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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.
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"
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.
2. I don't think it impacts squadrons in save games that already exist, so those might still be at 6.
Actually, a lot of the base game textures are 1024x2048. Ours are typically 1024x1024 or smaller depending on what it is (data maps and normal maps we sometimes do at 512 since it saves a LOT of filespace) and then SSDs are typically 2048x2048.
We have no intention of including it; the Bellator was chosen over the Assertor because the Assertor is really just the Executor for all intents and purposes.
Playing obscure Star Wars mods may not be the best thing to do on a date, but best of luck!
It's 6 per squad, save for the E-Wing which currently has 2 still because it was missed. Canon size is only 12 to begin with. If we made them any bigger than 6 the game would essentially cease to function.
The PA's inclusion will have no impact on whether or not those three are included; their inclusion or exclusion will be determined entirely on their own merits, since work-wise, we had to do the PA art for ICW anyways and the coding for them (tech, abilities) isn't *too* much of a drain.
As for the pirate truce thingy, the problem with that is that most militia forces are from factions that were in no way friendly to the NR (mainly Imperial ie Warlord groups) and having the NR be allied to that wouldn't make any sense. Especially as we populate the galaxy more.
Hotfixes are only used for gamebreaking issues. Audio issues like that, if we can even fix them at all, are the kind of thing we'd do between whole versions.
One covers each side. Weapons aren't individual in Sins, they're done by type and then by four banks.
It already has in the previous two versions.
Unfortunately the bug will still affect it in that save.
Power-wise, an Executor is basically 4x a Praetor, and this is about 2.3x a Praetor (overall- the Praetor has proportionally more defenses but less damage than the Bellator/Executor).
That being said, while we may eventually explore having multiple SSDs available to certain factions depending on balance implications, the point of having this type of titan for the PA is to make them less reliant on titans and focus more on their fleet as opposed to the Remnant focus on the titans and superweapons, so giving them access to more than one sort of runs contrary to that goal.
The design isn't unique; there are a few over Byss, but it's mostly only associated with Jerec, and the loadout is the EXACT same as the Executor, so it's only visually different (and super ugly, the entire team hates it with a passion)
Reaper was an individual ship which is something we don't want to emphasize; if we did the Reaper, it would just the the PA having the Executor class, and we're also trying to make sure there's as little overlap as possible between the factions. We don't want the PA to just be the Remnant with one or two new units, and the Bellator offers something different from the other Titans.
Make sure LAA is still enabled.
We're gonna be releasing something to do this over the next few days.
Since its about 600 Meyers longer, its firepower is roughly comparable to an ISDish, but far greater fighter capacity
Thrawn's Revenge II: Ascendancy. Ascendancy is and has always been the sequel to Thrawn's Revenge: Imperial Civil War.
Beyond about 3 basic sound effects and the faction announcer VOs, sound hasn't been touched at all; we don't even have a sound designer.
Planetary shielding is automatic once you research it. Generators were on the surface in Star Wars, and pretty much universal, so there isn't really any reason to have them as a structure in space.