Legend of the Galactic Heroes (LoGH) is based on the Japanese animation series bearing the same name. LoGH is all about the epic battles between gigantic fleets of the Galactic Empire and the Free Planets Alliance. This mod will feature different political factions of the empire or the alliance. We aim to recreate the space opera feeling and the fleet tactics employed in the series. Research and economics will be reduced to a minimum and the main focus will be on tactics and fleet movements like in the series.

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Around the Mod in 80 Days

News

A new version of the mod has been uploaded.

Moddb.com

I really wanted to get this out back in January. A number of people had been complaining about crashes. I thought that it would be a simple fix of updating some files, taking less than a day. The problem was, I couldn't even reproduce the crashes, let alone fix them. I started digging around in the files to find the problem.

And it was found, thanks to people here! Disable all DLC options when starting a new game (Random Events, Rampant Militias, etc.) I don't have any of the DLC, the mod wasn't developed either for or with them and using them will cause the game to reference things that don't exist. Then you will crash. Thanks to everyone who helped figure this out.

While I was looking over the mod files I was amazed that it even ran at all. The last time this project was seriously worked on was for the initial release in 2010. From the very start it was plagued by bad performance and memory leaks and all effort went into fixing that rather than adding new content or even keeping up with current game builds. The move from Entrenchment to Rebellion broke a number of things that were used for core game mechanics, and since I didn't want to completely rework them I made some quick hack fixes.

Given all this and since I was already in this deep I thought that I might as well rework it. First was the models. Nothing has actually been done to the geometry or textures, rather they now use the official Sins importer. The old one was a third-party version that had lighting problems that among other things caused visible seams to appear on models, which is why Iserlohn never appeared (it's a featureless sphere with high reflectivity). Fixing that offered another opportunity.

iserlohn

Yes, it's finally here and you can build it from the Imperial resupply ship (which the AI never builds so you don't have to worry about encountering it). Because it's a decade and a half late and also not balanced at all, it costs nothing to build and you can do it right away.

Other changes: mostly aesthetic, like the resource slots being changed to space stations. I never was really satisfied with how they looked and there were issues with spawning. The biggest gameplay change is that ships are no longer built in squads: you have to build them one-by-one now, just like in the vanilla game. Build time and cost has been cut significantly. This is similar to how it works in games like Cossacks, although there's no way to make formations like in that game.

Formations are and always have been a major gameplay element, however. This hasn't changed, and has been expanded. All non-capital combat ships have a passive ability ("Cohesion") where they take less damage if they're within a radius of other ships with the ability. It reuses the Shield Mitigation mechanic (which has been renamed Damage Mitigation here because it always works regardless of shields) and absorbs a percentage of incoming fire. The original game had it set to zero and slowly ramp up under fire; because giant fleets and alpha strikes are so common here they're set to a minimum base: 30% for destroyers, 50% for cruisers, 60% for battleships and 70% for carriers and larger. Each friendly ship within range adds 1% and it stacks up to thirty times, so if you have a carrier with escorts it will be nearly invulnerable.

Another major change: missiles. All warships have them now, and they give a massive firepower boost but use up supply. Because of the damage model described above, a squadron of destroyers can wipe out isolated battleships in a few salvos, but not a fleet of them. They're also short-ranged, in keeping with how they're portrayed in the games: you can avoid them as long as you stay at maximum beam range.

Short-ranged weapons have also been reworked. Most ships have them as broadside guns, and they were intended mostly for shooting down fighters. They still do that but now they have been changed so that they're as good if not better at killing smaller ships like destroyers.

Other changes off the top of my head:

  • Starbases have weapons now, guns and missiles. They have a very long range and can obliterate isolated ships but are less effective against large fleets. Their HP has also been raised significantly.
  • Most ships have been downscaled to about 60 percent size. They had already been rescaled once before the mod was released but they still seemed too big to maneuver in formations.
  • The trade port has been replaced by a version of the refinery (although it's still called Trade Port). Before it was very easy to make credits but most of that was spent buying resources. Starbases still have a trade port upgrade although you'll have to build other starbases to have anything to trade with.
  • The Necklace of Artemis lost its Iserlohn-style gun and has also been restricted to the FPA, but its cost has been halved making it easier to build more of them.
  • The previous spawning for resources has been reverted to the one used in the base game. This means resource asteroids appear again (as resource stations).
  • Carrier have had their max squads reduced from 5 to 2, but the number of fighters per squad has been raised (9 for FPA and 12 for Empire). Rebellion really does not want carriers to have more buildable squads than fighter types, and if there are it spits out an assert != squad error which eventually crashes the game because it's being logged millions of times a second.
  • Changes to ship HP and antimatter (supply): destroyers have less, cruisers and battleships have more. Speeds have also been changed so that ships have less difference between them and move better in formation.
  • Speaking of destroyers, they no longer use the "fighter attack", which seems to have been changed at some point from a kind of orbit to just running into the target and then flying back.

This is getting on for pretty long, so I'll leave it there. Let me know what you think.

14 Years

14 Years

News 5 comments

Not an update! But not for lack of trying. Also, the summary field must be at least 50 characters in length.

Twelve Years Onward

Twelve Years Onward

News 1 comment

or: Sins Compatibility Update And Why This Mod Died

Four Years Onward

Four Years Onward

News 7 comments

When you look back, and forgetfully wonder what you were like in your work and your play

New Mod Group

New Mod Group

News 3 comments

New company created for our mod 'Sea of the Stars'.

RSS Files
Gineiden 2024 1.85 v2

Gineiden 2024 1.85 v2

Full Version 2 comments

A partial refactor of the mod and the debut of Iserlohn Fortress!

Gineiden 1.85

Gineiden 1.85

Full Version 10 comments

Full mod version for Sins of a Solar Empire: Rebellion versions 1.85 and later.

Sea of the Stars 1.80 to 1.82 patch

Sea of the Stars 1.80 to 1.82 patch

Patch 14 comments

Patches the 2011.12.11 build of the mod from Rebellion v.1.80 to v.1.82.

Sea of the Stars 2013.12.11 for Rebellion 1.80

Sea of the Stars 2013.12.11 for Rebellion 1.80

Full Version 10 comments

IMPORTANT NOTE FOR STELLAR PHENOMENA OWNERS: The Random Events option MUST be disabled when starting a new game. Current version of the mod, compatible...

Sea of the Stars 1.11 Beta Full Download

Sea of the Stars 1.11 Beta Full Download

Full Version 1 comment

No longer supported. Full 1.11 Beta Version for Entrenchment v.1.051. If you already got the 1.1 beta just download the Hotfix. If not download this full...

Sea of the Stars 1.1 to 1.11 Beta Hotfix

Sea of the Stars 1.1 to 1.11 Beta Hotfix

Patch

No longer supported. Updates Beta 1.1 to 1.11 for Entrenchment v.1.051. Changes 'broadside behavior' of some ships and includessome other small tweaks...

Post comment Comments  (0 - 10 of 390)
Guest
Guest - - 689,567 comments

O Mod tem funcionado perfeitamente! O parabenizo pelo esforço e tempo dedicado! Excelente MOD!

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renner Creator
renner - - 40 comments

Obrigado!

Reply Good karma+1 vote
Guest
Guest - - 689,567 comments

Mod only works for me in 1.80 any way for it to work on latest update?

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Guest
Guest - - 689,567 comments

For me it gives me problems, after playing Sins Dump for a while, I'm on version 1.96. But the MOD is EXCELLENT!

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ranger352
ranger352 - - 41 comments

to those who suffer with crush issue
try turn off Stellar Phenomena dlc
it does work for me by now

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WarLoveKill
WarLoveKill - - 21 comments

Just commenting to praise the hell out of this amazing mod, just great work.

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The_Vice_Admiral
The_Vice_Admiral - - 8 comments

I feel like the commenters on this page would appreciate what I'm about to reveal.

There was a Legend of the Galactic Heroes pc game that came out in 2008(ish) where you'd play through the series.
It's only in japanese but it was brillient.

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Zeriof
Zeriof - - 23 comments

At least update so it doesn't crash or let someone else take over the mod, this logh mod is too good to just die

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renner Creator
renner - - 40 comments

Where does the mod crash?
I tested it out for a bit on the current Sins build and didn't get any crashes.
I've heard that a number of older mods crash with recent updates. but I can't find details and most of the threads on the Sins modding forum were last posted on in 2022.
I'll keep looking to see if I can find the problem.

Reply Good karma+1 vote
Guest
Guest - - 689,567 comments

Man this hot mod needs an update ;-; I love logh and this mod was banger now it stops working even if I use beta for me. If anyone still found a way around this pls help me out!

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