Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
I will be busy with Interregnum for a while so it certainly won't be the near future for me. If someone else is interested in using E4X as a base for a new faction mod, we might be able to come to an agreement where that would be possible.
Sadly there is no real way to force the AI to do any particular behavior like that. It is not very mod-able, compared to everything else in Sins.
I might be able to make all starbases do this by default, without any upgrades or research, but that's all I can think of to do this.
There are no plans for this. There will be more Clone Wars ships in the mod, but no Clone Wars factions.
We have a minimod for that. Apply it above the main mods in your mod order.
Plus sign from the images section.
The Fractalsponge models are far too big and detailed to be used by any game currently in existence. Sins would likely crash trying to load say the Fractalsponge Bellator. The folks there do some great work, but currently they are just for art. Not something we could use.
The Eclipse is not going to be a standard Imperial unit; there are some special plans for it. That said, if the stars align, you will be able to get an Executor, Bellator and Eclipse in one game.
Could be interesting. I could see some tier 8 techs that give like 1% to hull/shield max points/regeneration and weapon damage. That's a minimod that will need to wait for the next main version release though.
Minimods are offered as is; we don't really attempt to balance them at all.
Sure, that's simple. I just made it real quick, it will be available here for early testing in an hour or two.
I am not familiar with that feature. Could you elaborate on how you would like it to work?
No. That would probably be me forgetting to delete it before packaging the download pack.
I talk a little bit about Rebels below. To be honest I had no idea the Chimera even showed up in Rebels.
However, Sins does not handle retextures or "paint jobs" of existing units very efficiently. For a ship like a Star Destroyer, adding new texture variant uses almost as much memory as adding an entirely new ship to the mod. I'd much rather use that memory on new ships that aren't in the mod at all.
So while it is kind of cool, in this case I don't think it's worth the system resources to give Thrawn a special Chimera model. Unfortunately I suspect the Night Hammer will be the only ship we've done different textures of the same model for.
This mod is based on the old "Legends" Star Wars canon, mainly after Episode VI. Stuff like Rebels and Rogue One are in a bit of a grey zone for us, since they are new canon but fit well enough with the old canon. We may choose to use things from them but we are also don't see a problem with ignoring them.
As far as voice modifications are concerned, I do not personally have a problem with the current Thrawn voice overs and they are valid, official lines. I would rather focus my time on voice overs for characters that do no have good dialog yet. That said, if someone happens to have a good set of Rebel Thrawn's lines that are clean enough to use, I might switch them out.
I have not I'm afraid.
Yes. Not really supported in canon, but we wanted Admiral Piett to be his own hero unit, not just be stationed on the Executor with Darth Vader. An Allegiance was the most powerful ship we could give him in the mod's lore.
There is an auto attack toggle button on units that can be turned on or off with a right click, make sure that did not somehow get turned off.
Make sure you are not trying to get anti-structure units like the Broadside Cruiser/Assault Frigate Mrk-II to attack normal units. They can only attack space stations and starbases.
If you are playing a game with a large number of units, sometimes there can be a delay where it takes the game a little while to give ships a new auto-attack target.
That would make sense, so the guys that designed the source books that based them off real warships would say that. However, that gets in the way of movie magic, so as usual that gets thrown out the window in the films.
Can you upload a save and tell me where these squads are? Also mention if you're using any minimods.
By options, I assume you mean minimods? Those you have to download separately. They are here for the latest version. Moddb.com
Sadly large mods in Sins do not work well together, and E4X is included here. My Star Wars addon, Interregnum, is the main exception, as it requires E4X to work.
Which files? What is the goal of the mod?
Shouldn't be, all squads should have at least 2 fighters. Though Sins of a Galactic Empire has an add on for that, are you sure you are playing Interregnum?
When you zoom in on a squad, especially during combat, not all the fighters will necessarily be together though. One of them just gets picked to be the "leader" that the icon follows.
We will be adding the Eclipse, as we promised for placing in the 2015 Mod of the Year contest. However, we want to release the New Republic first/at the same time, and it will be a rather special unit, not a standard Imperial ship.
I don't know if they ever got to really fight each other in a fair fight, but the Viscount was designed to counter the Executor. However the longer Executor is a more offensive design as it has more surface area for weapons to use against enemy fleets, while the Viscount just has so much more mass to shoot through for you to destroy it.
So the Viscount would win the 1v1 (ignoring special abilities), which is better depends on how you're measuring power.
Evillejedi created the Mediator model and textured it that way. I would guess he was basing it on the X-wing series, which often had Blue Textured Mon Calamari cruisers (see below).
There's no official photo of the Mediator to base it on, so really I find it kind of nice to have variety. :-)
A post on the forums here would probably be ideal! Honestly I check the mod page more than my steam...
We actually almost gave the Star Forge the ability to build Interdictor class Cruisers instead of duplicating ships, but I thought they'd be a little out of date by the current era.
Vasari can have crazy late game damage numbers thanks to phase missiles. Depending on their ship composition that may not be a good general comparison.
The Rebels are designed to tank to buy more time for their starfighters to kill things, much as they did at the battle of Endor.
The New Republic's theme is more about being well rounded than anything else. They start out inexperience and not very good at attacking enemies, but late game have very advanced well rounded ships.
What exactly do you mean by staying power? Late game Rebel fleets are quite tanky with several Mon Calamari fleet defense/healing buffs active, plus the best healing ship (Bulk Cruiser) and the tough Assault Frigate/MC40s you can build. Only their early game units are fragile.
Did you put the minimod above E4X and Interregnum in your mod order per the screenshot on the download page? All minimods must be above the main mods or they do nothing.
Yes. All E4X minimods work with Interregnum, or there is an Interregnum version of the same thing. If there is no Interregnum minimod, than use the E4X one.