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Let me know if that doesn't help, and tell me your checksum and perhaps a screenshot if the menu is still messed up (or anything else that looks wrong).
Technically, the game files are not in XML per say, but yes. The file for the Empire starbase is "StarBase_ING_Emp.entity" in the GameInfo folder. You will need to convert the file to edit it, which this guide will tell you how to do. Steamcommunity.com
Your mod order is incorrect. The minimods need to be enabled above both E4X and Interregnum. Always make sure your mod order is similar to the picture on the minimod download page. :p
They are used for some behind the scenes scripting stuff. I would recommend turning off trade ship icons so you don't see them. They shouldn't be blocking abilities but I'll check.
Huh, I've never heard of this before. You do have Enhanced 4X Mod 1.73 in your mod folder right?
I would recommend just lowering them to high, that is what I play them at. Highest tends to cause problems with all mods I've played for some reason. If it still crashes I guess this isn't an ordinary problem. :p
Try it on a non-custom map first, I can not promise it works 100% on custom maps.
You replied about the starbase range in the E4X comments, not Interregnum. I did not censor anything and in fact responded to you there. ;-) What I said is that the Jovan is using the exact same range numbers as the other starbases, and I have not altered these numbers from Vanilla. Only antistructure cruisers should be able to outrange them, but they are supposed to since they are the counter to starbases.
Need more information. Is this when enabling the mod or randomly in game? If the former, make sure the mod order is correct (Interregnum above E4X). If the latter, make sure you reduced your texture quality settings (ship/structure/planet detail).
All the Starbases have a max range of around 10,500 meter on their final weapon upgrade (perhaps more with weapons research). That's about twice as far as a capitalship can shoot and around 2,000 meters farther than it could attack without the upgrade. Further, it is the same range that Starbases in Vanilla Sins have always used. *shrugs*
The moddb forums are fine. I check them just as often.
Make sure you are using the ConvertData program found in your install directory, not one found somewhere else like the forge tools. The devs keep it updated for us there. Using an outdated converter can indeed cause that problem.
Art stuff you need is in textures, and you may also need one or two things in particle or sound. Also, if you want the icons to look right you'll need to edit some files in Maelstrom's window folder.
Not for just what you need, no. Basically, both mods will have certain files like "English.str", "GalaxyScenarioDef.GalaxyScenarioDef" and "Entity.Manifest". You will need to find the relevant parts of these files the E4X features you take need and insert them into the Maelstrom versions with a text editor.
Probably, though its not a quick task either. Some of the structures actually use Maelstrom's meshes (with permission), so you don't even need to copy those over. It's mostly a matter of finding the relevant entity files, plus any sound effects or icons they need and copy them over. String file and especially the galaxyscenariodef file will be the hardest to do as you'll need to merge those by hand.
I'm afraid there is no easy way to do that. Large mods that are not designed to work together will not be compatible with each other. It would require quite a lot of hand editing of files and a ton of copy/paste work to merge them.
Sounds like the download got corrupted. Try again, or perhaps try a different extraction program.
Not for the Empire, but at least the Nebulon-B will be a Rebel unit, and the B2 will either be a Rebel unit as well or as a pirate/militia unit (in which case you may be able to acquire them as a map event, regardless of which faction you are). I know the Empire did indeed have both, but yes ship slots are running out and in the popular imagination they're more associated with the Alliance, and I prefer to have mutually exclusive rosters between the two.
Well, you'll see a handful of prequel ships if they were seen in the movies like the Venator, but that's pretty much it. No Gungans, Anakin Skywalker flashbacks or anything like that. :p
Of course. If two ships have the same entity file they will be identical in every way.
Yeah, ground operations is the main difference, but really hyperdrive and phase drive both operate by cutting through different dimensions. They are more similar to each other than say Star Trek's Warp or Star Gate's portals.
I am the only modder working on this project yes, though I can't claim credit for everything. I'm a programmer, not a modeler, and most of the models in this mod were made by Evillejedi, the guy who first made SoGE. Lavo, the guy who currently runs SoGE and myself have put a lot of work into making them prettier in Sins, but you really need to thank the guys in the Credits.txt section for making this possible.
That said, if anyone wants this to move along faster, I would not turn down offers of help in the forums. :p
If it was united and had all of its Superweapons, probably. Part of the reason the story is set up this way is to give a valid reason of why the Empire is unable to beat the Sins races right away. Though I think technologically and in the scale of the universes, Star Wars and Sins are surprisingly close to each other, hence this mod. :p
Yes, the Empire will get 7 Caps. In fact, most factions, even the vanilla ones, will have more than 6 capitalships.
And yes, anyone who captures a planet that had a particular random encounter will get the militia version of the Venator.
I was planning on it being only for the Imperial Warlords, but I changed my mind and now both Imperial factions can build it.
It isn't an Empire exclusive ship though, all sorts of well connected underworld factions have obtained them as well, including the Mandalorians, Independent Imperial Moffs, and even a few local planet militias. Other factions may even get the ability to produce them if they defeat one of these minor factions that have them. The abilities and fighters on them will be slightly different based on who built them as well (I.e. the Empire's have TIE Fighters, the local militas have Z-95s and Y-wings).
Mainly just to make sure it was stable, but feedback on anything is welcome. Letting you guys get a feel for the mod was also a big goal as well.
Well its a bit hard to say since I've been too busy to mod lately, but if things go well the Imperial Warlords might be ready before summer is over.
And yes, Stardock, Disney and EA might all have complaints if I made money from this...
I believe the cause of the AI issues has been identified and will be fixed in the next version, but what is RCS?
Some countries may have problems downloading from the default download link. Try Moddb.com to select a different mirror to download from.
If you follow the mod, I think you'll find out the answer to that soon. :p
Only Admiral Piett and the Executor can fire on more than one target by default, the rest should have more than equal DPS to other capitalships. The infocards really underestimate the firepower of some units that can fire at multiple targets so don't just go by those. Against single targets the Executor should be just as good as most of the other titans, save maybe the Ragnorav, since frontal damage is really only what its good for. :p
Still, I'll look into it, but it may just be you not using their abilities properly. Several ISD-IIs can cause an entire fleet to run out of antimatter for example. Very hard to win fights when you can't use any of your special abilities.
Yup. Thrawn had quite a few flagships in his career, but the Chimera is the most well known. In game it is assigned randomly (though Chimera and Admonitor are on the Empire's capitalship name list) though for this screenshot I renamed it to Chimera, and in the Interregnum lore the Chimera and Palleon are reassigned to him shortly after Endor.