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Increases yield for asteroids, junk, derelicts and anomalies, also increases freelance mission payout and increases the amount of exp needed per level so that you get time to properly upgrade your ship before going a tier above. Also makes the cooldown for borehole torpedoes, scavenger swarms and T-Drive to 0 seconds.
Increases yield for asteroids, junk, derelicts and anomalies, also increases freelance mission payout and increases the amount of exp needed per level so that you get time to properly upgrade your ship before going a tier above. Also makes the cooldown for borehole torpedoes, scavenger swarms and T-Drive to 0 seconds.
Improves Civilian Fleets so using them doesn’t feel like a huge chore
Improves Civilian Fleets so using them doesn’t feel like a huge chore
This mod slightly increases the amount of sol rings the player receives from the encounter missions and adds sol rings as reward when finishing freelance missions..
This mod slightly increases the amount of sol rings the player receives from the encounter missions and adds sol rings as reward when finishing freelance missions..
Adds a new mining ship, the Stonecrawler, which is able to compress ore to be able to mine more and render it more valueable. Also received bonuses to player resource extraction from mining.
Adds a new mining ship, the Stonecrawler, which is able to compress ore to be able to mine more and render it more valueable. Also received bonuses to player resource extraction from mining.
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Improves Civilian Fleets so using them doesn’t feel like a huge chore
Improves Civilian Fleets so using them doesn’t feel like a huge chore
Increases yield for asteroids, junk, derelicts and anomalies, also increases freelance mission payout and increases the amount of exp needed per level so that you get time to properly upgrade your ship before going a tier above. Also makes the cooldown for borehole torpedoes, scavenger swarms and T-Drive to 0 seconds.
Increases yield for asteroids, junk, derelicts and anomalies, also increases freelance mission payout and increases the amount of exp needed per level so that you get time to properly upgrade your ship before going a tier above. Also makes the cooldown for borehole torpedoes, scavenger swarms and T-Drive to 0 seconds.
Starpoint Gemini Warlords
Intercorona dba Little Green Men Games | Iceberg Interactive | Released 2016
The spin-off to Starpoint Gemini 2 introduces coveted strategic elements into the tactical space simulation that is the Starpoint Gemini franchise. Conquer territory, conduct research, scavenge for resources and defeat your enemies. In Warlords, think BIGGER! Bigger universe, bigger ships, bigger stations. Expect many tweaked features; the community has decided on what they want and now they are getting it!


Custom Decal Pack
Seven simple emblems created as vectors and converted to dds.
custom decal pack decals
Music pack by Sain Victory
Retro music for main menu and battles. Ambient tracks for space exploration. All tracks were produced by me via FL Studio 12. I hope you’ll enjoy 🙂 EDIT.
music pack by sain victory music
Anvil Battleship
Anvil Battleship Mod for Starpoint Gemini Warlords Modding Contest
anvil battleship vehicle model
Kirb’s Portrait Pack
A small 3-pack of custom portraits for player usage, two under the male category (though they’re both actually genderless), one female. Christmas chaos.
kirb’s portrait pack textures
SPGW Music
SPGW Music pack containing four original tracks: ambient (exploration) and battle tracks.
Vorik Gunship
Vorik Gunship Modelled, textured, coded by HokanPL
vorik gunship vehicle model
Music pack by Matija Malatestinic
Music mod containing 8 tracks with over 20 minutes of original music. www.malatestinic.com
music pack by matija malatestinic music
Criget the Frigate
This mod adds a new frigate ship to the game called the Criget. It’s available for purchase at the Concordia station.
criget the frigate vehicle model
Hegemon
hegemon vehicle model
Tauxinh
tauxinh vehicle model
Molo Dimolo
2 different tracks. One for the battle, another one for the space ambient. I am game and media composer, let me know your thoughts. Thanks!
Exemplar_Mesh for tutorial
exemplar_mesh for tutorial vehicle model
No addons were found matching the criteria specified. We suggest you try the addon list with no filter applied, to browse all available. Add addon and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Starpoint Gemini Warlords
Intercorona dba Little Green Men Games | Iceberg Interactive | Released 2016
The spin-off to Starpoint Gemini 2 introduces coveted strategic elements into the tactical space simulation that is the Starpoint Gemini franchise. Conquer territory, conduct research, scavenge for resources and defeat your enemies. In Warlords, think BIGGER! Bigger universe, bigger ships, bigger stations. Expect many tweaked features; the community has decided on what they want and now they are getting it!


Star Wars Warlords of Gemini (Dead)
Star Wars Warlords of Gemini v.0.12 Alpha Star Wars themed mod where i will put the models i make in, most design will be from Fractalsponge. The Aim.
star wars warlords of gemini (dead) sci-fi
Empowered Exemplar
empowered exemplar sci-fi
Kirbachev
A small 3-pack of custom portraits for player usage, two under the male category (though they’re both actually genderless), one female. Christmas chaos.
No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Starpoint Gemini Warlords
Intercorona dba Little Green Men Games | Iceberg Interactive | Released 2016
The spin-off to Starpoint Gemini 2 introduces coveted strategic elements into the tactical space simulation that is the Starpoint Gemini franchise. Conquer territory, conduct research, scavenge for resources and defeat your enemies. In Warlords, think BIGGER! Bigger universe, bigger ships, bigger stations. Expect many tweaked features; the community has decided on what they want and now they are getting it!


Every mod has to start somehow. This tutorial explains the basics of how mods are created, packaged and used in SG Warlords.
So you want to create a never before seen modification for Warlords? Good for you! And you have everything ready, but the final procedure is a bit blurry? Let’s take it one step at a time.
Baby steps
1. What do I need?
A whole lot of things can be changed and / or added to Warlords, so answering what other software you might need is very difficult. It depends on what you’re planning on doing, but let’s go over the common stuff:
You might have noticed a commonality in the above list: Notepad++. You can use the ordinary Notepad, provided with MS Windows, but we really advise using the free Notepad++. It will make things a lot easier. The notepad is a necessity, because most of the things you modify requires you to edit some form of text file.
2. Create the mod folder
Changing or adding files directly to the InstallationFolder\Data folder is really not advised. The game expects mods to be in the InstallationFolder\Mods folder and you should do it like that. Separating a mod from the default game early on will be beneficial later on.
So, when you’ve decided on the name of your modding masterpiece, navigate to the InstallationFolder\Mods folder and create the folder for your mod. Let’s call it NewMod for this tutorial’s sake. Now that we have the Mods\NewMod folder, imagine this folder as the InstallationFolder. This is what a comparison would look like: InstallationFolder\Data is virtually identical to InstallationFolder\Mods\NewMod\Data. The game will treat it like that, so it’s best if you do it too.
You might ask OK. Interesting. But why is that important?. This is the thing: the mod’s folder structure should mimic that of the default game. This is by far the best possible practice, just in case some things are expected by the game to be in certain sub-folders. Let’s take the game world as an example. The game knows it can find the World.ics and the individual sector files (Sectors\#.ics) in the Data\World folder. If you want the game to use a different game world, you have to mimic that by creating World.ics (and sector files) in the Mods\NewMod\Data\World folder.
For changes done to the game world, this is required. While other changes might not have this hard-coded, it is best to act like they do to prevent strange errors. As further examples, add new ships to Mods\NewMod\Data\Models\Ships folder and so on. Trust me, it will make things a whole lot easier to debug in case of an error.
3. Make the modifications
This section will be tiny, because this can encompass a massive amount of widely different topics. Search for more specific tutorials or contact us directly if you have questions regarding modding something specific.
For the sake of this tutorial, let’s imagine we’ve added a new ship called NewShip (how creative. ). This would require a new folder containing the ship in Mods\NewMod\Data\Models\Ships and a new entry in the Mods\NewMod\Data\Base\Ships.wdt database.
A good practice is to automatically create the Data folder inside your mod folder (Mods\NewMod\Data). You’ll need it anyway, so you might as well do it right away.
Editing databases and the principles of dynamic databases are explained in another tutorial and please do take the time to read and understand it. It’s crucial for making mods work properly with one-another and with the game.
4. Package the mod
OK. So we’ve got the modded files and everything. Now what? Now is the time to package it all up into a nice little single archive that can be easily shared.
The mod definition file, .sgwm. For now, you’ll need to create this file manually (Notepad++). and note the extension!
The mod definition file MUST be placed in the InstallationFolder\Mods folder and nowhere else, otherwise the game won’t register the mod.
Here’s an overview of a few things to be mindful of when creating the definition file:
This image is also used on Steam Workshop, if you decide to publish the mod there. A template definition file and mod folder is supplied with the game by default. Duplicating that as the starting point for a new mod is advised.
Great! That is set, so let’s move onto the packaging itself.
You’ll usually be creating a new archive, meaning you’ll likely select the .sgwm file, but in case you just want to do some other action through the Mod Manager (like unpack a mod archive you took from your friend) then you’ll select the archive file (.sgwma). Unpacking mods is also done automatically by the Game Launcher when you set a packed-up mod as active.
That .sgwma file is the complete mod, rounded up into a nice single-file package, together with the mod picture and the definition file. The game uses the unpacked version of the mod, but sharing a single file is simply easier.
5. Time for sharing
Now that you’ve got your mod all packed as .sgwma and ready to go, the method of sharing is basically on you. We place no restrictions on this. The Mod Manager can share the mod directly onto Steam Workshop, but you can just as easily take the NewMod.sgwma to your friend on a USB stick, or upload it to some other repository.
To use the mod, copy the NewMod.sgwma into the Mods folder. If you’ve subscribed to a mod through Steam, then the mod will get copied into the Mods folder automatically the next time the Game Launcher is started.
When a mod is set to active, the launcher unpacks it so it’s ready for use in-game (if it wasn’t unpacked already). To deactivate a mod, simply toggle the active flag off. Deactivating a mod does NOT delete the unpacked mod folder!
Sharing on Steam Workshop
The mod list is also the load order of the mods. This means that the game first loads the first mod, numbered with 1., then it proceeds to 2. and so on. If two mods are changing the same file, the one LATER in the list (higher order number) will be used!
Sharing on third-party sites
This method depends on the site itself. Usually it’s done by a simple upload form. Our recommendation is to take the .sgwma archive and zip it up to reduce its size and then simply upload it to wherever. You could simply zip-up the unpacked mod folder, but don’t forget about the .sgwm file that’s outside of the mod folder! Again, further steps necessary in this case depends on the site itself.
Sharing by physical media
You know. brute force, old-school, flash memory stick. You could use floppy disks, but that’s really not advisable ;). The point is, once you have the .sgwma package, you can do with it what you want.
6. Some final thoughts
Creating mods can be daunting at times, but we encourage you to give it a try. You never know can come from that.
For more info, we invite you to browse through the articles on our dev-blog where we regularly publish tutorials on a number of topics.
We wish you the best of luck with modding Warlords!















