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There's also the issue where ships being larger than they are currently clumping together when you want to group them, which happens a lot in the base game. You can still see it with the larger ships in the mod (Altor, WD, Praetor)
And no, we don't intend to move to Homeworld.
No, they're a playable faction.
2.2 isn't out yet
AI behaviours are 100% totally hardcoded. Their behaviours can't be changed. The only stuff you can change is research and build patterns by taking advantage of known and existing patterns. Actions and tactics arent touchable.
They're in 2.2
Full is meant to indicate that it's the actual mod, isn't a hotfix, and doesn't require having 0.9.
Every Imperial splinter faction after Endor more or less used the same stuff canonically, in different proportions. Rather than make every faction the same we're using the wide variety of EU ships to make the factions have different playstyles and rosters. The Reaper being the flagship of Kaine would really only be relevant if it were a hero, as opposed to using that to determine what their ships of the line should be.
No, those Stormtroopers only exist in the new timeline, which is completely separate from the old EU, which is the source material for this mod. Nothing in the Force Awakens will be in the mod, because that would mean removing literally everything else.
The capital planets of the major Warlord groups will be very difficult to capture. Considering the presence of capital ships, SSDs and Golan III's, they're probably somewhere around pirate bases in the base game. You'll probably leave them alone for quite some time.
Watching LCS while working on stuff actually (as alluded to in the description). Can't take pictures if you're playing, that's just rude.
Regardless of what we do or don't do for the Vong, they were never intended for 1.0; Ssi-Ruuvi and Hapans are still only "militia" forces too.
No; the Force Awakens takes place in a different timeline than the old Expanded Universe (or "Legends" universe). Absolutely nothing from the new series will be in the mod, not because we're inherently against rebooting Star Wars like some people, just because it's not in any way the same universe. May as well put star Trek stuff in.
I responded to your comment on the other page, but here's the general idea again:
It only reads one entry, and you can list however many mods in that as you want. You don't create a different entire entry for every mod, that's not how files work.
What you're presumably trying to do would look like:
enabledModName "SoGE Reb Addon - Squad Size Reduction"
enabledModName "SoGE 946392c"
enabledModName "SOA2 ROM D'deridex [Legacy]"
enabledModName "Star Wars Interregnum Alpha 2"
enabledModName "Enhanced 4X Mod 1.74"
enabledModName "SGI 1.82"
All of these mods, however, have conflicting files and were NOT designed to work with each other, so all you'd be doing is making the game crash. Enabled mods just make it load more files, it doesn't modify thew mods, so all conflicting files would still conflict.
Works perfectly fine for us.
That's not something we can change. The AI is entirely uneditable, and its preferences can't be changed; its based on roles instead of power considerations, and its favourite role is carrier.
Short answer: Probably, almost certainly.
Long answer: The way the AI decides to build capital ships is apparently very specific and entirely unalterable. Essentially, they only/always build a capital ship when all their existing ones hit level 3, and that's it. As most people have noticed, in 0.95 we pretty much eliminated the experience gap between level 1 and 3, and this is why; as a result there actually is more AI use of capitals in 0.95 than in 0.9. The problem is that even with this, the battles have to already happen for them to get that experience, which means they still never get more than about 5-10. We're playing with a few things experience-wise which will only impact the AI, and which if successful (and there's no reason why it shouldn't be) will make them use a lot more capitals; hopefully as many as a real player would.
Data maps for a lot of the PA ships (this, Secutor and the Bellator specifically) are still being tweaked; right now their reflection maps are a little high.
None of those mods will work together, but that's not how it would be structured anyways. You've basically just put 7 full enabled mods files into the same file, so it's not even going to read that.
But again, none of these mods were designed to work together and it would crash immediately.
Every mod is compatible with every version.
When it's ready. It's been 3 weeks since the last release.
From the command center you start with as a starbase constructor. As it says in all the tooltips, you need to have it enabled in the pregame options.
The Galaxy Gun (which is what it is) is entirely and only Imperial. No other faction would want to use a weapon like that in the first place, and we have no intention to invent one for them. Our goal, after all, is to make factions that have distinct strengths, weaknesses and focuses; not to create several factions that all have the same stuff and are just reskinned versions of each other.
1. Copy the file named galaxy scenario sets from the Ascendancy-Sins/GameInfo folder.
2. Paste it into your galaxy forge folder.
3. Open galaxy forge.
This works for every mod for Sins.
No; same with any mod, you just need the galaxyscenariodefs file from the mod.
For most factions we'll never allow more than one SSD. For the Remnant, we're considering putting the Sovereign as a one-off thing you build separately from the Executor, and which you cannot replace.
The text file name (_ENGLISH part) in Data/Text has to match the language of your game or the game will not open it.
There's only one type of superweapon in the first place.
The mod works fine in multiplayer; sync errors occur if there's a connection issue between the players, or it can happen if there's some file differences which don't cause checksum differences (in which case you can't join the same game at all). Make sure you're both using the same version of the mod, and also in steam right click Sins -> properties -> local files -> Verify integrity
You need to extract the archive. The exe is in there.