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Does it happen without minimods?
If you can start a game and it crashes at random, best thing to try is lowering your graphics settings (or using Large Address Aware if you want to look into that. A lot of the big total conversion mods require it).
It was the class name for the Malevolence type ships, and apparently the name of one of its sisterships (presumably the first one), though no where near as well known.
Fun fact, all the default Imperial Capitalship names in this mod are named after real Victory, Imperial or Executor class Star Destroyers. I do not recall Subjucator being on the list I had.
It is actually the planet of Kuat. You can already find one (rarely) on random maps in the mod (except for tiny)! :-p
Or if you are impatient, some of the maps in the Official Map Pack in the Addons section have it, along with Coruscant and Mon Cala(mari).
Was there an Akkan battlecruiser or an allied Advent hero unit in the area?
We have ideas. :-) But there are other concerns, such as if we have enough extra memory in the game to work with. So we're not really going to make a decision on that until the New Republic is done.
Did you enabled the Enhanced 4X Mod that came with it (under Alpha 3), and apply Large Address Aware (if applicable) per the instructions?
It is on the to do list. It is a bit more complicated with this mod since we have different sized squads depending on the ship.
No problem. :-)
That's all A100percentBEEF. :p Anyone can post screenshots to the mod page now. And I won't take them down so long as they're shot without the HUD and otherwise look good.
Yes it does. :-)
If you mean Alliance factions, yes. The Rebel Alliance, which is in now, and the New Republic, which as you can see is listed on the top of the mod page as unreleased. :p
SciFiFan, I've actually heard conflicting things on that lately. It was likely true before Rebellion, but I vaguely remember some modders saying otherwise.
Since the New Republic will be the mod's 10th faction, I suspect I'll get a definitive answer to that question once they are publicly released. :p
I might have said something about giving the Warlords as a whole a different capitalship from the Galactic Empire. There will be at least one more Imperial capitalship added to the mod eventually. However, now I'm leaning towards simply giving it to both Imperial factions as an eighth capitalship, rather than have it replace one of the existing Warlord caps, because lore wise they should really both have it.
We could make abilities to buff specific caps. The reason Isard only buffs the Acclamator is because the Acclamators were largely built at Rothana, a planet she controls in the lore. The Venators were build at Kuat like most other large Star Destroyers.
Yes, we plan to totally rework the pacts, since sadly Sins has a fixed number of supported pacts and we cannot add new ones without taking current ones away from vanilla factions. Obviously it will be easier to do when all factions have been complete however, so that way we aren't guessing about what we might need in the future.
Glad you like it! :-)
No, we will not be adding Republic/CIS factions. This mod is strictly set after Episode VI in its own timeline. We will continue adding Clone Wars era ships in other ways, but we cannot bring decades dead governments back. :p
Yes and no. We can make subfactions a requirement for any ship. However, we cannot "Replace" a unit in the UI, otherwise we would have done that for the titans. :p And given how big of a pain it was to get the Executor titan changing, I don't think its worth it to do that for anything else.
In fact I don't recall ever saying I wanted more unique ships for the Warlords. :p I may have said I would have liked some Chiss Clawcraft for Thrawn, but for the most part in the EU the Warlords used the exact same units as the Galactic Empire they broke off from. It was not until the Yuuzhan Vong War that the Imperial Remnant began coming out with a new generation of mainline units, and this mod will not go that far in the timeline.
Also speaking of Phalanx Destroyers, I do not believe the Thrawn's Revenge mods are not fully canon when in comes to the Chiss/Empire of the Hand forces. We do not have a lot of official information on the Chiss military, and as far as I can tell some of their units, like that one, were made up or very loosely based on material (there were Chiss Star Destroyers mentioned, but I do not know if they were ever given a class name or stats).
Until the shooting begins and the TIE Fighters come out. :p
Always seems to work fine for me. However, if you lose your military labs it will deactivate the ability until you rebuild them.
This mod is set after Endor. There will be no Clone Wars factions, only their old ships that have been pressed back into service.
Yes. He said exactly how he did it in the description (Doubled Fleet Supply Minimod). Though it sounds like this might be two players worth of ships.
Now whether your frame rate would still be playable is another question. :p
Yup. A good chunk have been destroyed, but with 5 major Imperial factions and countless smaller ones, what is left has been severely fragmented.
For the Star Destroyers we added 1, 2 and T to differentiate the ISD-I, ISD-2 and Tector Star destroyers. Unfortunately, only the MC80A and MC80B have obvious letters to use.
IIRC the Empire tree icons are shared with the zoomed out icons. So side views don't usually work very well. But there are some that will likely be improved next time I mess with that file.
Yes they are; you can see the shield mesh around your planet to be sure. :p
The original Sins shield generator ability was very inefficient. I reworked it to be better by disabling the shield ability after the planet already has the shield. If the planet is lost while the shield generator is still active, the ability will be useable again so you can get the shield once it has been recolonized.
Civic research lab abilities work in a similar fashion.
The New Republic is not the Republic from the Clone Wars. It is the government the Rebel Alliance forms after defeating the Empire after Endor. Or in this mod's lore, after the Empire is forced to withdraw from the outer rim.
Either way, the New Republic is the successor to the ideals of the Republic, but it is a totally new institution with a brand new military. The Empire on the other hand is the direct successor state to the Republic, so they have all the Republic's mothballed ships.
More than any game engine can handle. Though the 25,000 number has probably gone down quite bit since Endor with this mod's alternate timeline. :p
What icons are we talking about? HUD icons, infocard icons, the zoomed out on the battlefield icons...
For some like the Mon Calamari cruisers I'm not sure if that can be avoided, since many of them are quite similar if you're not that familiar with the ships.
There will be more planets like Kuat that allow you to get unique ships, but probably not for the Bellator. It came so late to the Legends expanded universe it was never really used for anything, nor do we know where they were built for sure.
The innuendo is clearly not strong with you, young padawan. Maybe with years of rigorous training, you will come to use and appreciate it.
You should take the time to learn from so many masters while they are here in one place. :p
The Empire really doesn't need a lot more ships in my opinion, but you will be seeing one of those listed
Though to be honest I'm still trying to get through the Clone Wars TV show, so it will take a while before I get to the Rebels era stuff. :p
There's tons of minor warlords. That's basically what the "Rogue Imperials" minor faction is. Most of them just haven't been named, and probably a lot of them were not Warlords in the EU. And some like Screed who were minor Warlords are not in Interregnum.
Actually there has been at least one minor Warlord mentioned in the lore. If you look on the lore central thread that's linked from the main thread, you'll find there is actually more lore than just the timelines. Including this. Moddb.com
Are you sure your eta-2's will fit in there? Not sure about yours, but mine might be a bit too big... ;-)
Definitely need to bring plenty of protection for those vulture droids George. In fact, it is probably a good idea whenever you land in a new ship. Even if don't know if it has vultures or not. :p