Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.

Comment History  (0 - 30 of 2,431)
GoaFan77
GoaFan77 @ Star Wars: Interregnum

Are you sure you applied Large Address Aware per the instructions here? Moddb.com

Random crashes like that are most often due to the game running out of RAM.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Do you happen to be using the 1.87 beta? I know the dev wasn't originally the same as the normal version with that for some reason.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

There will be an update for the minimods. All that sounds right, though I do not keep track of checksums with the minimods as there are too many combinations.

I would think faster combat would work regardless, but I will double check.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

1. We're sticking to the New Republic and the Eclipse for now for confirmed new content. Oh and one little surprise that's been slightly teased! Anything else will be somewhat quick "hey this is a cool ship, let's add it" things (Raider Corvette) or will wait until after official release (New Republic).

2. Not yet, but hopefully not longer than a week or two.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I have no plans for new vanilla ships, though some of the vanilla factions may acquire new Star Wars based ships based on the Interregnum lore. They will certainly not be titans though.

There will however probably be a few more random encounters like Kuat Shipyards that will let any faction build a certain titan. So vanilla factions could get a new titan this way just as they can if they capture Kuat.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I did like the movie and some of the new ships. The Imperial Cargo shuttle thing, MC75 and the shield gate space station were all pretty cool, if I can get models for them I would probably use them.

Not as big of a fan of the new TIE Fighter though, and it would be too confusing personally to use a Hammerhead.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

It's been a while since I played Sins of the Fallen, and I'm not certain I ever used flagships, but I will not be adding an ability to capture any enemy capitalships. I prefer to make certain ones obtainable by neutral shipyards for all factions, but I don't want to deal with the balance implications of a certain faction potentially having any ship.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

That happens when the game is running out of RAM. You can fix this by applying large address aware as described in the link below, or by reducing your ship/planet/structure detail settings.

Moddb.com

Good karma+1 vote
GoaFan77
GoaFan77 @ Star Wars: Interregnum

If they say "Can be captured", every faction has a ship that can do it, typically the same ones that capture neutral resource extractors. For the Empire its the Tartan Patrol Frigate (scout) while the Alliance uses the Galofree transport (colony frigate).

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Thanks! Glad you're enjoying it.

As far as I know by the Battle of Yavin all the Clone Wars fighters were out of service, and this mod is supposed to be taking place a bit after Endor. However more Clone Wars ships will continue to make appearances with minor factions and will be obtainable via special means. So they may well show up, just not on regular Imperial ships.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

None are required, though you do get their new features if you have them.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Well you will definitely get new features. :-)

Thank you!

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

In that case it may have been better to let the Empire attack you so you could thin the number of his level 10 capitalships.

You could have also used the Kostura's to warp you fleet to a different planet altogether, one without as many defenses. If this was the Galactic Empire and not the Warlords, taking any of their planets would create a large "Morale" penalty that would weaken his fleet and economy.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

I'd recommend using a service like Dropbox or Google Drive to put the save file on the cloud, then private message me the URL to the file. Much safer for our privacy than say sending emails.

If you haven't used a cloud file storage program before, here's a referral for dropbox: Db.tt

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

Moddb servers being silly most likely. Glad its working!

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

The only other advice I can really give is to try and update your drivers. Unfortunately us modders cannot learn anything of value from crash reports/minidumps, so I basically need a save game where the issue will reliably occur. Since the crash is never in the same place for you, it likely won't crash on my PC even with a save from your game.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

How large is the zip file? It's possible the download is not completing.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

I have not tried this version with the beta, so I'm not sure if I need to make any other updates for 1.87 or not.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Someone did translate the Enhanced 4X Mod into german at one point, but not Interregnum. As I don't know German the best I could do would be to translate it with google translate.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

Hopefully it will. Sadly it is not an issue of how much RAM your PC has. All but the most recent games are 32 bit computer programs, which means they can only use 2GB of RAM. If you applied Large Address Aware per the installation instructions ( Moddb.com ), then you have around 3-4GB to use (so perhaps double check it is applied first).

Reducing the ship/planet/structure detail settings also has the effect of reducing the amount of RAM the game uses, so it helps make sure the game doesn't hit the limit. All the other graphics settings are irrelevant for this so feel free to keep them on max.

Since you can already play for hours, hopefully you don't need to reduce it too much. Also the next Sins patch, 1.87, will have large address aware on by default and have some more optimizations, so perhaps that update will fix these kind of issues as well.

If reducing the graphics settings has no effect, then let me know.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I don't have access to my main PC until the 3rd I'm afraid. Away for the holidays. :-/

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

Try reducing your graphics settings (ship/structure/planet detail) a notch. Sometimes Large Address Aware isn't quite enough or doesn't work well on some PCs. Usually random crashes after X amount of time are due to the game running out of RAM or other configuration issues.

Good karma+2 votes
GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

What happens when you reload from the last autosave? Does it crash before it makes the next autosave, or can you play for a while again?

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Indeed. :-( I wish I was home so I could put up a screen shot of a CR90 flying towards a star with a huge Rebel fleet in the background as an honor guard.

Good karma+3 votes
GoaFan77
GoaFan77 @ Star Wars: Interregnum

Vasari Rebels (VIR) have a lot of advantages at their disposals. Chief among them is the ability to warp in starbases to enemy planets if they have a phase nodes. Use a Kostura cannon to create the node and you will also disable the defense platforms for several minutes. The Vasari Starbase also deals heavy damage to other space stations.

You also have great phase missiles which gives Vasari units some of the highest late game damage outputs when fully upgraded. This mod also adds a specific anti-structure unit of source to the Vasari, an antistructure nanite swarm, which can be deployed from mine layers. These nanite swarms do heavy damage to space stations and are totally invulnerable, but will be instantly destroyed by mines or if the minelayer that deployed them leaves or is destroyed.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

Are you able to get to an autosave? If you can, please send me the save file. You can find it under the same "My Games" area that the mod folder is in.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Well it would be technically possible, if you had a Death Star model to use. You would have to learn basically make a small mod yourself though. There is basic documentation from the forge tools you can download on the official site of on how to add ships to the game (you can also probably find this info on the wiki or a pdf online). There is also a lot of modding advice and documentation buried on the official modding forum. Forums.sinsofasolarempire.com

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Uh, well if the mod is working for everyone without those errors occurring, that is probably an issue with your minimods, not Interregnum. Do your minimods include their own entity.manifest files? If so, you need to remove them from the minimods you created.

If the issue seems to be with the officially supported minimods (they have not been updated for 3.3), they will be updated in a week or two when I get back from vacation. :-)

The lore contest is still running, you can submit guess to me via PM. Moddb.com

Good karma+1 vote
GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.3

Hi guest.

From my experience this is actually a problem for all mod factions. The AIs for the original Sins races have special programming that forces them to try and get a titan at some point. Races added my mods cannot do this, so the AI doesn't prioritize getting a titan in the same way.

Also the Bellator should only require the 4 titan researches, which is part of the reason we added that ship to the mod.

Also thanks for the kind words!

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

The mod will work with the base game Rebellion. Any DLCs you have will unlock their features in the mod (planet specialization, random events), but they are not required to run Interregnum.

Stardock has set up the DLCs very well. You can play with your friend regardless of which DLCs you own. Whoever hosts the game will have the DLCs they own used in that game, even if not all the players own that DLC. In other words, you do not have to buy the DLCs for your friend. If he really likes some of the enhancements and wants them for single player, he can of course purchase them himself. :-D

Merry Christmas!

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