Q. Are there any specific settings I should/shouldn't use?
A. When it comes to graphics, it's all dependant on your system specs and how many races you load up. Lowest is best for preformance of course, and SoGE takes up many more resources than stock Sins, also disable bloom. The "Highest" graphics setting is known to cause issues with SoGE for whatever reason. For Victory Conditions, do not use Flagship or Research victory. Occupation victory might work, but it might not spawn the planet without a militia for some reason. Be warned; these three may also cause a MiniDump when attempting to load a map when they are enabled, please make sure they are disabled.
Homeworld, Allied, and Diplomatic victory modes work fine however. In addition, do not use Vicious or Cruel AI settings; these modes allow the AI to bypass certain research restrictions which can cause issues with how that faction spawns supercapitals. Additionally, make sure ShowErrors and LogOutput are set to FALSE in your settings file; SoGE does several things that, while work without issue ingame, cause the exe to throw many error messages.
Q. What's with having over 900 capital ship crews, what happened to the cruiser version of ship X, and why is there both a cruiser and capital ship version of Y?
A. A number of "cruisers" were turned into "capital ships". This was primarily changed for reasons relating to how the AI handles things. Additionally, due to this, certain capital ships will not have any abilities that can be levelled up; this is intentional. If you want the full-length explanation:
-To start off, everyone is painfully aware of the AI's ineptitude when it comes to planet bombing. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. Further more, one can mess with the AI which results in them spamming capital ships, which SoGE has done.
-Another reason is due to the supercaps; their current build method entirely ignores capital ship crews, even if the ships themselves take up crews. This brings up the question of capital ship crews themselves; as currently they must be researched. Under the new system, everyone will have unlimited (900+) capital ship crews.
-It has been previously stated that the reason behind there being both capital ship and cruiser versions of certain ships is due to an inability to make them purely capital ships. This is no longer an issue as supercaps now have a hard cap; in the past one could build fleets of Executors, and capital ship crews served as a sort of limiter.
-Certain ships, those designated as siege frigates, will also have a frigate version avaliable for purchase. These will also be available to the player, not just the AI, in the frigate build menu. They have the same stats as their capital variants, they merely have frigate versions because they among the bare necessity of any fleet, something all players, not just the AI, should have access to.
Q. What's the benefit to building say, an ISD-C versus an ISD-II? Don't they have the same stats?
A. The benefits of elite/unique/special capitals (ex. ISD-C) versus the common variant (ex. ISD-II) are: culture repulsion, powerful abilities, and notably more benefits from leveling up. You wouldn't want a fleet of ISD-Cs, but having 1-2 mid leveled ones in a fleet will make a big difference in engagements.
Q. What do all these various Random map options mean?
A. Extra Planets mean you start with two additional planets, Expanded means there's a few more planets, and some tech 1-3 (aka. requires the first, or no, colonization tech) planets between/next to you and the "rest" of the galaxy), Dispersed means that players are present in every galaxy, and Quick, as it's name implies, is meant for faster matches; each player starts with a High Terran Economic and a Super Magma which results in better income flow early game.
Q. Can you put in X race/faction/time period? (Legacy, KOTOR, Sith Empire, etc)
A. We are not planning to add in any new factions at this time. The mod already uses considerable resources, more than the Sins engine can handle.
Q. Can you put in the Death Star, Galaxy Gun, Eclipse SDN, or Sovereign SDN?
A. No; this would throw the game's balance into the toilet, plus we do not have assets for these ships.
Q. Can you make an addon or do something to let people build more supercaps?
A. No, we will not do this.
Q. I don't understand why installing this mod is so complex. Why did you split off the factions?
A. Due to how Windows handles 32-bit applications, Sins is limited to 2GB of RAM on all Windows machines. SoGE, with all factions enabled, has a tendancy to hit that limit, resulting in minidumps/crashes. By not enabling factions you aren't playing with, you reduce the amount of stuff loaded into memory, and thus help keep that 2GB monster at bay.
Q. I found a bug/glitch, what info should I include, and where do I post it?
A. If possible, include all details you have about the bug/glitch, a screenshot and/or save game where this bug/glitch occurs, whether the drive SoaSE: Rebellion is on contains a paging file, if your computer has 3GB of RAM or more, and your graphics card. As for where to put it, post it on our forums in the Testing subforum: viewforum.php?f=589
If you cannot post it on the forum, send Lavo and/or Evaders an email/PM on Moddb/etc all the relevant information.