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You can extract it and run it where ever you like. The important thing is that you save the maps in the GalaxyForge folder that is in the folder the mod folders are at. Also, if you can't run it, look about installing the ".Net Framework".
What's your checksum? You're sure you have Rebellion 1.82 and have no mods enabled besides E4X 1.74 and Interregnum?
I think it would be better to continue this conversation if you sign in and PM me.
I would really like to do this (or at least a Star Wars style opening credits), but I sadly don't have any decent video making software at this time. If anyone wishes to make one for me I would gladly get it in game.
Afraid not, but they're being worked on now and by all accounts they are coming along well. :-)
Modding is a pathway to many abilities some may consider to be... unnatural. ;-)
What is your checksum?
Make sure that you have Rebellion 1.82, and then have your mod order look like this.
Star Wars Interregnum Alpha 2
Enhanced 4X Mod 1.74
Any of them?
Well, that is odd and important. Any idea if you're doing anything in particular that causes the crash? Most people have been playing Warlords yet they don't seem to be having problems.
Not from the start, but they get them pretty quickly. Like the Vasari they don't strictly need to use guerrilla tactics, but their starting units are kind of fragile so long fights won't be to their advantage until they get their late game Mon Calamari cruisers and things. One thing that helps them with guerrilla strikes is that their scouts can lay nav buoys, which act like temporary phase gates. They also jump faster than other races so they can always disengage whenever they want provided Interdictors aren't around.
Any random map other than Random Tiny maps will have a chance to spawn this planet. Either competitive or non-competitive maps will work, though competitive will get rid of bonuses and artifacts and things so I wouldn't recommend that if you're going to be exploring.
I will likely be releasing a version of the Galaxy Forge for Interregnum, and I will likely include a premade map that will always have Kuat with it. ;-)
Can't say I do. Normally my camera issues are due to some stupid setting getting changed for no reason, but that doesn't explain why its only affecting one save. That said, I couldn't mod how the camera works if I wanted to, so I'd doubt its something particular to the mod; just a weird glitch in the game.
How big of a map are you playing? If its a pretty large map make sure your settings are on high or lower. Save a game soon after you start. If it crashes, reload the save game and if it crashes again at about the same point, send the save to me.
It's not about your graphics card, its about the game's RAM limit.
In game or on start up? If it is crashing randomly in game, try reducing your graphics (ship/structure/planet detail) detail and see if that helps.
A few people said they've played multiplayer successfully. Did one of you happen to get the gamefront download mirror when you redownloaded the mod? Sometimes I've found that the gamefront mirror keeps the old version if you update a download on moddb.
Actually it just greatly improves your regular planetary bombardment damage (+25% I think), so any unit that can bomb planets (Acclamators, Capitalships, Titan etc.) gets improved. It doesn't unlock any particular ability, though the Galaxy Gun, the Victory-I's invasion force ability, and Ysanne Isard's Krytos Virus are some planet killing abilities you may want to try out. ;-)
In good time, we need to have the New Republic done for that. :p
Nice. That should be fairly rare, since they should spawn kind of close to the star to prevent it blocking anything, though on the small maps it might indeed happen to shield a major route to your territory.
They are, I just wanted to give them a draw back so that its a bad idea to build nothing but TIE Defenders/Interceptors. Even on ships that can build them, a mix of other fighters would be recommended to avoid antimatter shortages at key moments.
ISD-Is, ISD-IIs, Interdictor SDs and Starbases can build them too. However, because they do cost antimatter you may not want to build too many on any one ship. If those defenders end up getting destroyed in combat, they'll deplete your ships' antimatter when you likely want them to use their special abilities.
Actually, I think I know what happened. Did you happen to have it with TIE Defenders? Advanced Fighters like the TIE Interceptor and Defender require antimatter to build (units that have advanced fighters can build normal fighters for free).
I wasn't offended, just confused, as I've not made any normally colonizeable planet uncolonizeable.
No, in fact it is suppose to be an AI only feature, you can only get access to it by cheating in the dev.exe. :p And it will only affect enemy units even if you did get it unlocked. So it sounds like there's an enemy Immobolizer-418 cruiser, an Interdictor Star Destroyer, the hero unit Captain Rogriss or a Gravity Well Station/PJI in the gravity well.
Uh, standard asteroids should be colonizeable. Asteroid Belts/Fields are a standard uncolonizeable vanilla planet. If the gravity well has resource extractors already built in it, you need to capture them with a Tartan Patrol Ship.
Well, that can be caused by either Phase Jump Inhibitor structures OR AI Empire Interdictor units (they aren't smart enough to use the 'canon' version human players have). Are you certain there are no enemies in the gravity well?
And shhh, I was hoping to keep that a secret a bit longer. :p Also, the Empire and Warlords DO have a Super Weapon, its called the Galaxy Gun and you can find it in your Defense tree. It's similar to the Novalith cannon but kills virtually all the population instead of long debuffs.
No, but you might be fighting a unit like the Advent's Radiance Battleship, which can do that.
1. The Venator actually can carry more Star Fighters than an Imperial class, despite being smaller.
2. The Venator is more well known as a movies ship, and has more options for abilities.
3. The Empire needed more smaller caps that you can get early on before you get ISD sized ships.
4. The Secutor is 2200 meters long, and generally anything bigger than an ISD I save for Heroes or Titans.
5. I personally think the Secutor is one of the silliest looking Star Wars ships. While I've come to like the Bellator, I don't know what Ansel Hsiao was thinking when he made the Secutor. :p
Pretty sure that would be hard to put in the 2GB RAM limit. Also when this mod is done it will have at least 10 factions, and I sadly read somewhere 10 was the most you could have. :-/ I haven't tested it myself but it may well be true.