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They're new models that aren't in the Alpha 2 release. All the Empire's Capitalships besides the Interdictor have received new models. You can get more info on them in the screenshots pages featuring them.
The Rebels are currently undergoing final testing for the release of Alpha 3 before too long. They are not currently in the public release, but keep checking back and they should be out before too long.
Indeed it does. Any time the Sins executable file changes, either from reinstalling or an update, you need to reapply LAA.
The Rebel Alliance has not been publicly released yet. They will be out in the Alpha 3 release soon.
Ships without textures is usually caused by the game running low on RAM. Either reduces your ship/structure/planet detail settings (highest often causes issues with mods), or if you have more than 4GB of RAM, look into applying Large Address Aware.
The Rebels have not been publicly released yet (as you can see from the top of the page here). We are in our final testing phase for Alpha 3 which will release them, so it shouldn't be much longer before you can play as them.
Firing distances in this mod is basically the same as vanilla Sins. One exception though is the Rebels, they get a 15% range bonus to all weapons as part of their racial power, to ensure they get the first hit in.
I can almost promise you the Assertor is not happening. Regardless of what you think of its design, it's too similar to the Executor to justify adding. It also wasn't in canon long enough to have any important characters command one.
I said I'd add the Eclipse if this mod wins Mod of the Year. :p Short of that happening though, we have no immediate plans for the near future. Also there is no room to add any more normal Imperial titans, they'd have to be in the mod as something special.
I can arrange that. :p
Why would you not want Star Wars characters in a Star Wars mod?
Technically, any map can have heroes disabled if you disable default templates on the Homeworld. This will prevent the hero spawning structure from starting on the Homeworld. If you don't mind changing a little code, you can change this globally in the GalaxyScenarioDef file.
Do note that some named characters that named as "Heroes", like Darth Vader, are actually their faction's titan, so they will not be removed this way. However, gameplay wise they are no different than normal titans.
I'm be pretty busy this weekend so sure, feel free to upload a few of your best ones. Preferably with the HUD hidden (ctrl+shift+z), cinematic mode and decent graphic settings. We do like things to look pretty on the page. :p
That is something we haven't decided yet actually. The Bellator was actually not originally planned for this mod, but we ended up adding it in Alpha 2 because we wanted the Warlords to have a titan that wouldn't lose levels on death and because it was clear the Empire AI was having a hard time building titans.
We will likely attempt to just have the Viscount first and see how it plays out.
But this is a new model for it i had to show off. :-)
Try downloading from a different Mirror? Gamefront in particular tends to have a lot of problems.
I'm afraid it isn't. The plan at the beginning was to have each titan in the titan build menu, and then only unlock one with your subfaction choice. However, for some silly reason Sins only allows 2 titans in the titan menu, even though capitalships, frigates and cruisers allow all 9 slots. Worse, I did not realize this until midway in development since it never occurred to me the limit might not be 9.
The build an Executor that becomes the correct titan was a work around as a last means to preserve the idea of having the Warlords have their own titans (since 3/4 of them had Executors).
Glad you're enjoying it! If you really like those exploration features, you might want to check out Gul Dukat's Interregnum Alpha 3 preview. He and I talked while he played a custom map that has a bunch of new additions.
If you like surprises, scroll to the end of this news article. :p
Good point. I could change the text to make that more clear. Technically, that is what happens, but the ability will get used before you get a chance to see it. :p
Probably not. Custom wreckage for each ship would take a lot of time and more memory space that we don't have. Since we keep the original factions, our space constraints are a bit different from other mods, and I'd rather add features that are more important and actually affect gameplay.
It was just a planet that randomly got to be named Coruscant. Not the new Coruscant type planet that's also going to be in the next version. :p
A few. There's some things on the to do list as well, not sure how long I'm willing to wait on them though.
If you hover over a player on the diplomacy screen I believe it says this, but I'd have to double check.
Yes! The next part is already partially written, it's just waiting for a good time between news articles to go up.
The Bellator and The Executor (with Darth Vader) are the titans for the Galactic Empire yes. The Imperial Warlords however have a more complicated titan situation, if you don't mind not having Lord Vader to force choke your enemies for you. :p This article will explain.
You mean the Bellator and the NightHammer (which in this mod actually cloaks) wasn't exoitic enough? :p
If you read some of the old news articles from mod of the year, I did say I would add the Eclipse if the mod won first place in its division (it got #4, so there was a new hero, Pellaeon, added instead). I'm not in any hurry to add it, as the main priority is getting the Rebels and New Republic done, but I'll probably offer the same deal next year at least. :p
If the Eclipse or any other SSDs are added, they will probably not be regular Imperial titans, since I can only put two titans in the build menu for some silly reason (hence the Warlords' unusual titan spawning method with the Executor). They'd probably be something special and rare, and not specific to a particular faction.
I actually have a different Bellator model I could use, but it does not have textures. I've only textured one (small) model completely from scratch (the rest have had at least the base texture done), and I am not really good at it and it takes me a long time. And since the focus of the mod is currently on getting the other races finished, its not very high on the to do list.
That said, if you or anyone else thinks they can do a good job with it, I'd be as happy as anyone else if it got finished. :p
Only the benefits that you research for the most part. However, the Empire has a racial bonus for Turbolaser damage, and Alliance Proton Torpedoes have a passive 10% to bypass shields even without research. Also, Lasers, Turbolasers and Ion Cannons count as energy weapons for buffs that effect them, while Proton Bombs, Proton Torpedoes and Concussion Missiles are physical.
For balance reasons Ion Cannons can do hull damage when they are a normal weapon, but a Victory-II's ability and an Alliance Capitalship upgrade give them a bonus to shield damage. Ion Cannons that are purely abilities (ISD-II's Ion Barrage) only do shield damage.
At this point, I don't even know anymore, but I can probably eliminate months, hours and now. :p
The Rebel Titan is Home One. However, the Rebel version is commanded by Admiral Ackbar himself; there is no generic version of it like the Executor class. :p
It is possible once the New Republic is added Mon Calamari will be modified to allow you to get the larger Mon Calamari ships.
The Star Forge is way too powerful to be a buildable structure. Check out the new article for how it works!
I actually did try really hard to get it to spawn at the Star, but Sins just didn't like doing it that way. <_<