Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
Perhaps, but you can go back to Sins 1.84 using the steam properties -> betas tab of Rebellion to continue playing E4X 1.81. :-)
That decision hasn't been made yet, it probably won't be until all the other New Republic ships are in and we can see how the NR AI performs.
Hunting capitalships is really just the Bellator's thing though, because that's what it was designed to do in the lore. If another New Republic titan is added, it would probably have a different specialty, but still be cheaper and weaker to be balanced to standard Sins titans.
Start the dev.exe once, and it will create a new mod folder for the dev to use.
Not any version, just some of the more important latest version. That's something Stardock is choosing to do for mod players, not anything steam usually supports.
We switched some techs around, so using the old version of Expanded Research will cause weird things like that. We'll be uploading a new version of the minimods... at least after we update for the surprise 1.85 update. :-/
Probably a new upload, E4X in particular will need a lot of changes for 1.85.
No idea, haven't really gotten a chance to play with the new features yet. Hopefully I can rig something up. :-)
Not yet, but you can go back to 1.84 to play it until we updated it. We will be supporting it. :-)
Probably, but you can also go back to 1.84 via Steam properties -> Betas tab. Given the new DLC may contain things E4X would really like to take advantage of, I might take a few more days to update it in order to really make use of the new features. :-)
More depth for the militia and pirates apparently. Forums.sinsofasolarempire.com
I don't mind more work in exchange for more capabilities for mods to make use of!
Of course it means the minimods will be delayed a bit more, but yes, this DLC sounds like it will be perfect with our next major update. :p And if we really did get more RAM to play around with, that and the shield update should mean Interregnum plays better than ever.
I had absolutely no idea! But to me its a pleasant surprise. More new stuff I can do with the mod. :-D
If 1.85 is causing issues for any reason (or you just want to continue to play Interregnum), you can use the steam properties -> Betas tab to go back to 1.84.
Afraid not. You can go back to 1.84 until we update though with the steam properties/betas tab. :-)
Uh the file should be called "Star Wars Interregnum Alpha 3.2 Full Install.zip". I didn't think zip files were considered unsafe, so please make sure you're getting the right file.
Sins just had another update today for some reason. The mod won't work with the new 1.85 version, but you go back to 1.84 to play it via the steam properties, betas tab. We'll have another update out in a few days probably.
Sorry for the inconvenience, but this is a surprise for me too. :p
This download won't work on the new 1.85 patch, however you can go back to 1.84 to play the mod via the Steam properties/beta tab. :-D
I guess there will be a new Alpha 2.1 update soon.
You can use the steam betas feature to continue playing on 1.84. :-)
It's only 10% more for a ship you couldn't normally get though. Seems reasonable for me, while still providing an advantage for the Empire/Rebels to build the ships themselves.
Hmm, I thought I copied that directly from the tech that does that, but I'll double check. Thanks!
Ship graveyards and Industrial planets only have a chance to have the special addition that lets you get new ships. :p
You should see the Star Wars ships at every ship graveyard though. There are some vanilla ships still there but also Venators, Providences, Dreadnaughts etc.
Do you see the spawn Nebulon-B frigate ability on Kuat or is that entirely missing for you?
We keep a list of current and confirmed future units at the link below. Most of the Alliance unreleased stuff is of course for the New Republic. That list will grow significantly bigger too as we get closer to release. :p
It is theoretically possible, it just gets more annoying to do because only three heroes fit on the ability slots of the hero spawning structure.
You can get a few more hero like units though from special planets. The pirate base for example, while it will be replaced in the next major release, lets you get a "Pirate Captain" with identical mechanics to a hero. This will probably be expanded on with future Star Wars planets.
You can get more than 1 titan, but it requires you to find and capture a very special and hard to take planet. :p It's guaranteed to spawn on the Core Worlds and of course Galaxy Far, Far Away maps if you don't want to wait for luck.
We don't intend to have factions build with multiple titans in mind for them however, though fun fact I did design the multiple titan system for SoGE. :p
Yeah, expanded research tends to get broken almost every major update since any changes to the research require it to be updated. Which happens fairly often. :p
It probably still works for E4X but all Star Wars factions got their research trees moved around a little bit.
The 1.84 update just allows 9 titans in the build menu. You can still only build one at a time, as you can see if you say play the Warlords in Alpha 3.2. :-)
Of course you can still get around this titan limit with the abilities like Kuat does. But the Dev.exe is certainly faster and lets you get any titan... but of course its cheating. :p
Even by star wars standards, they were extra OP in the flight sims for obvious reasons. I mean you have to take down an entire Star Destroyer in Rogue Squadron II, and not just by flying through the bridge. :p
Afraid not, seeing as I don't have the game. :p
To be fair, the Nebulon-B2 does seem to put up a pretty good fight in the flight Sims. However the whole game is based around Starfighters and you being the ace pilot can cripple or destroy almost any capitalship save maybe the Executor. :p So if you're always playing with the Nebulon-B2 it is easy for it to seem stronger than it really is.
Huh, this download is actually slightly smaller than the last few versions. :-(
Have you tried specifying a different moddb mirror? Moddb.com
I don't have a set release date, but I'm updating them down. If real life doesn't get too crazy I'd hope it would be sometime in the next week. :-)
Uh, this mod IS heavily based on the TIE Fighter era flight Sims. It's second only to the films for inspiration.
However all those ships you're complaining about are just as canon as TIE Fighter is. They all used to be canon, but got reclassified as Legends with Episode VII. This mod was started before the new canon so we're sticking with the Legends universe.
For example, the Gladiator Star Destroyer is actually OLDER than TIE Fighter. It first appeared in the 1980s. :p We have not made up a single ship for this mod.
A pair of Nebulon-B2 frigates definitely could not take out Victory star destroyer. A Victory is 900 meters long, a Nebulon-B2 frigate is 253 meters. Even compared to other ships in the TIE Fighter series, the Nebulon-B2 would lose to other midsize ships like the Strike Cruiser, Carrack Cruiser, Dreadnaught cruiser, MC40 etc.
Don't get me wrong, I quite like the Nebulon-B2's design. I have fond memories of setting up simulator battles in X-wing Alliance with it as the flagship of my group of mercenaries. However I think you're fond memories of it are drastically overestimated its real combat capabilities.
Now it is true that a few units may have stats that do not fully match the source material. In some cases that's a result of a ship having a specific role that might not quite fit the Star Wars universe. The Nebulon-B2 is a good example, its actually the siege frigate for the militia, therefore its supposed to have only average combat stats. The militia is a bit stronger than vanilla Sins though - the B2 can spawn Z-95 headhunters the help in battle for example. IF you played the vanilla game again I think you'd realize the neutral units are even weaker overall.
Finally about "proportional" or canon stats, I have spent hours looking at source materials for all these ships, and quite simply a lot of them seem made up. :p
One of my favorites is that the Corona Frigate, a new Republic ship that is 275 meters long, can somehow carry 36 starfighters, while a 1600 meter Imperial Star Destroyer can carry only 72. The fact is a lot of times the people who write the official numbers didn't compare them to many other existing ships, and a lot of times the result. I feel its better to get the general feel of a ship right but to balance it for the needs of the mod. Ultimately every RTS needs to make all the factions fairly equal, and Interregnum is no different.