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

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Sadly the AI does not really use abilities that cannot be autocast.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Thanks! Didn't realize they put the E4X spotlight on steam as well, that's pretty cool.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Yeah, I've seen that with scouts too. I should probably go back and see if there's a way to avoid that. I'm pretty sure they technically need weapons, but sadly both scouts and colony ships are marginally armed.

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GoaFan77
GoaFan77 @ Enhanced 4X Mod

Yeah, I would be very interested in seeing how that turned out. :-) Please let me know when it's ready to look at.

I'm not sure about Gurkoz sounds, but IIRC Bailknight released his work to the community after he stopped working on Sins.

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GoaFan77
GoaFan77 @ Enhanced 4X Mod

No need to apologize, I hope you survived the hurricane intact.

Would you be able to put up the save game somewhere for me to take a look at?

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GoaFan77
GoaFan77 @ Enhanced 4X Mod

Do you get this issue after reloading from an autosave?

Can you give some more details on the game you're playing? Number of players, factions of those players, size of map etc?

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GoaFan77
GoaFan77 @ Enhanced 4X Mod

Can you tell me your checksum? It should be 37244052 and you should be running Rebellion 1.9 for the latest version.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Someone just asked this on the steam forums actually. One day I think the MC75 would make a great Rebel capitalship, but we don't know a lot of details about the ship now, and the New Republic is the focus at the moment.

Hammerhead is more of a miss for me, I still think Kotor when I see them. I'm not sure if they have any really unique capabilities either, other than pushing disabled Star Destroyers. :-p

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Research the first level of your faction research. Then you can build it from the tactical structures tab (not the civic structures tab like other shipyards).

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Mandalorian Raiders are already out, New Republic is being worked on. :-)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

It really depends a lot on your PC hardware. I typically have mine on all highest detail and medium-high bump/extras, but your mileage may vary. Best thing to try is to slowly increase the settings until you run into a problem.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Hi Yuichi, can you tell me what your checksum is? It should be 156995455 for the latest version (3.31). Moddb.com

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

If there is, it would only be for a special Endor mission or something. The mod is technically supposed to be set after Episode 6, and I don't think it is possible to balance the Death Star for normal gameplay.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

For that you basically need to learn how to mod. :-)

I'd recommend starting with: Wiki.sinsofasolarempire.com
Forums.sinsofasolarempire.com

To quickly get to your seeming concern that the Nebulons are weak: The Nebulon-B Hospital Frigate is classified as a support frigate, and the B2 a siege frigate in Sins. Neither role has much direct combat strength, so they are balanced with Sins races somewhat in mind. There is a combat version of the Nebulon-B, the "Escort Frigate", but it is currently only obtainable from Kuat.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Interesting, I had no idea the saves had useful readable information!

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Are you looking at the Rank fleet supply techs or the actual number of fleet points available?

The Rank tab probably just shows the raw numbers. If you go to their diplomacy tab, you'll see for their static faction specific bonuses/penalties, they have a -25% fleet supply modifier. If you start a new game you'll see this in effect. You get 100 fleet supply as the Empire but only 75 or so for the Warlords.

Late game the Warlords reduce this cap somewhat with the Cloning research, but even then the other factions get more total fleet supply to play with. That means Warlords must take a quality instead of quantity approach.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

May the force be with you in your quest to defeat the Empire! :-)

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GoaFan77
GoaFan77 @ Gra'tua

Similar idea to the Rebels Cluster bombs really. But that hasn't really been done in the lore.

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GoaFan77
GoaFan77 @ Gra'tua

The Kandosii is from the Old Republic era. We will not include any ships that old unless it lasted until the Galactic Empire era in the lore.

If you meant the Keldabe from Empire at War, it is already in the mod. :-)

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GoaFan77
GoaFan77 @ Gra'tua

I'm afraid the answer to that question is still clouded by the dark side of the force. :p

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GoaFan77
GoaFan77 @ Gra'tua

Yes, but outside of the Zahn Consortium, they are almost never used. Forces of Corruption had an odd obsession with giving the Consortium weird technology that seemed more at home in other Sci-fi properties than Star Wars. As a result we've been reworking the Consortium ships we've added to fit a bit in a bit better with the rest of the Star Wars universe.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I won't be adding it, but in theory Balknights could be made compatible with this mod without any special effort. Sadly, the only version I've seen that is up to date was done in such a way that limits compatibility with other mods.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.31

If the choice is made to replace him for the Galactic Empire, I'm 90% sure about who it will be. That's all I'll say. :-)

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.31

You're not the first one to ask about this, and it is something I'm conflicted about now.

Lore wise, the reason Thrawn is a hero for both factions is unlike everyone else, he's not trying to personally rule the Galaxy. He wants the Empire to reunify and regain control of the galaxy, so it can be strong enough to fight the Yuuzhan Vong. He really doesn't care who comes out on top in the power structure. So he's basically helping all the Imperial factions out against other races.

Gameplay wise, he is his own Warlords subfaction for two reasons. One, the Warlords is designed to represent the Legends canon post Endor period, and he's probably the biggest figure of them second. Second, Thrawn's tactics were more like a Warlord than the standard Empire - he used his forces wisely and carefully, and made excellent use of technological advantages.

Finally, Thrawn is so iconic that players want probably want to use them more than they care about what faction he should be in.

None of this is very clear from in game though. If anything is going to be done about the situation, I think that Thrawn will be replaced with a different hero for the Galactic Empire (not Pestage), and Thrawn would be a Warlord only hero.

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GoaFan77
GoaFan77 @ Defense of Fresia

It's "bad rep" is that it's incredibly strong, and can wipe out you entire fleet with missile barrage if you're not careful. :-)

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GoaFan77
GoaFan77 @ Escort of Freedom

Yes. :-)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Absolutely. The last update was actually July 5th. Moddb.com

I don't post articles all that often, basically just to announce new releases or features. The best indication of the mod's progress is screenshots and other media, since most often progress is best shown rather than written about.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.31

No, just Sins of a Solar Empire: Rebellion. Any DLC features you have will be used by the mod, but they are not required to use Interregnum.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Sorry for the delayed reply. What happens if you reload a save game, can you continue playing or does the crash happen at around the same spot? Perhaps you should post on the forums Technical support section, as this comment wall got very long.

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GoaFan77
GoaFan77 @ SinsModManager v2

Excellent! :-)

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