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Make sure you have the minimods enabled ABOVE the E4X and Interregnum main mods, as pictured in the preview image. If they are below them they won't work.
Also keep in mind that while the Superweapons will still show up in your tactical structures, the research for them is removed, so no one can actually build them.
Larger? The Executor is almost the size of a planet (an is longer than some I think). Granted that's mostly just the silly scale of Sins, but I do not think there is a Star Wars mod that has them any bigger in Rebellion.
You can make the ships slower by playing on slow ship speeds (I don't remember what the option is called exactly, but its there along with the income speed setting before you start a game). If that is still too slow for you, you can edit the Gameplay.Constants file in the E4X mod's GameInfo folder to change it however you like.
Personally I don't like massive amounts of weapons fire coming from a single ship like some mods do (Thrawn's Revenge I think in EaW for example. In battle aesthetics I tried to stay close to the movies). If its a real deal breaker for you I could rig up a quick way to globally increase the rate of fire of every unit while decrease the damage by a similar amount, but that might have unintended side effects so just try to give it some time to get used to.
I'm afraid that there may be A-wings in the next release, though they should be much less suicidal than they were in RotJ. :p
Did you try reducing your ship/structure/planet detail settings? Its a good first thing to try with any Sins mod, especially if you have it on highest.
Yup, just like the Vasari the Empire uses their scout frigate, the Tartan Patrol Ship.
Sounds like an awesome game, glad you enjoyed it. :D
Careful what you wish for. One of the other Mon Calamari cruiser caps is dedicated to hit and run attacks, with abilities to make sure it will survive the run part against your Star Destroyers. :p
Yes. It's on the main page of the mod, in a nice section called faction list, and has been there since the beginning. :p Besides, it wouldn't be fair to make two Empire factions and only have one Alliance faction.
Oh there's more than 5 variants (I was not counting Home One as its being used as a titan, so that means this mod alone has 6 different MC80 models :p ). This particular model doesn't fit into any of those 5, which is why I'm calling it a Command Cruiser. I think only the Liberty, MC80B and Home One fit the wiki well, and the MC80A model I have is a bit different from the one pictured there.
So I guess long story short, the MC80s are abysmally categorized and many of them have canon stats that are clearly wrong (Home One), so this mod isn't following wookiepedia very closely.
Not for the Rebels. Those are for the New Republic.
About the Bellator, I really liked how it turned out too. If given the choice I'd still take the Executor, but it has its own role as a dedicated capitalship killer, while the Executor has better Endurance and firepower against multiple targets. I actually have a different model for it that might look a bit better but I don't have textures for it, so I'd need someone better than be at photoshop to make those from scratch.
Also the "Galactic Empire" faction is actually somewhat turtle friendly - they get some in gravity well defensive buffs like the TEC, better in culture combat bonuses (easier to maintain your culture on your planets) and most importantly they need to secure their planets as they get significant penalties to all ships and planets if they lose a planet. So basically they like to attack with overwhelming force, stop, secure the planet, repeat.
Hi Seran_Hawke. Thanks for all the feedback! Though you might want to make a forum posts next time to fit all of it in a more easy to read space. :p I can assure you that for cost and fleet supply usages, the Empire capitalships were made to be very close to Vanilla ships on defense with a bit higher weapons damage. They also have some more unique things about them, such as generating a small amount of credits per cap, higher culture suppression, and the ability to train them one level higher than other factions and the ability to fire on multiple targets (which gives them by far the highest DPS of any faction) with research.
However, this mod is still based on the mechanics of Rebellion, unlike SoGE, and that means capitalships are inferior to combat frigates in DPS and endurance until they are very high leveled. Building too many capitalships in Sins is a very dangerous thing, and the game definitely rewards quality over quantity with them, since their first and most important use is for their special abilities. Using them as replacements for a balanced fleet of combat frigates is not recommended.
About the Dreadnaught, that is a nice design schematic, but the ships look has evolved in the 25 years or so its been around. Some of the early comic books made them look more like a Gallofree transport or Assault Frigate at the front, rather than the streamlined look that schematic or the model in the mod uses. So I guess I'm saying there isn't a definitive version of the ship, so making it a bit wider or thinner is really up to the model maker. I have similar feelings on our Executor model actually. I think it should be a little bit taller (I.e. it seems a bit too skinny for me based on the movies), and since it appeared in the movies its a bit easier to criticize about things like that.
Yes. It is a rare "boss" planet that you have a small chance to find in random maps with E4X.
Sorry for the delay, but usually auto losing or winning on custom maps is because you have a player that was not assigned any planets to own.
We are releasing factions one at a time with each update. The Rebels are being worked on now and will be released in the next major update, Alpha 3, and the New Republic will follow that. The description and links on our main page should help give you an idea of what will be added.
Oh there are many other things being worked on, hopefully you'll get to see soon. ;-)
Did you enable it ABOVE the main Interregnum and Enhanced 4X mods in your mod order? Also, it works by removing the research needed for them, it will still appear in your build menu but no one will be able to actually build one.
Random crashes in Sins with mods enabled are often due to hitting the 2GB RAM limit. Try reducing your ship/structure/planet detail settings.
@Israndel: I can handle Large Maps without LAA if my settings are on a combination of high/medium.
I would love to hear that in one of your demon voices.
Huh? If the mod is still there when you restart the game, it has to be because of that file. You're looking in your "Mods-Rebellion v1.82" or whatever folder right, not the STA 3 folder?
Delete your EnabledMods.txt file in your mod folder. That will force the game to revert to vanilla. Total Conversion mods like STA 3 often have that problem.
Its the Endar Spire/Sith Battle theme from Knights of the Old Republic. Currently Kotor I & II are the only video games to have their music in the mod, everything else is from the movies. However, you will probably get some Republic Commando music when the Mandalorians get added (never played the game unfortunately, but lyrics in Mandalorian are too awesome to ignore). ;-)
Actually its vice versa, I'm doing the Rebel Alliance first (since more people know its ships) then the New Republic, but thank you. :-)
Might be cool, but I would need someone to help with the models.
Sure, if there is a canon image of it. I think TR just made up a logo for them, there isn't one on Wookiepedia article nor any of the official media I've seen.
Its fairly well known if you read the EU novels, though Palpatine was already working on taking over the galaxy before he knew of the Yuuzhan Vong. It is probably why the Empire built so many different types of Super Weapons however. In fact I think it was Luke who sarcastically wished they hadn't destroyed them all. :p
Ah lol. The next version will add a few more voiceovers so fewer units will have to use that, but some ships just have no good lines for going to hyperspace and its all I could come up with. :p
I'm afraid it won't. It works by changing a tech only the AI can get that is in E4X. Distant Stars may have a similar AI only tech but it won't have the same name, so the minimod changes will not be picked up.
I'm not sure exactly what the "reward" for Mon Calamari will be. But it will certainly be defended by Mon Calamari ships. Not sure about Coruscant either, but I'm leaning towards yes right now.
Sadly random crashes are nearly impossible to debug unless you get an autosave that will produce a crash at roughly the same time (I.e. its not really random). Otherwise I have to assume its just the RAM limit and tell you to lower your ship/structure/planet detail settings like a broken record, because looking at a save game of the crash is the only thing I can do to determine what's wrong.
Glad you've enjoyed the mod. Hopefully the future versions will give you just as many hours of fun. :-D