Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
Yes, and Interregnum as well if you use it.
Please post your entire mod order. :-) Just to verify its correct and it works for me.
Not really. You can put as many as you want on your profile page but I'd try to limit it to three screenshots at a time for the main page. Otherwise things tend to get buried. :-(
You can select multiple images at once and give them the same description, which is what I'd prefer so we don't bombard followers with new updates.
Nice! I saw this Screenshot on steam, glad you posted it here on the mod page! :-D
With the in game mod manager, all the mini mods should be in the available mods list (they are prefixed with E4X or INT for Interegnum). You enable the ones you want above E4X (and Interregnum if you use it) in your mod order. If you want to use several of them, try to keep them in the same relative order as the screenshot above, which has basically all of them enabled.
Not sure. I would guess it just wouldn't do anything, but you can try.
Like the Lancer, the Carrack would remain for one of the Imperial factions. The other would have it changed.
Feel free to put it on the mod page, though we prefer screenshots without the HUD (ctrl+shift+z) and cinematic mode. Also try to upload all your screenshots in one action, don't upload multiple with different descriptions in the same day. :-)
Depends when they were written, but I'd guess its legends canon. When the new canon was created only the movies and the Clone Wars TV show stayed canon. Everything else became Legends.
Though we honestly don't care that much here in Interregnum, as this mod was started when there was only Legends canon, and we're sticking with it and not anything to do with Episode 7.
It is far more obscure. One of my favorite Sci-fi series ever, yet one that has not had a Sins mod before. In fact there are few if any RTS mods for it. It would take a lot more creative license but I think it has the potential for incredibly unique gameplay.
But we are getting ahead of ourselves. Interregnum still has a long way to go! :-D
ERock actually made a minimod to remove the shield effect all together. Basically it just makes the bubble invisible entirely while somewhat boosting performance further, though I think it might look a little silly.
I know that's the opposite of what you wanted but we could make one for the other direction I suppose. I'll see if I still have the old version of the shield effect file in the mod history.
It's been brought up, though there's another ship I might prefer for that role if I can get it. :p
Heh, what errors are those? The Victory models are by Maxloef, just like all the capitalships but the Interdictor ISD. He doe sometimes take a few stylistic liberties, but usually on things that aren't detailed very well or inconsistent with different appearances, not any core design feature. With the possible exception of the VSD-II.
The mod creator handled it very gracefully. He gave credit to Interregnum in the description originally, so we didn't have to prove anything. The problem was he did not ask first, because I cannot in fact give anyone permission to use EVERYTHING in the mod even if I wanted to. It's not just my work involved, so its not just up to me.
I will not be making that mod. I don't even have Stellaris, and I think I'd do a different IP than Star Wars if I was to ever make a new major mod. :-)
However many of the models are made by others which we use with permission. I'm sure others will ask them as well, and perhaps some of them will even make a mod some day.
Hmm, does E4X work by itself if you apply it? If not, I'd try redownloading the mod. It seems odd that only that checksum is off.
Hmm, the E4X checksum doesn't look right but the Interregnum checksum looks fine. Strange. Are you sure you have Sins version 1.85? Also just for completeness did you enable large address aware?
The next major update will probably include a partial rework of Starbases. I am thinking about creating a minimod that will let players fully upgrade their starbases then.
Yes it does. :-)
We can neither confirm or deny anything about future plans for the Mandalorians other than some version of them will replace the pirates, and that will be their first appearance in the mod. Any other decisions about them have not been finalized by the mod team. :p
That said the question about the Death Watch is a bit interesting. While this mod is using the old Legends canon for the after Endor stuff, we've not fully taken a position on new canon stuff that fleshes out the inter-trilogy era. This is important for the Mandalorians since it looks like they will play a part in the Rebels TV show, and if it ends up fleshing them out better we might be willing to include some parts of it.
They're updated internally, I've just not been able to test them since I'm currently on vacation. :p Hopefully it won't be too much longer, for real this time.
The in game method works for me with my mods. :-( It is an issue with many other total conversions though.
That's because those planets are always owned, and you're trying to use "PlanetOwner" instead of editing the owner via notepad.
Send me your map file (or better put it on pastebin) and tell me the planet name you're trying to get this on. I'll take a look.
Militia via only groups have never worked via galaxy forge. If you were only messing with templates you may have gotten that to work, but I'd recommend not trying that too much until you really know what you're doing. Especially with this mod, since my templates are a lot more complicated than vanilla Sins ones. :p
What is your checksum on the mod screen before you apply the mod?
An executor is too large to be used for tactical maneuvers. It's raw brute strength and endurance, which is definitely not Thrawn's style.
Also the type of cloaking device used by Thrawn in the trilogy inhibited communication with other ships, which is a very bad thing for a flagship if you're a commander like Thrawn.
Finally we like to keep canon flagships in this mod where possible, even if logically the character could have a better ship. Thrawn has many legitimate reasons for not using it regardless, but even if he didn't, we'd keep him on an ISD for roleplaying purposes. :-)
First of all, you may want to try disabling the default template if you want your changes to replace what normally spawns there. Some default templates might conflict with what you're trying to do.
Second, if you're trying to spawn custom militia, the galaxy forge is not the best way to do that. I'd have to double check that particular template but the Empire militia random encounter only has a percentage chance to occur, so that way not all planets that could have it will have it.
I've found it is more reliable to just create new groups on each planet. What I do is make my map the way I want it, create the group of units. Then save the map, open the map in notepad, find the planet you put the militia on and change the owner of the group to "RandomMilitia", "Pirate" or I believe "EmpireRandomEcounter" for the Rogue Imperials. For some silly region Galaxy Forge does not support the minor factions as owners, so you have to change that parameter by hand.
Minimods are basically ready but I was unable to finish testing them all (it takes a while). And I'll be out of town until next week so I'm afraid they'll be delayed a little while longer. :-(
So I figured I'd release what I had.
We're well aware of Beskar. You will see references to it when the Mandalorians come out, but I didn't think it was quite worthy of an artifact. Its strength has been somewhat inconsistent.
The only mod I know of that has one I've been told are quite strict with their models.
As SciFi fan says, the captureable Katana Fleet Dreadnaughts are the only cruiser exception. For gameplay purposes the game actually treats Cruisers as Frigates, the only difference is what menu you build them from.