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April 8, 2012 8:57:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting wbino,
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.

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April 9, 2012 8:14:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 9, 2012 8:19:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Mods-Entrenchment v1.053

SoGE  2.1e

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April 10, 2012 12:34:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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April 10, 2012 1:08:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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April 10, 2012 9:38:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 10, 2012 10:02:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 11, 2012 1:31:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 11, 2012 5:10:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

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

 

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April 11, 2012 10:26:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting a110,
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,
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.

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April 11, 2012 1:42:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 15, 2012 12:37:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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,
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.

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April 15, 2012 1:24:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 15, 2012 2:28:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting a110,
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.

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April 15, 2012 2:46:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
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.

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April 15, 2012 3:09:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

 

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April 15, 2012 3:35:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
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.

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April 15, 2012 7:20:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 18, 2012 10:38:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
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.

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April 23, 2012 8:27:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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April 28, 2012 10:58:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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April 29, 2012 11:50:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Unfortunately that's hardcoded.

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May 3, 2012 1:16:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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May 3, 2012 4:59:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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 

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May 3, 2012 7:27:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

 

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