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That is unfortunate. Do you have the stellar phenomenon DLC? Fairly recently I noticed something that I knew could potentially cause a problem with culture overthrows, but I hadn't seen anyone report it. I've fixed the problem on my end, and you can prevent it from happening in future games if you disable random events, but I'm not sure if there's anything you can do for that save game to stop it. If it always occurs even when loading it from a prior save, you may just have to try and do everything possible to not lose it to culture.
Alright I admit, it wasn't the best joke in the world [you might even say its cheesy :p]. But it was late at night and I couldn't come up with a good headline for this. Still I thought we might get some so bad its good comments.
I don't know if many people got the joke. I was expecting more clever comments. :-/
Thank you. I'd expect the Rebel Alliance and the other new feature we've been telling you about in the News and Screenshots will be out in a month or two, so check back fairly often. :p
Yes and no. Sins ships/space stations are not to scale with the planets. I had to scale it as a Sins planet rather than a space station, since it needs to be in another planet's gravity well. If I made it to scale with the ships, it would be BIGGER than planets. :p
As soon as possible. Corrections of what?
Not in the next update, but I've confirmed that will happen eventually yes. The Empire underground window HUD already gives a pretty big hint of that. :p
Yeah, the other two will be much harder to detect. I couldn't exactly hide that one. :p I'm sure some other posters will have theories...
As you can see from the screenshots, that's very much under way! :p
I have reduced the fighter counts of each squadron already as well as increased carrier fleet supply usage by 50%, but for the moment there is no option to reduce it further.
Yeah, I'm afraid the relative AI change was something Stardock made, I cannot undo it with this mod. However, if you play the latest version, there is an new minimod called "Enhanced AI" that does what I can to give targeted bonuses to the AI to get them to play better, but are not direct economic or military benefits; the goal being it shouldn't feel like the AI is getting additional cheats.
Since it was just released last update its still pretty basic and this point, but hey, it might help and will likely get better over time as it gets tested by more players and I add improvements.
The main reason for the early slow down is simply sometimes the AI mismanages its resources badly, or decides it needs to save up for something expensive when it shouldn't etc. On harder difficulties this isn't as noticeable since the increased AI resource cheats means it usually has the means to build something at all times, but since Stardock decreased the resource cheat, even hard can suffer from this problem now (normal and easy could always do this).
I don't believe Wedge was ever an Admiral. Heck, it wasn't until after the Battle of Bilbringi at the end of the Thrawn crisis that he finally accepted command of more than just Rogue Squadron. As Maffia mentioned below, he helped capture the Lusankya during the Bacta War, during which Rogue Squadron actually went Rogue against New Republic orders to fight.
The reason Han has Rogue Squadron is A: Because he had them on the Mon Remonda during the Zsinj campaign, which is what he's based on in Interregnum and B: It lets both the Rebel Alliance and New Republic get access to Rogue Squadron. The only other option would be to give them to Ackbar, and he's only for the Rebellion Alliance since he's a titan.
Short Answer: Wedge is definitely not a highly ranked officer at this point in the timeline, and in Interregnum the Lusankya hasn't been captured yet (and maybe never will).
That's what the Over My Dead Body is in reference too. It actually has about twice a normal ships' range, so Han should always get to shoot first. :p Not the rest of the fleet though of course.
Afraid not. Large mods, definitely any that add new races, will not work together unless they are designed to do so from the ground up.
Maxleof made the models, I tweaked the textures.
Also you know Attila the "Hun" is almost 800 years older than Genghis Khan right? :p There was no longer a Roman Empire around in Genghis' time (unless you count Byzantium). Do a little more research, and if you want to make a formal guess PM me, preferably with a specific date range since roughly 400-1200 AD is a bit to much. :p
Documentation for Galaxy Forge in general, or something specific to the Interregnum galaxy forge? Not sure what you mean by specification per planet.
What exactly is your checksum? If its not anything close to 135745260, it may be a corrupt download. Try downloading it again, from a moddb mirror specifically if you can (sometimes the file front mirror isn't that reliable).
If its only a few numbers/digits off, try using the verify installation command in Steam on Rebellion itself. If it redownloads
more than one file, that was likely the issue.
Let me know if neither of these things helps.
This would be Enhanced 4X 1.74's checksum correct?
One guy had crashes on start up because he made some unusual manual changes to the settings file. Especially if you made any changes to it with notepad, I'd try moving the file to another directory (the game will make a new one on restart, and if it doesn't help you can move it pack to preserve your settings).
Well, there is the faster combat minimod that increases all ships damage by 50%. I'm assuming your main problem there is the combat taking too long.
Sure, but if it gets destroyed you can't replace it. That may or may not be a good thing depending on how much you like titans.
Did it happen to your friend(s) you were playing with? It's hard to say since multiplayer tends to be a bit more unstable than single player in the first place, but as a precaution I'd try reducing your ship/planet/structure detail settings down another notch, just to make sure its not a RAM random crash.
Also, if you got that far try reloading from an autosave. Let me know if it still crashes at the same point.
I have never come across any information that has said the B-wing was ever faster than the Y-wing. If originally planned differently in RotJ, every video game and Expanded Universe work has consistently gone with the B-wing being faster and more modern. The Alliance Y-wing uses proton bombs here because it is the only Alliance Starfighter that has that ability, having it and the B-wing armed with torpedoes would be redundant.
Ah yes, I just kind of speed read over that. Yup, feel free to download as many mods as you like. They shouldn't do anything to mess with each other as long as they aren't enabled at the same time.
Uh, I would switch the B and Y wings in that analogy. The Y-wing is infamous for being one of the slowest fighters in Star Wars. It is in no way used like a Mosquito. Further the Y-wing like the K-wing actually has a dedicated gunner, while the B-wing is a one man starfighter.
Since Y-wings have proton bombs like TIE Bombers, I fail to see how it doesn't qualify as a bomber if the TIE Bomber does.
Afraid not. Large Sins mods (definitely any that add new races) will absolutely not work together. Compatibility has to be specifically designed into them, which is why E4X and Interregnum work (and have to be used) together because they are both my mods.
Besides, such a thing would be pretty pointless for gameplay. One mod or the other would likely be balanced differently, resulting in either the Star Wars or Star Trek factions being noticeably better than the other.
That said, I have half jokingly suggested to the STA 3 team that since they're using my hero system and a few other things anyways, we may as well release a stripped down combination patch that would let people live out their Star Wars versus Star Trek fantasies. They weren't too keen on the idea at the time, but now that they're doing some more obscure Star Trek stuff, perhaps you can get them to change their minds. :p
Nope, in fact if you mean the Corellian Corvette, it actually counters it (the Corellian Corvette being a light frigate, Marauder a long range frigate). However, technically long range frigates, including the Marauder, are vulnerable to the corvette roletype, which in the mod are Skipray Blastboats and the X-4 Gunship. However, it has no Minimum range for its torpedoes so it won't be like EaW at all even here.
Everything that happened after Endor is different in this mod. It is all in the lore if you want to read it. Moddb.com
That said, officially even in the expanded universe (now Legends) canon, the New Republic was actually declared in 4 ABY (a bit after Endor), way before they captured Coruscant.
I wouldn't say it sucks up close, but hey, if you can kill an enemy outside of their weapon range, why wouldn't you? :p
Very much so. Early on the New Republic gets large offensive penalties due to their new military and political institutions, but these can eventually be eliminated through research. At which point they become a very well rounded, powerful faction with no weaknesses.
I talked about this much more in the "Faction Guide/Preview" I made after the mod of the year contest. In short they have both, and the Marauder is one of the few ships that could work alright with either group of ships (preferably not directly tanking, but its not more fragile than any other ship of its class, unlike say the Corellian ships or MC30 which trade some durability for speed). Moddb.com
His base stats are the same as a regular Dreadnaught (except he can build all Rebel fighter units). However he gets similar stats boosts from leveling up like a capitalship does, so naturally at level 10 (as he is in this screenshot), he is way better than a regular Dreadnaught. Same thing happens with Captain Rogriss/Admiral Screed and their cruiser based ships.
Never heard of an MC 104 before, and from what I've googled of it I'd say its fanon. :p
I submitted it as a draft trailer to Disney way back when actually, but they went with this JJ Abrams guy because his had more Light Claymores. :-(
Did you extract the zip file you downloaded here? The game detects mods by looking for normal folders, not .zip files (that's just so you can download it). Otherwise, make sure its in the right folder by hitting the "Show Mod Path" button in the mod tab of the main menu options in game.
Perhaps this guide will help with anything else. Steamcommunity.com
The Vasari phase gates tend to be more defensive in nature since you can only build them at your planets and they are permanent. Since the Rebel's can only get them via scouts and they are temporary, they are more well suited for offensive operations and strike runs. At least that's how I'm hoping they'll work. :p
No, the Corellian Gunship has three engines and is still very much in the mod as a combat unit called the Corellian Gunship. :p This model I believe has been seen in the background of some visual sources but has never been given any canon name or much description, hence why I'm using it as a scout.
Not for the Rebels. Those are for the New Republic.
Sorry for the delayed response, I was just monitoring the hotfix download. Usually random crashes in game is because of the game running out of RAM. Try reducing your graphics settings a notch (that is, ship/planet/structure detail) and see if that fixes that helps the problem. Also, I would try the recently released update, it slightly lowers the mod's RAM usage.
It is possible, as ironic as it sounds. Screed doesn't become a Warlord in the Interregnum timeline so Zsinj has no reason to kill him this time around. :p
Sadly we don't have a canon picture of this ship, but I don't think the book it was in said anything about white specs for stars, even if that would be better camouflage. Likewise the book didn't say much about exactly what the stealth armor did, but I can only assume the author had a stealth bomber in mind, I.e. with a long range scan you wouldn't pick up a massive warship. Only when you got within combat range would you realize the enemy fleet had a Super Star Destroyer. :p
Not easily, because what SoGE does to choose your supercap is the same mechanic that you use to choose which warlord to join.
Basically you can build the Bellator first with 4 military labs like Vanilla titans, then there's a research for the Executor at six labs. It probably won't be uncommon at all for you to start out with a Bellator, then build an Executor if the Bellator is destroyed.
Indeed. But you can only have one of them at a time of course.
I can't say I've ever seen that before. Talk about mad Vasari... O_o
I will try to play some games with Vasari Loyalists to see if I can't see this happen.
For now, Zsinj almost got some negatives though, and I might go back and add some if after player feedback a few of the warlords are substantially better than the others.
Yup, surprisingly easy to miss actually. I've been using this for a video reference. :p Youtube.com
While the Venator isn't in the released version yet, you're free to try the public alpha if you do not mind the lack of laser beams. :p
I'd say they changed. Now they have 100% more cockpit. :p
That should work for those three minimods yes.
Yeah, it took a while to go down, even with half of the TEC frigate fleet just standing around doing nothing behind it for some reason. :p
Most of them are not, and none of the models in this screenshot are.
To each other yes.
It is not on Moddb, though I stopped contributing to that mod since Rebellion. If you need a good Star Wars mod for Diplomacy however its pretty good. Sins.imperial.cc
You should read the Outbound Flight Novel also by Timothy Zahn, it explores Thrawn's early history and why he was forced to leave the Chiss and sets the ground for him joining the Empire.
The standard E4X hero system requires 2/4/6 civic research labs for heroes, along with a certain amount of other research completed. Empire heroes are a bit harder to get though because their flagships are better, so Thrawn is currently at 5 civic labs.
I don't think that's an official artwork MrPerson, and it is much to dark so it wouldn't work well as an icon anyways (I think I tried to use it for one of the ability icons). Also the black uniform indicates this is probably when he was still in the Chiss Expansionary Fleet, none of the ranks he held in the Empire have black uniforms.
He's the second Imperial hero in terms of chronology. You'd already have Teren Rogriss by this point unless you just didn't bother to research his free tech.
Ah, my apologies that was a bit unclear. I meant the last hero in terms of how difficult he is to recruit. I'm revealing them out of order. :p
You'll find out soon enough. :p Piett is the second Imperial hero I've revealed, Teren Rogriss was the first. Moddb.com
It is a possibility, but the 5th ability slot is already being used on some ships for other things, so using it is a bit more complicated. Balancing a weapon that only deals shield damage would also be quite challenging so at first they'll be normal weapons.
Well, that depends. For now they are regular weapons because otherwise most of the Star Destroyers would just be dealing turbolaser damage. However you'll notice on the Victory-II page in the capitalship ability list thread they have an ability that makes its ion cannons work properly, that is shield damage and if the shields are down they will reduce rate of fire. The problem is getting this to work requires an ability slot and I don't have room to do that on all capitalships.
Depends on the mod. But if it is a pretty big mod that say adds new races probably not.
We all do what we're good at, so yes you get lots of these fancy ability and gameplay mechanic things from me. Glad you like it. :-)
Sadly the game engine only allows you to name things classified as Capitalships, Titans or Starbases.
The Empire will not but the other Empire subfaction, the Imperial Warlords, will. Also, any faction may be able to get Venators from special random encounters.
That Valiant Class looks pretty fanon to me, so I'd rather not use it. The Mandelorians will probably just build their own version of the Venator.
Last I checked they only have the Golan-III, though it can be built as either a starbase or a tactical defense. Again right now the Golan-III is using 6 tactical slots, which thanks the the Empire's racial bonus of +1 tactical slots they can build a Golan-III even on moons and asteroids without needing to upgrade tactical slots.
The Golan-IIIs are expensive compared to a standard turret but not prohibitively so. You can still get them early game, you just want to be a bit more careful with them (I.e. not using them as expendable platforms to kill the militia after the siege frigates are gone like pro Sins players do).
Honestly the real reason the Golan 1 and 2 are not in the mod is because I do not have models for them. I really like the look of the Golan-II but it is really too similar to the Golan-III justify having. If the AI really has an issue with the Golan-III, I might go track down a Golan-I for a much weaker and cheaper version, but otherwise I think there are more useful units I could be adding.
There's really not anything they can do that the Golan-III can't do, so there wasn't a reason to add them. Maybe if the AI doesn't like them I'll try to add the Golan-I as a more standard turret.
Not really, which is why I didn't mention that. :p I'd have to make them Corvettes, but Corvettes cannot be in squadrons. So neither they nor any of the Rebel fighters can jump to hyperspace.
Yeah, I'm sure getting the six sides of it rigged into Sins' 4 firing arcs was not fun. Good job on managing to do that. :-)
My reasoning as well (plus this is actually much bigger than a Golan as well so it fit in better with the Sins starbases). The Golan-III is in the mod as well but as an expensive combined weapons platform/hangar defense tactical structure, not the starbase.
Possibly, I have not decided on that for sure. But there is a good chance a few of the Vanilla artifacts will be replaced with some Star Wars themed ones at the least.
That's actually a complicated question to answer, but for human players they do indeed stop all ships in range from jumping, unlike Requiem which used the long charge up times. However, unlike SoGE, Interdictors can only maintain the gravity projection while they have antimatter, and there are other ways to force them to stop, so if you get trapped by them you have a few ways to escape. In short I think it is a far more accurate and balanced representation of Interdictors than in any current Star Wars mod. I'll go into more detail about how it works later after I describe the other Interdictor units, the Empire technically has 4 of them and each works a bit differently.
The Triple Alliance basically arrives into the Star Wars galaxy about the same time the intro of Return of the Jedi ends (in Star Wars years, 4 ABY). In other words, sometime after Luke, Han and Leia left Tatooine but before they leave for Endor on the shuttle Tydirium. The other factions enter main galactic space throughout the next year or so, since they went through the wormhole later and made their entrance in more distant parts of the galaxy. As part two will show, their arrival almost immediately changes Star Wars history forever.
That's a bug, they'll get their normal phase gates back in the next patch that should be out soon.
Vasari Loyalists/VCC should still be able to research phase stabalizers like normal, it is just the Vasari Rebels/VIR get them without research. I'll double check to make sure I didn't screw something up.
Nope. Like Forbidden Worlds DLC will always be optional. DLC owners will get the content they paid or though.
Official Forums. :p
All the above except for Wedge Antilles; however he and Rogue Squadron will make an appearance as a special unit in the mod itself.
Oh Requiem is still being worked on by Jason. But yes Interregnum will have pretty powerful Imperial Star Destroyers that require research.
I believe they used pacts to do this (I assume they based it off the system ZombiesRus pioneered in Sins of the Fallen), so sadly that mechanism cannot be extended to check for owned structures.
I really wish I could do this, but the market can only be influenced by research, and there is no way to allow a player to research something only if they control this structure... :-(
You can always spawn any planet bonuses/artifacts you want with the parameters "NoOwner" and "Always". The Swamp Defensive bonus is still in the mod, but it is no longer actively used and this is one of the few cases where the name in the galaxy forge is not the internal name. It is essentially the same thing as the "Thick Atmosphere" bonus.
It should work, but you need to have No Superweapons on the top of the mod order. If you put titan reset above it, that can happen. ;-)
Yup. And the mod folder location is the same for everyone, we all have the steam version regardless of where we bought Rebellion. ;)
Some of them will work without E4X or perhaps even with some other mods. But No Superweapons is not one of them. I disabled them by editting the gameplay.constants file, which contains many other changes E4X does. It may work just using it by itself but you'll get other changes along with it.
Did you ever end up using it for anything? I've never seen it in Sins of the Fallen.
It's not an ability. That's what the planet looks like. Sadly Stripped to the Core is the only way we can kill planets.
Thanks xbreed, but just to be clear I don't work for Stardock, in case you meant that literally.
Guest, try this link. Moddb.com
All the Moddb related download problems come from the gamefront mirrors. By adding /all to the end of the download link (after removing any extra like the referrer section of the URL), you can manually select a "Mod DB" server which I think should work for you. If not, let me know and I'll put it up elsewhere.
Hmm, well that's not the game directly crashing, which is good news for the mod. What's Rebellion's memory usage when you try to enable the mod? Also since it is probably some axillary service the game needs to run, I'd check that your direct X version, graphics card drivers etc. are all up to date.
The mod folder should be located in the "My Documents" -> "My Games" -> "Ironclad Games" -> "Sins of a Solar Empire Rebellion" folder. Note you may have to run the game once after an update for the folder to appear. You can double check the location by going into the main menu, the mods tab, then pressing the "Show mod path" button.
Sorry for the late reply. The dev.exe now has a separate mod folder. Run the dev, it will create the new mod folder, then copy the mod over to the new mod folder.
Ay, I have no desire to turn them into mere "Supercapitalships" as some want. Especially titans like the Eradica that relied on their abilities for damage will get a large stat boost to compensate.
The Vasari anti-structure cruiser will be naturally quite unique, though I may still change exactly how it works. It is not actually a new frigate, rather it is a special entity deployed from another currently existing frigate. For now it won't have a new model, but it may get one in the future. It's unlocked at tier 5.
A Stardock Employee posted on the forums today that it will be next Tuesday (the 28th).
Pretty much all the changes detailed here are already implemented. The AI seems to handle them pretty well so far. However, I'm waiting for the next version of Rebellion to be released (which will break mods), and I hope to add a few more things before that happens.
Yeah, if this isn't enough I may make flak deal some sort of AoE damage or let mines damage fighters too. And I think I can get the AI to use them, it is just going to be a lot of number tweaking to deal with their far greater ranges. Anything in this post is subject to change if the AI doesn't handle it well.
So far almost all of the new stuff I added since 1.3 is for the new subfactions in Rebellion, so I can't do that for Diplomacy. Unless Diplomacy gets a new patch this will probably be the final version.
That extra little glow in Rebellion really helps the planets look better. :D
Delete the Rebellion Title.ogg file in the mod's sound folder to return it back to normal.
Thanks. If you have Diplomacy you can already try them out. Though they'll probably get some tweaks for Rebellion.