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Kuat Drive Yards would like to present their improved Imperial Star Destroyer II, Service Pack II. Now with 100% more turrets, guaranteed.
That's actually more or less what the default game uses. You can build 1 superweapon for every 4 planets you control (except for the TEC, they get a tech that doubles this number).
If you just want this system to be more restrictive, its quite easy to change yourself. Find the Gameplay.Constants of the mod that's highest in your mod order (not all of them may have this file). Near the top you'll see these lines.
Increasing the denominator will force you to own more planets before you can build another superweapon.
Depends entirely on the Warlord. In canon Grand Moff Ardus Kaine's Pentastar Alignment basically stopped fighting everyone for a time, and they have a unique tech that improves their diplomatic position because it. Grand Admiral Thrawn made agreements if not alliances with all the Imperial factions during his campaign against the New Republic, and in this mod he's the only Warlord still on good terms with Darth Vader.
Zsinj and Isard on the other hand indeed do not make friends easily. However, since the Warlords are an umbrella faction for all of these guys, you'll find their diplomatic relations are kind of mixed because of it.
I'm afraid this probably won't happen simply because Sins does not handle retexturing ships very efficiently. You actually need to duplicate an entire model just to use a different set of textures. For the Nighthammer this was worth doing since being an all black SSD was its distinctive feature, but just to add emblems or logos is not really worth it. Especially for a ship as large as the SSD.
That said, it would be pretty simple to make a minimod that would make all SSD have the New Republic logo on them, so you could just activate that when you want to play the New Republic on a map with Kuat.
I'm glad they're testing it with Skyrim first. :p Sins will never have Steam Workshop so it is probably nothing that will concern this corner of the galaxy.
And thanks! There will be more to come.
Yes on the missiles, no for the lasers. Do you have bloom on? It actually works in this mod, and should help with the "brightness".
I don't suppose you have any idea what Sins RAM usage was at about that point? The fact that medium apparently doesn't cause this means its probably a RAM issue, bit it would help if we knew for sure.
Also, I assume reloading from an autosave allows you to play the game for a little bit longer? If its crashing persistently before the next autosave, it may be a different problem.
Nope. Never heard of the ship until now, and Wookiepedia says it was built after the Ssi-ruuk invaded Bakura, which doesn't really happen in this mod's timeline.
Uh, are you sure you have at least 4GB of RAM and LAA is enabled? There was a mini update to the game recently; remember you have to reapply LAA every time the executable file changes (reinstall or update).
Awesome! Getting them started as galaxy conquering tacticians early huh? :p
We had to rework Truce Amongst Rogues because unfortunately the developers were pretty strict with how they coded it. The Vanilla version will ally you with all "Minor Factions", I.e. the militia and pirates. This is a problem for us since we use the minor factions for a lot for "Random Encounters". These are things like pirate trading bases in asteroid fields, TEC Mining Worlds, Imperial shipyards etc. Since we have the minor factions owning important captureable buildings and planets for these, we could not let the player ally with them because then you would be unable to take them since you are technically allies. You're not supposed to take things from your friends.
Truce Amongst Rogues was thus reworked to give your colony frigates the ability to capture any TEC militia you find (it will not work on non-TEC units). So it can still be used to expand somewhat quickly, and even better gets you a lot of free ships if you use it right. Unfortunately there was no way to keep the pirates from attacking you, but we did what we could by making the research give you a bonus to bounty related things. Also the pirates will not send as many ships against you after you research the tech.
The pirate captain is still in the game for now. Once the Mandalorians are added he will be taken out, and like the pirate frigates are now he will then only be obtainable by the Human Trader State (TEC Rebels).
Yeah, this model does look like the Imperial class a bit more than the current Victory Models in the mod. But it is mainly because the armor texture on this model is far superior.
Ahobgoblin answered most of that. The alternate storyline of this mod starts concurrently with Episode VI. We end the story around 9ABY, 5 years after Endor; at that point you the player enter the story and of course the ending is all up to you. But the Republic and CIS are quite dead at that point, so they will not be included as factions.
We are however looking for every opportunity to add Republic and CIS ships where it makes sense to. I wouldn't be surprised if every Clone Wars unit seen in the movies eventually makes it in to the mod in some fashion. Depending on how much room there is to expand after the 4 planned faction are done (Empire, Warlords, Alliance, New Republic), you might see a lot more beyond that as well.
So, is that a complaint or not? :p If people do complain that it is unbalanced I might yet change it to one.
Where did I say that? :p Kuat will give you as many Super Star Destroyers as your fleet supply and wallet can afford. Basically I figured if you could afford 5 Executors, you probably have the game won anyways, so why not let you guys have some fun with it.
That said, do note that Kuat Executors will not keep their levels when they are destroyed, and you will be unable to rebuild your normal titan so long as you still control any extra Super Star Destroyers.
It may be over 4 years later, but I'm glad you did this Zombie. First result on Google for this error, and you'd be hard pressed to get a better solution. :p
I wouldn't say its an ETA or even a promise, but my goal is the end of April. If it takes longer it takes longer, especially if I get new models before then. :p
If you'd prefer a premade map, you can of course use the Interregnum Forge in the downloads to make your own. You could use nothing but random planets or heck, just spawn an Industrial planet next to all the homeworlds that way. :p
Industrial and Agricultural planets are the rarest normal planets in the mod, since they provide extra bonuses (Ship construction speed/cost and Population bonus from trade) along with fairly good stats. However, unlike Kuat and future Star Wars specific planets, there's no limiting conditions for them. I typically see one every one or two games on small/medium maps. Premade maps will likely be much less likely to have them, since they use random planet lists less often.
Doesn't have to be wormholes. Asteroid fields, uncolonizeable gas giants, comets, anything not normally colonizeable. Except those Schuttas called Magnetic Clouds, since they disable all abilities, you can put anything there. :p However, they don't really spawn on random maps in this mod.
Technically there's already Industrial planets in the mod, but we do have more custom Star Wars planets coming up as well. ;-)
In theory, the problem is you don't actually have to pick a Warlord to join. I've heard some players actually prefer the generic Super Star Destroyer you get by not joining a warlord, so if I converted it to Warlord specific buildings players who don't align with any Warlord wouldn't get any heroes at all.
Plus you may well be able to get your first hero before you join a Warlord as well.
Simple, you can't. :p If you try to build a construction base in a colonzieable gravity well, at a Star, or at a planet where you already have one, the ability won't work.
Rest assured they have weakness too (all the Star Wars factions do). Fragile early frigates, bad at collecting planet tax revenue, relatively late trade (but good upgrades for it). The early game will be pretty hard for the Rebels but once they survive it they've got a lot of strengths.
Nope. We've been releasing one faction per update. I don't think you guys want to wait until they're both done. :p
Two of the Empire's models, the Acclamator and Venator, already got nice graphical reworks (you can see the Venator if you did through the screenshots). I may do more before the next release, though it seems people really want the Rebels to be released, and the more models that are improved the longer it will take. :p
That said, at this time the Gladiator will probably not be one of them. That is because while it is flat, its actually fairly accurate to the Gladiators original appearance in the Droids Cartoon series in the 1980s. Img4.wikia.nocookie.net
It wasn't until over two decades later that we got a better image of it from a source book. It added quite a few more details including 6 double turbolaser turrets, but as of now I do not have a model based on this source. So basically I think its good enough and not worth spending time improving unless I got a cool new model with the turrets. Img4.wikia.nocookie.net
Nope. Just to be clear the TEC just get more, different types of weapons as time goes on; the missiles for example don't get any better from the moment they come online. Gauss shells and nukes just get added to the mix. :p
Yes. There will be one more timeline before the Rebels are released. Hopefully... assuming I don't need to choose between writing it and doing taxes on that weekend. :p
#1: The planet itself attacks. No structures or ships are involved, you only need to build it via an ability on your colony frigate. I tried to get a screenshot of the planet firing but the distance/delay was too large for a good screenshot. If you play the TEC (loyalists) in the mod now (or just attack their homeworld on a map like Point Blank), you'll see they have planetary weapons that operate similarly.
#2. It is only capitalships. This is an Imperial Star Destroyer, it is a capitalship, not a titan. The Imperial Titans are the Super Star Destroyers.
The smaller icons are a legacy of the Infinite Space planet mod, which many of the planet textures in E4X and thus Interrengum are from. Sadly there is no easy way to make them bigger, you'd have to make new icons yourself and place them over the existing icons in the mod (In E4X: Icons_Planets.tga, Axeldude_Extra_Planet_Icons.tga, Axeldude_Extra_Planet_Icons_101.tga. In Interregnum: ING_HUD_Planets.tga).
Give them time though and I think you'll come around, I kind of prefer them now actually.