<?xml version="1.0"?>
<rss version="2.0"><channel><title>General Latest Topics</title><link>https://swrebellion.net/forum/159-general/</link><description>General Latest Topics</description><language>en</language><item><title>Dev Diary #1: 2014 Update</title><link>https://swrebellion.net/topic/9475-dev-diary-1-2014-update/</link><description><![CDATA[<p>A little over two years ago, on New Year's day, SoGE 2.0E was released. This was a monumental event in and of itself, being the first update for the mod in a long time. The mod has changed greatly since then, in the form of new content, the move to the Rebellion expansion, redefining what capital ships are, building the NR and Vong into their own real factions, amongst many other changes and additions. This year has also been memorable as SoGE made into the ModDB top 100! I thank all who have voted for us this year, and I hope that next year we can push ourselves even further. That being said, let us move on to what you all want to know about, the state of the mod, and what is upcoming in the next version!</p><p> </p><p>Ludo Kreesh, the man behind our music selection, has been working on making on a new UI for SoGE, to finally shift away from the vanilla Sins UI. While this is still a work in progress, it is fairly far along and thus we are confident to reveal it to the public.</p><p> </p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/tjb4.png</span></p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/loj5.png</span></p><p> </p><p>While this looks extremely nice, I'm sure some people are wondering if the Vong will be getting their own unique HUD. The answer to this is a resounding yes; you can expect to see a preview posted of it when it gets to a state of near completion. Speaking of the Vong, their faction will once again be getting a health rebalancing. The current model of ships not truly having any hull, and having shields representing the full health of a ship, will be discarded. Instead, the Vong ships will have an all hull setup instead. Their health regen will be persistent and given to them though a passive ability.</p><p> </p><p>Each ship class (frigate, cruiser, etc) will have the same hull and regen values, however, they will have different armor values. Additionally, the Vong's units' health, and health regen, will improve through research which increases their armor value. For those wondering how armor increases both hull strength and hull regen, the answer is that armor increases the effective hull of a ship, or in plain English, an armor value greater than 0 lets a ship take more damage than it otherwise would. This also will eliminate the inconsistencies between some planet modules (research stations, resource mines, etc) and other units. For those who play as the Vong, the Ro'ik Va'lh will also be getting a slight tweak, to make it into a true ship of the line.</p><p> </p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/jwbg.png</span></p><p> </p><p>While it was recently displayed that I had been dabbling with particles, I hadn't revealed everything that I had on the books. Something that I wanted to do with supercaps, when the current spawning system was implemented, was having these ships appear as a particle effect in the factory while they are being "built", so that people know when a ship is under construction and so that people will know, for example, when an Executor is being built when they are attacking or scouting an enemy homeworld, to allow them to take action accordingly.</p><p> </p><p>While we are on the subject of supercaps, I'll note that the next version will have flagship mode properly supported, and that each faction's flagship will be a supercap, one that does not count against your supercap limit. The reason behind putting in a supercap as the flagship is that in vanilla Sins, more often than not, flagship mode becomes little more than a game of hide and seek. In SoGE, where capital ships are even more vulernable than in vanilla, this flaw might be even worse, and is something that should be avoided. It also can work well with turning supercaps off, as in that case the strongest units on the field would be each person's flagship. Specifically, the Imperials gets the Allegiance, the Alliance, and New Republic, get the MC80B, the CIS gets the Geo. SDN, the Republic gets the Praetor, and the Vong gets the Ro'ik Va'lh. The reason the NR gets the MC80B as their flagship is primarily for balance, as a Mediator would be absolutely broken, and as the NR did have a few of these ships in active service.</p><p> </p><p>In addition, Maxloef of Star Trek: Armada III has graciously helped us out in a few ways, namely in making a new particle trail for capital grade proton torpedoes, which was also reworked into a starfighter grade proton torpedo. Pictured below is the former.</p><p> </p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/awho.png</span></p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/yew7.jpg</span></p><p> </p><p>However I didn't mention the other area that Maxloef has greatly aided us in, that being optimizing models. As you can see here, the VSD-II has gotten a much tangent fix, and as a result looks extremely nice ingame.</p><p> </p><p>On the subject of fixes, I'd like to address a concern that many people have, that being mid to late game CTDs without warning. It's known that these crashes are due to Sins hitting the Windows imposed 2 GB RAM limit. Before the release of the Stellar Phenomena DLC, aka. version 1.80, SoGE was tethering on the border of stability. It had virtually no leeway in terms of RAM usage, and a small engine change would tip the balance. The DLC patch unfortunately has done exactly that; SoGE crashes very often, too often for the team's liking at any rate. To that end, the next version of SoGE will include <a href="http://www.techpowerup.com/forums/threads/large-address-aware.112556/" rel="external nofollow">Large Address Aware</a>, and instructions on how to use it, as STA3 currently does. That being said, if you are able, I'd suggest doing it yourselves if you are able to, as this will have a positive impact on game stability. Another fix that's planned, though might not make it into the next version, is unit strings. Simply put, unless you're familiar with Star Wars and/or SoGE, many of the units' description strings tell you jack all about what the unit actually does. This is quite problematic and something I intend to fix.</p><p> </p><p><span>http://media.moddb.com/images/articles/1/149/148486/auto/tavj.png</span></p><p> </p><p>A little while ago I started working with, and became part of, the Sins of the Prophets team, and in the various discussions and brainstorming sessions the team has had, a number of interesting and fun ideas have come up for abilities. This particular image does not appear to be anything special at first glance, but in truth it is the proof of concept for a new, nasty, upcoming ability that will be used by Vong. You see, the turret pictured here was spawned by the nearby ship, even though the two are clearly not owned by the same player...</p><p> </p><p>To conclude this article, I'll take this opportunity to thank Goafan of Enhanced 4X and the upcoming Star Wars: Interregnum for his assistance and insight over the years. He has done a number of things for, or indirectly benefiting, SoGE, such creating the supercap spawn system, and more recently improving the textures of the Sentinel and Gladiator.</p>]]></description><guid isPermaLink="false">9475</guid><pubDate>Wed, 15 Jan 2014 15:31:17 +0000</pubDate></item><item><title>SoGE more unstable with Rebellion 1.80 Patch?</title><link>https://swrebellion.net/topic/9470-soge-more-unstable-with-rebellion-180-patch/</link><description><![CDATA[<p>Greetings</p><p> </p><p>My friends and I would really enjoy playing SoGE but it seems that it crashes every 15-30 minutes (CTD without any message). Could it be that it's gotten even more unstable with patch 1.80? Or is it the same problem since ever. We've encountered invisible ships &amp; blocky particle effects too.</p><p> </p><p>When I monitored the thread once, it was last at 1.5 GB RAM usage when it crashed, so that shouldn't be the issue? So okay, it could be due to the fact that we're loading all factions, right?</p><p> </p><p>We've set all graphics settings to "High" from "Highest", but that didn't help. Any more help or observations from others? Did the new patch change anything regarding playability of SoGE? SoSE Rebellion itself seems fine.</p><p> </p><p>-Fireball</p>]]></description><guid isPermaLink="false">9470</guid><pubDate>Sun, 29 Dec 2013 08:19:22 +0000</pubDate></item><item><title>SoGE Calc</title><link>https://swrebellion.net/topic/9467-soge-calc/</link><description><![CDATA[<p>Hello everybody</p><p> </p><p>In order to learn web based application programming I've made a setup builder, calculator and skirmish simulator for Sins of Galactic Empire mod.</p><p>Since it's almost finish, and for what have been tested, fully operationnal I've decided to share it with you.</p><p> </p><p>It comes according to SoGE old and new version (Revision 1099 and 1114) so you can make comparisons.</p><p>See archive readme for further information.</p><p> </p><p>R1099</p><p><a href="https://drive.google.com/file/d/0B0_qlUMh8CadbDVVMFlaZEswMGs/edit?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/0B0_qlUMh8CadbDVVMFlaZEswMGs/edit?usp=sharing</a></p><p> </p><p>R1114</p><p><a href="https://drive.google.com/file/d/0B0_qlUMh8CadSzFPODA4eFBOSWM/edit?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/0B0_qlUMh8CadSzFPODA4eFBOSWM/edit?usp=sharing</a></p><p> </p><p>Hoping you'll enjoy it !</p>]]></description><guid isPermaLink="false">9467</guid><pubDate>Sat, 30 Nov 2013 21:38:57 +0000</pubDate></item><item><title>Link for 2.1E Patch ?</title><link>https://swrebellion.net/topic/9462-link-for-21e-patch/</link><description>Anyone have a working link/mirror to download the SoGE - 2.1E Patch (Not for Rebellion) please?</description><guid isPermaLink="false">9462</guid><pubDate>Mon, 28 Oct 2013 22:34:23 +0000</pubDate></item><item><title>Building super capital ships New Republic</title><link>https://swrebellion.net/topic/9458-building-super-capital-ships-new-republic/</link><description>I played the game for the first time earlier today. I was playing and did the Viscount research and than tried to build it. It gave me the error message saying something like research "this exists for the AI to function properly". I couldn't find anything in the research menu. Any tips? And for the Mediator it said I had to be in a faction first?</description><guid isPermaLink="false">9458</guid><pubDate>Thu, 17 Oct 2013 20:47:01 +0000</pubDate></item><item><title>Possible to allow all cap ships to level up abilities</title><link>https://swrebellion.net/topic/9444-possible-to-allow-all-cap-ships-to-level-up-abilities/</link><description><![CDATA[<p>Hi,</p><p> </p><p>First let me say this mod is freaking awesome.  I have played about 7 different campaigns as the 4 core races (no Vong or CIS).</p><p> </p><p>My question is for the 4 other races I noticed for example in the Empire the SD 2 C and the Tector have abilities you can level up.  But for the ISD 1 and 2 there abilities are locked, is there a way to unlock them so they can go to level 3 each?</p><p> </p><p>My reason is, I just dont find much use on the cap ships where I cant upgrade the abilities on as I dont get the same attachment as I do with something like say an Tector.  Just want to be able to upgrade all ships if possible.  Just not sure how to mod it to do it if its even possible.</p>]]></description><guid isPermaLink="false">9444</guid><pubDate>Wed, 28 Aug 2013 21:02:40 +0000</pubDate></item><item><title>Upscale pack installation</title><link>https://swrebellion.net/topic/9438-upscale-pack-installation/</link><description>Great mod but I'm kinda stuck here trying to install the upscale. I read the instructions and moved the individual folders over each corresponding mod folder, but how do I edit the activemods.txt? What exactly do I need to add? Thanks!</description><guid isPermaLink="false">9438</guid><pubDate>Sat, 17 Aug 2013 17:28:38 +0000</pubDate></item><item><title>Space Battle Ep 6, Fixed Link</title><link>https://swrebellion.net/topic/9435-space-battle-ep-6-fixed-link/</link><description><![CDATA[<a href="https://vimeo.com/71686598" rel="external nofollow">https://vimeo.com/71686598</a>]]></description><guid isPermaLink="false">9435</guid><pubDate>Sun, 04 Aug 2013 17:38:55 +0000</pubDate></item><item><title>Tie Advanced?</title><link>https://swrebellion.net/topic/9423-tie-advanced/</link><description><![CDATA[<p>Hi Lavo,</p><p> </p><p>First I would like to thank you and your team for such an amazing mod. I recently purchased Sins Rebellion and am trying to get used to it. I did add you on steam. My icon is from Futurama 'Philip Fry,' so you know it's me. I want to know if SOAGE has Tie Advanced fighters. If it doesn't, I would like to know if you intend to add them and if not, whole heartedly request that you do. By the way, I am surprised and amazed at how many factions you have, including the Yuuzhan Vong. I would really like to have access to fighters (not just bombers) with shielding.</p>]]></description><guid isPermaLink="false">9423</guid><pubDate>Thu, 18 Jul 2013 23:05:14 +0000</pubDate></item><item><title><![CDATA[Troubleshooting SOGE: Rebellion v1.1 Mod (R1021 &amp; R1041)]]></title><link>https://swrebellion.net/topic/9396-troubleshooting-soge-rebellion-v11-mod-r1021-amp-r1041/</link><description><![CDATA[<p>Ahh...help please. I have to be "that guy" who can't get the mod to work.</p><p> </p><p>I've gone through the instructions with a fine tooth comb multiple times and I flat out can't figure out what I'm doing wrong. Seems like it should work, but it doesn't. Here's what I've got:</p><p> </p><p>I'm working with Windows 7 and I extracted the R1021 mod into the "Mods-Rebellion v1.1" folder (C:\Users\Me\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1). Then, I extracted the R1041 mod into the same folder (overwriting existing files).</p><p> </p><p>Next, I modified the EnabledMods file so it reads:</p><p> </p><p>TXT</p><p>Version 0</p><p>enabledModNameCount 3</p><p>enabledModName "SoGE Rxxxx Reb - Alliance"</p><p>enabledModName "SoGE Rxxxx Reb - Vong"</p><p>enabledModName "SoGE Rxxxx Reb - CORE"</p><p> </p><p>But, when I run the game, the only races that come up are the default ones (no mention of any SW races). I know this probably means I installed it wrong, but I'm at a loss as to how I messed it up.</p><p> </p><p>The only possibilities I can think of are that either my file structure is wrong (which I don't think it is) or I'm trying to use mods on a version of the game that doesn't support it...</p><p> </p><p>For file structure, I've got it set up so that the following folders/files are located directly in the Mods-Rebellion v1.1 folder:</p><p> </p><p>SoGE Documentation</p><p>SoGE R1021 Reb - Alliance</p><p>SoGE R1021 Reb - CIS</p><p>SoGE R1021 Reb - CORE</p><p>SoGE R1021 Reb - New Republic</p><p>SoGE R1021 Reb - Republic</p><p>SoGE R1021 Reb - Vong</p><p>EnabledMods.txt</p><p>SoGE R1021 ReadMe.txt</p><p>SoGE R1041 Patch ReadMe.txt</p><p> </p><p>And as far as I can tell, that's how it's supposed to be. So, does that mean I'm running on a hamster wheel here by trying to use R1021 and R1041 with Rebellion v1.1? Meh.</p><p> </p><p>Any help/insight would be much appreciated.</p>]]></description><guid isPermaLink="false">9396</guid><pubDate>Fri, 03 May 2013 18:46:39 +0000</pubDate></item><item><title>Sins of a Galactic Empire - R955 Rebellion 1.041 release</title><link>https://swrebellion.net/topic/9331-sins-of-a-galactic-empire-r955-rebellion-1041-release/</link><description><![CDATA[<p>The next public release for <a href="http://warlords.swrebellion.com/" rel="external nofollow">Sins of a Galactic Empire</a>, the Star Wars total conversion mod for Sins of a Solar Empire: Rebellion.</p><p> </p><p>Check it out, <a href="http://www.moddb.com/mods/sins-of-a-galactic-empire" rel="external nofollow">downloads on our Moddb page</a></p><p> </p><p>While none of the developers get paid, our SWRebellion server helps host our website, subversion repository, bug tracker, and other development tools. <a href="http://www.swrebellion.com/modules.php?name=Index" rel="external nofollow">Consider donating to our Paypal</a> (Paypal donate button is in middle-right of the page)</p><p> </p><p>Esp thanks to <strong>Lavo</strong> for bringing it all together!</p>]]></description><guid isPermaLink="false">9331</guid><pubDate>Sun, 14 Oct 2012 21:15:37 +0000</pubDate></item><item><title>crazy minidumps</title><link>https://swrebellion.net/topic/9384-crazy-minidumps/</link><description>Hi, hope no one minds me posting this here, but I've tried all day to get this mod working.  Actually, it started out working fine, when I had just the R1021 download, and I played a good bit of the game before hitting a runtime error, but I didn't think much of that.  Then I decided since I didn't save my game, I'd get the R1040 patch, and installed it.  Again, it actually started fine, except that the hyperdrive lanes and gravity wells weren't visible and I'd never changed the options.  It played for about 30 minutes before going to a minidump.  Since then, I've not been able to start a single match, I've tried redownloading from different mirrors (which troubles me still because all of them seem to be coming in at 1.89 gb instead of 1.92) clearing all the mods out, reinstalling, I even deleted and reinstalled sins, and I can't launch a single match with the mods installed.  I've even tried with only the CORE mod active, and still nothing.  Since I don't know what has changed, this is kind of my last hope here, and I thank anyone in advance for trying to help me with this.</description><guid isPermaLink="false">9384</guid><pubDate>Mon, 18 Mar 2013 07:33:48 +0000</pubDate></item><item><title>Faction Required - no idea what this is</title><link>https://swrebellion.net/topic/9335-faction-required-no-idea-what-this-is/</link><description><![CDATA[<p>Trying to build a Titan with Galactic Empire Mod.  Says I need Faction Required but I dont know what is meant by this, cant find anything in research called Faction, cant find anything on google or this forum about how to build a titan.</p><p> </p><p>Thanks.</p>]]></description><guid isPermaLink="false">9335</guid><pubDate>Sat, 27 Oct 2012 19:17:24 +0000</pubDate></item><item><title>Small issues with Republic</title><link>https://swrebellion.net/topic/9378-small-issues-with-republic/</link><description><![CDATA[<p>So played as the Replublic, and found a couple minor issues.</p><p> </p><p>1.  Clone Masters ability.  Says it has a chance of cloning an "enermy" vessel instead of enemy.</p><p> </p><p>2.  It won't let me build Acclamator II CRS-H.  I tried from multiple different shipyards, they queue up, but never build.  I queued ships before and after (including the other Acclamators), and they all built.  Confirmed on another machine with another download of the mod.</p><p> </p><p>And not an issue, but is there any way to prevent the Venators (normal one, not the colonization one or the Jedi one) from going full steam across a gravity well without any support and getting themselves killed?  I tried setting my fleets to "tight", but they seem to ignore it and go speeding off 3x as fast as my fighters can go and powerslide right into enemy formations, thus successfully committing hara kiri.</p>]]></description><guid isPermaLink="false">9378</guid><pubDate>Wed, 06 Feb 2013 01:45:59 +0000</pubDate></item><item><title>multiplayer?</title><link>https://swrebellion.net/topic/9377-multiplayer/</link><description><![CDATA[Anyone playing SoGE interested in some multiplayer sometime in the coming week?  I'm not overly good, but would like to play against a flesher, I mind losing to them much less than an AI.  <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy">]]></description><guid isPermaLink="false">9377</guid><pubDate>Tue, 05 Feb 2013 22:21:53 +0000</pubDate></item><item><title>I know it's not the mod itself, but...(and another question)</title><link>https://swrebellion.net/topic/9370-i-know-its-not-the-mod-itself-butand-another-question/</link><description><![CDATA[<p>Is there anything that can be done about watching cruisers go drifting all over the map (sliding sideways)?  I know this is present in the default game as well, so I'm assuming that there's nothing that can be done because it's a weakness of the sins engine, but I figure it can't hurt to ask since it looks really weird to watch this battle and see a bunch of Vindicator cruisers move forward and then spin to the side while still flying forward like they were Vin Diesel in Fast and Furious.</p><p> </p><p>BTW, lots of good fixes on the new version, but WHAT is up with the difficulty levels?  Even against an "easy" AI, when playing, I'll capture 2 planets, have enough resources to build a fleet of maybe 5 ships, and be attacked by a fleet of OVER 30 ships?????  Since when did building 30 ships including at least 1/2 dozen capital ships in the time I takes me to build 2 caps and a few frigates constitute EASY???  I should note this only happens if there are more than 1 AI playing.  Vs. 1 AI only, difficulty seems to work exactly as I'd expect (easy AI being, well, supremely easy to defeat, normal AI still being easty to defeat).  But if I do 2 AI's, they seem to progress like there's no tomorrow regardless of the level setting.</p><p> </p><p>One other question.  Why the requirement for 7 civilian facilities to be able to research the whatchamacallit II that allows you to settle volcanic planets?  In my experience, takes so long to get 7 facilities in most games that by the time you get them, you don't care anymore about settling any volcanic planets you've found.</p>]]></description><guid isPermaLink="false">9370</guid><pubDate>Sat, 02 Feb 2013 19:07:49 +0000</pubDate></item><item><title>What is your favorite ship?</title><link>https://swrebellion.net/topic/8876-what-is-your-favorite-ship/</link><description><![CDATA[Just a question... what is your favorite ship? Why? <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy">]]></description><guid isPermaLink="false">8876</guid><pubDate>Wed, 21 Oct 2009 23:10:51 +0000</pubDate></item><item><title>OFFICIAL Troubleshooting Thread</title><link>https://swrebellion.net/topic/9371-official-troubleshooting-thread/</link><description><![CDATA[<p><strong>Seriously, read this entire thread! Sorry to be rude, but we get too many simple questions just reply to everyone with the same answers. If you are sure you've found a bug/error/issue that hasn't been addressed, feel free to reply here</strong></p><p> </p><p>Here we go...</p><p> </p><p>Updated as of 10/21/2013</p><p> </p><p><strong>FIRST</strong></p><p> </p><p>This mod is for Sins of a Solar Empire: Rebellion <strong>version 1.52 and higher</strong>.</p><p>All versions run on Steam, there is no non-Steam install. There is no support for the base game only, Entrenchment, Diplomacy, etc.</p><p>Only the latest Rebellion: so use Steam to get the latest Rebellion version.</p><p> </p><p>Check that your download is complete and not-corrupted. Downloads off Gamefront may have issues, try other mirrors.</p><p>Current release: R1088+1099 patch</p><p><a href="http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1088-release-for-soase-rebellion-152" rel="external nofollow">http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1088-release-for-soase-rebellion-152</a></p><p><a href="http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1090-patch-for-soase-rebellion-152" rel="external nofollow">http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1090-patch-for-soase-rebellion-152</a></p><p> </p><p>Use MD5 check to verify your .rar file is correct</p><p><a href="http://www.softpedia.com/get/System/File-Management/MD5-Check.shtml" rel="external nofollow">http://www.softpedia.com/get/System/File-Management/MD5-Check.shtml</a></p><p>MD5 Hash: R1088 - 0d18b99e4017648b9f5eaeb3761b0f48</p><p>                 R1099 - 11eeb2027b02d7f95f77520a55773c10</p><p> </p><p><span style="text-decoration:underline;">Table of Contents</span></p><p><strong>* </strong><a href="http://forums.swrebellion.com/viewtopic.php?p=549729#p549729" rel="external nofollow"><strong>Installation Issues</strong></a></p><p><strong>* </strong><a href="http://forums.swrebellion.com/viewtopic.php?p=549730#p549730" rel="external nofollow"><strong>Crash to desktop</strong></a></p><p><strong>* </strong><a href="http://forums.swrebellion.com/viewtopic.php?p=549731#p549731" rel="external nofollow"><strong>Supercaps</strong></a></p><p><strong>* </strong><a href="http://forums.swrebellion.com/viewtopic.php?p=549732#p549732" rel="external nofollow"><strong>Known bugs</strong></a></p><p><strong>* </strong><a href="http://forums.swrebellion.com/viewtopic.php?p=549733#p549733" rel="external nofollow"><strong>FAQ</strong></a></p><p> </p><p>Most of this is copied directly from the SOGE Documentation included in your SOGE package</p>]]></description><guid isPermaLink="false">9371</guid><pubDate>Sun, 03 Feb 2013 01:48:42 +0000</pubDate></item><item><title>Runtime Errors Abound</title><link>https://swrebellion.net/topic/9369-runtime-errors-abound/</link><description><![CDATA[I downloaded and installed SoaGE R1021. I keep getting a runtime error when I got to activate it. Did a little  testing and discovered something in the CORE mod is pissing off the game enough to give it a runtime error on activation. Tried lowering the graphics like the documentation suggested, but no dice. I don't know if the download was bad or what, but I really want to play this mod. <img alt=":(" src="https://swrebellion.net/uploads/emoticons/icon_sad.gif.4a1d8dbe78645c9184ff72de38e71d6c.gif" loading="lazy">]]></description><guid isPermaLink="false">9369</guid><pubDate>Thu, 31 Jan 2013 19:43:59 +0000</pubDate></item><item><title>SoSE original maps in SoGE</title><link>https://swrebellion.net/topic/9367-sose-original-maps-in-soge/</link><description><![CDATA[<p>I really do miss the original maps, and it'd be nice to include them. After finding out what's different between the original and the custom maps, ive started converting them into SoGE style ones. They don't include the planets of SoGE like ecus, pangeas, etc just yet. Im doing one at a time, changing some planets into their SoGE equivelants. The amount of resources in them seems a bit nutty as well- but that just makes for some huge ass battles and a very dangerous AI.</p><p> </p><p> </p><p>Gateway: <a href="http://www.mediafire.com/?7fob6dzrv3cc5v3" rel="external nofollow">http://www.mediafire.com/?7fob6dzrv3cc5v3</a></p><p>Balance of Power: <a href="http://www.mediafire.com/?v57m2xbbvjaze0o" rel="external nofollow">http://www.mediafire.com/?v57m2xbbvjaze0o</a></p><p>Feedback would be nice, ill start with the small maps after im happy with this one.</p>]]></description><guid isPermaLink="false">9367</guid><pubDate>Sat, 19 Jan 2013 00:34:05 +0000</pubDate></item><item><title>How Many Capital Ships Per Faction In This Mod?</title><link>https://swrebellion.net/topic/9360-how-many-capital-ships-per-faction-in-this-mod/</link><description><![CDATA[<p>I can't play this mod right now because I am getting a gaming computer on January 20. So how many capital ships is there for each faction? I heard all the factions are balanced, can someone please tell me how many there is? It would be great if you could list the names of them to if your able to.</p><p> </p><p>Im not sure but l all the factions are CIS, Empire, New Republic, Old Republic and Vong.</p>]]></description><guid isPermaLink="false">9360</guid><pubDate>Wed, 02 Jan 2013 04:00:56 +0000</pubDate></item><item><title>Crashing issue - Sins of a Galactic Empire (SoGE) R996 relea</title><link>https://swrebellion.net/topic/9358-crashing-issue-sins-of-a-galactic-empire-soge-r996-relea/</link><description>Just downloaded the new mod for Sins Rebellion v. 1.1. When I try to start a match, the game locks up immediately at the loading screen. I verified that I am running 1.1 and everything seems to be installed correctly in the mod folder. The mod itself seems to load properly. I am using the Steam version. Could that be causing complications?</description><guid isPermaLink="false">9358</guid><pubDate>Sat, 29 Dec 2012 20:29:20 +0000</pubDate></item><item><title>Can you fight against the Sins Factions in this Mod?</title><link>https://swrebellion.net/topic/9357-can-you-fight-against-the-sins-factions-in-this-mod/</link><description>Just like the title says, so is it possible? I would really like to fight against the Rebellion factions.</description><guid isPermaLink="false">9357</guid><pubDate>Sat, 29 Dec 2012 16:26:02 +0000</pubDate></item><item><title>Star Citizen</title><link>https://swrebellion.net/topic/9344-star-citizen/</link><description><![CDATA[<p>So, there's a new game in development.  It's like EVE Online on crack minus the Pay2Win system.  I'm starting a guild up there based on the Imperial Navy with Lavo.  We'd really love to have you all join.</p><p> </p><p>Check the game out:  <a href="http://www.robertsspaceindustries.com" rel="external nofollow">http://www.robertsspaceindustries.com</a></p><p> </p><p>If you've got questions, ask them here or message Lavo or I.</p>]]></description><guid isPermaLink="false">9344</guid><pubDate>Tue, 27 Nov 2012 03:14:58 +0000</pubDate></item><item><title>Is it possible to have only one supercap type per game?</title><link>https://swrebellion.net/topic/9340-is-it-possible-to-have-only-one-supercap-type-per-game/</link><description>I'm playing as the empire and have researched the tech for and recruited the smaller SSDs, however I can no longer research the tech for the executor class. Is this by design?</description><guid isPermaLink="false">9340</guid><pubDate>Thu, 08 Nov 2012 12:33:16 +0000</pubDate></item></channel></rss>
