Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
The Deathmatch minimod is intended to sort of speed up the game like that. Starting resources are actually set on a map by map basis, so you could also make your own map with super high resources with the galaxy forge tool.
There will be more new planets, but more focused on classic worlds that have been part of the Expanded Universe for a long time, rather than planets from the new films. Though I did like Rogue One!
Hi Silverwing. Make sure your checksum and mod order looks like this before you hit "Apply Changes". Note Interregnum is ABOVE the Enhanced 4X Mod.
Their hero Garm Bel Iblis and the MC80B have abilities which can capture enemy frigates/cruisers.
Adjust the following lines from the CAPITALSHIP_ING_EmpVenator file.
See this article for converting files if you are new to Sins modding. Wiki.sinsofasolarempire.com
If you find a modernization dock from a ship graveyard or Industrial planet, you can get them with the vintage Z-95s and Y-wings. :-)
The key features of the Raider is that it is cheap and can engage 2 different targets at once infront of it. So its DPS might be distributed a bit differently than other antifighter frigates, which do best when completely surrounded. It also does more damage than the infocard indicates because of this.
Try this: Moddb.com
It's part of the texture itself. This mod uses planets made by a few different people, and it was up to them if they have it or not.
This will be addressed in the next update. Fellow player Titanida did a lot of testing on this actually and discovered it seems to be because of the AI running out of tactical slots. Check out his posts in the minimod download thread, but according to him the "More Tactical Slots" minimod helps them build titans more often.
Higher difficulty levels are also much more likely to build them of course.
To be honest, the free capital world relocation does nothing with capital victory, as you cannot relocate your capital. However, this tech also lets the Rebels survive without planets so long as they have a titan/capitalship/starbase as the Vasari Loyalists do, and this lets them ignore the capital victory condition basically. So it is still a very useful tech.
Seems to be the AI wanting to stop an advancing enemy, but then realizing when they get there the enemy is too strong so it tries to retreat its ships. I have seen it a few times as well.
Sadly mods can't do much to influence core AI behavior like that, as the code for it is not available to us.
Afraid not. This mod is strictly set after the Battle of Endor. There will be more Clone Wars ships, but not full Clone Wars factions.
Interregnum does take place in an alternate timeline, but things only change with the Battle of Endor and afterwards. As far as we know Raddus has been killed or captured with Rogue One, which was before Battle of Yavin.
That said, I wouldn't be opposed to using the MC75 itself as a capitalship in some form.
From the minimod download page: "Beskar: This special minimod increases the difficulty of the Mandalorian Raiders, to the point that they feel more like a proper hostile faction. Mandalorian Raids will become more deadly and frequent, and the Mandalorians will even colonize any worlds they conquer and turn them to local base of operations. Not recommended for new players or weak AI difficulties. WARNING: This minimod is not compatible with Deathmatch."
Sounds like your minimod order is wrong again. If you're using Interregnum now, all minimods must be above the main E4X 1.83 and Interregnum 3.31 mods. Check the image on the minimod download page for sample mod order. Media.moddb.com
Please upload the save game somewhere and send me a link so I can take a look. :-)
By design... hopefully. You see the vanilla implementation of planetary shields was found to be rather inefficient. I then rigged up my own that gives a buff to the planet, then disables the generator until you lose control of the planet.
As long as the planet has the planet bombing resistance buff or whatever its called, it is working as intended.
This is for Interregnum: Moddb.com
Yes. As rogue offshoots of the Vasari, the VIR can no longer summon ships from the dark fleet. Instead, they get a similar ability but request ships from their TEC and Advent allies instead.
In addition, in Interregnum the VIR can also build one Advent and TEC capitalship with a special tech, as in the mod lore they are part of the "Triple Alliance" along with the TEC and Ascended Advent. So the VIR is the closest you can get having a faction with ships from all the vanilla factions.
There is actually at least one Mandalorian design from the old Republic era that was in use in the movie era, the Lictor Dungeon ship. But there is no evidence that the Kandossi or any other ships survived that long, so they will not be used.
The Venators are an older design by this point in the timeline. The Empire never had enough TIE Interceptors or Defenders to give them to all their Imperial Star Destroyers, let alone smaller/older ships like Venators. Also balance wise I think the Venator is already very strong with the SPAT beam and the extra fighter bays, and that better suits the Empire's standard tactic of just sending tons of expendable TIE Fighters.
That said, if you get the second level of the Venator's "Fighter Swarm" ultimate ability, it does spawn 1 squadron of TIE Interceptors. :-)
We are not using any Old Republic era Mandalorian Ships, unless those ships were shown to still be in service during the movie eras.
Also IIRC they'd still only be big enough for capitalships, not titans.
I think being able to produce Executor's is already a very good benefit to have for Kuat. It is possible the Bellator could be given to a different planet however.
Lore wise the Mandalorians never used anything as large as a Star Dreadnaught, at least not in the movie era. If you're not using it already though, use the Beskar minimod to make the Mandalorians much more difficult.
As jk_bonn mentioned, they don't have enough ships to be a full faction, but one of the playable factions will be able to build them. Hapes will also likely be a special planet one day to let other players recruit Hapan units.
To be honest my plans for their role are under review because for some reason I thought they were bigger than 500 meters. But capitalship or heavy cruiser seem the most obvious options to me. Maybe with some special extra properties like the MC40 or the Dreadnaught Heavy Cruiser.
Well even most standard capitalships can only fire at 4 targets at once in Sins (1 per side), so the lack of being able to engage multiple targets is unlikely to affect them too much.
Your mod order is wrong. E4X 1.83 needs to be at the bottom, not the top. In fact many of those minimod won't work right with that order.
I think the Sins of the Fallen mod did this cosmetically, is that what you're thinking of? It was cool, but the method was somewhat unreliable, and the homeworld stats had to be the same (so whether the planet looked Desert/Volcanic/Terran, it had to count for the same planet type for tech research).
The best way to do this is to make your own maps with the mod Galaxy Forge tool. You can make random maps with a homeworld other than terran in the map designer, but all factions must use the same homeworld for randoms.
Empire titan factory should be the same price as the others, and can actually be half price with the Standardized Shipyards tech (main reason to research it, as it basically pays for itself there). But thanks for your testing, you've given me lots of ideas on how to get the AI to build more Imperial titans, without minimods being necessary.
I've occasionally seen some delays when right clicking to turn auto explore on. If that happens, left click explore once and it should get going just fine.
Lend Lease is a fairly minor mod. Basically in the mod lore, the TEC (Loyalist), Ascended Advent (Rebel), and Vasari Independent Republic (Rebel) fight together as the Triple Alliance, and in Interregnum they get a tech which lets them build one capitalship from the other factions. So you can get the Dunov Battlecruiser and Vulkoras Desolator (I think) as the Advent Rebels for example with this tech. One mod player didn't like these ships didn't benefit from weapon research, so he changed their weapon types and fighters to match the main faction research. It doesn't add new ships, just makes these extra capitalships fit in better with the faction that gets them.
Actually the most useful thing about Strike Cruisers is their Supporting Fire ability, which lets them heavily reduce the damage one of your ships takes.
Does this happen outside of the fleet feature? I never use fleets myself because the ships want to constantly reform themselves at bad times.