Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
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.
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.
Thanks, and we'll continue making it better! :-)
My apologies about that. Sadly real life and the flu have been doing their best to keep me from working on the mod. :-/
Make sure you're using the most recent ConvertData_Rebellion.exe from the Rebellion install directory.
We'll let you know when we have any idea. :-)
I believe you're talking about the hero unit spawning structures? Yes they are invulnerable, because we don't want hero units to become unavailable if you lose your home world. Ideally they would be some sort of global ability you can use from anywhere, but Sins doesn't support that so there needs to be a physical building/unit somewhere for them to work.
I realize it is slightly annoying, but as far as I've seen your units and the AI should leave it alone.
It's possible to do sure, but not currently planned.
What about other techs?
E4X and Interregnum main mods must be at the bottom. You must use the INT version of a minimod if it exists and you're using Interregnum. Those are the two main rules.
For the most part the order of the minimods themselves shouldn't matter, but refer to the screenshot above for a reference of a proper order with almost all minimods enabled. If in doubt, put the minimods you care the most about on top.
Capital victory (player homeworld) or Galactic Capital Victory (Coruscant)?
The AI is sadly very slow on Occupation/Galactic Capital victory modes. It does not treat the planet as special, so it can take a long time for it to attack it, if it gets there at all. Normal AI especially is unlikely to get there. That is something the game devs would have to fix though, not a mod. :-(
I'm not sure what you mean instant research. You can instantly research all techs with the dev.exe. I'd be kind of scared if you could research all the levels in a normal game. :-o
What is your checksum with just E4X/Interregnum and the Infinite Research minimod?
The AI is not as good at researching as we would like. Other mods have noticed this issue as well, and it is something we're trying to figure out why. Unfortunately most of the core AI code is not accessible to modders so even if we figure it out, we may not be able to do much about it.
That said, the AI definitely does prioritize building ships over research, so the AIs that research the most are the ones that are winning battles. If you're regularly destroying an AI's fleets, even if their economy is strong, they are unlikely to research much as they prioritize replacements.
Are you sure you're using the latest version of the mod? What is your mod order?
The game should treat any folders in your mod folder as possible mods to enable. If the list is totally empty, either you did not extract the .zip file you downloaded, or it is not in your mod folder (hit the show mod path button to see where to place your mods).
See this for more details: Moddb.com
There's instructions here. One of these days I'll make a proper video tutorial, now that the process shouldn't change anymore. Moddb.com
As Darkness mentions, you can download the "Optional Minimods" pack here and use "No Superweapons" to remove all superweapons, including the Galaxy Gun and Novalith Cannon, from the game. Moddb.com
Absolutely, I have the steam version. It should work for GoG as well.
If you have a save where this happens soon after loading, send it to me and tell me your mod order. If it is happening a lot for you, smaller games would be better as its easier to find the needle that is causing the issue in a much smaller haystack. :-)
The disabling the pirates/Mandalorians prevents them from launching attacks against other worlds. They will still spawn in the game and defend their base(s) of operations. But if you do not go into their territory, they will not attack you.
Afraid not. There's still much more work that needs to be done, including more new ship models than any other faction we've worked on so far. Until those are done it will be hard to say when they'll be ready.
Titans should be available in every game. Are you sure you built the titan foundry (Star Dreadnaught Yard) from the tactical structures tab and researched all 4 (5 for the Executor) techs needed?
Oh its almost guaranteed the Lucrehulk will show up at some point. :-)
It's given my planet bonuses. Kuat's planet bonuses always gives an extra. Other planets get them from random planet bonuses.
We are currently working on the New Republic! :-)
The Deathmatch minimod is intended to sort of speed up the game like that. Starting resources are actually set on a map by map basis, so you could also make your own map with super high resources with the galaxy forge tool.
There will be more new planets, but more focused on classic worlds that have been part of the Expanded Universe for a long time, rather than planets from the new films. Though I did like Rogue One!
Hi Silverwing. Make sure your checksum and mod order looks like this before you hit "Apply Changes". Note Interregnum is ABOVE the Enhanced 4X Mod.
Their hero Garm Bel Iblis and the MC80B have abilities which can capture enemy frigates/cruisers.