Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
Usually its a minidump or C++ crash. If it just closes the window that might be a sign of a software incompatibility, maybe drivers. But I have never gotten that to happen myself.
Afraid not. The Venator is the Imperial carrier. I personally do not like the Secutor's design at all.
Randomly during the game? Try reducing your ship/planet/structure detail settings a notch. Sometimes LAA doesn't really seem to work for some PCs. Adjusting those graphics settings is another work around.
That is basically what we're doing for the TIE Defender and Raider, which is why they are Warlord only though they existed in limited numbers before ABY.
Still, I wouldn't expect a totally unique ship roster. Just a handful more different ships than now. The New Republic and Rebel Alliance will be more different ship wise because the former actually had to built a professional fleet from scratch, while the Warlords basically inherited most of their ships.
We added our first Warlord specific ship (besides the Enforcer, which shares a model with the Vindicator), the Raider Corvette, with out last update. We have plans for at least one more, but lore wise there was little the Warlords (post Endor) that the Empire (pre-Endor) didn't have. So if we ever added say the Procursator we would probably give it to both Imperial factions as it was a pre-Endor design.
As the Raider was created specifically for the X-wing Miniatures game, it doesn't have much of a history so I felt better about making it Warlord only.
Afraid not, though it would be a cool concept.
The plan is that as a New Government, the New Republic will have major penalties to mounting offensives (fighting in enenmy territory), but late game these mostly go away and they become very strong and well rounded across the board.
No. This is a fan screenshot. Fighters will continue to fly where they will without fear of taking damage from anything but abilities or weapons fire.
Are you sure it is not being lost from enemy culture? Planetary shields and starbases do not prevent culture form overthrowing your planets.
I would love for there to be a wiki, however I'm not a big fan of wikia, and this mod doesn't currently have its own website apart from the moddb page. It would be amazing if moddb added that as a standard feature though!
But for pros and cons:
Empire: All round powerful with good bonuses to capitalships, construction and taxation, but takes massive morale penalties when it loses planets.
Warlords: Extremely customizeable and with a large research bonus, but smaller fleet sizes.
Rebel Alliance: Resourceful and mobile with strong fighters and tanky late game units, but bad at taxation.
If you click that link, at the bottom there's some units and ideas for units we need voices for. Probably best to send in a few samples, then we'll go from there if it sounds good enough (I don't want a noticeable difference in quality between custom/EaW dialog).
It may take me a little while to get around to hashing it out with you, but I am definitely interested in getting more custom voice overs done. :-)
Unfortunately it is not possible to tie Starbases to fleet supply, or to only have one of them (at least without making a unique construction ship a hero like unit). That and the fact I'm not huge on planet killers means I wouldn't get your hopes up for a Death Star. At most it might be an Easter Egg minimod or show up in a Battle of Endor "historical mission", but neither of those are very high priority at this point. I don't it should ever be a standard starbase.
Another awkward issue with the Death Star is its hard to scale, since Sins does not use the same scale for planets and ships. And the Death Star sort of uniquely would be compared to both.
There is currently no plans for multiple starbase options, but there will be a bit of a rebalance to all starbases in the next patch to make all the different upgrade options more viable.
I'm sure one way or another there will be a few superlasers in the mod though. ;-)
TIE Defenders are for the Warlord subfaction only, at least as normal buildable fighters. The Galactic Empire faction however can get them from abilities on hero Captain Rogriss (181st Fighter Wing) or the Bellator Titan.
I try my best. :-) Though I'm sure some comments fall through the cracks.
We only have 1 unit with custom dialog right now, but we'd certainly like to get more! :-) Moddb.com
At minimum the New Republic will be playable, and we'll have Mandalorian raiders as the pirates in the next update!
It will be one day. Just not as a standard Imperial titan. :-)
I think it will be more obvious in game when you see all the smaller guns on the Protector.
If you mean Old Republic era Mandalorians, I'm afraid not. We won't be adding any ships unless they've been seen around the time of the films. No thousands of years old Kandosii or anything.
Looks like that should work. What is your checksum? Does it work without the E4X Minimods?
I tested this and did not have this issue. Are you using the Restarting Titan levels minimod perhaps? I can't think of anything else that might do that.
Not ideally but there is nothing I can do about it. Basically the game won't let you build a titan normally if you already have a titan, but titans built by abilities are immune to this limit. So you can keep on building ability spawned titans like Kuat SSDs but you indeed will be unable to rebuild a standard titan until all titans you control are destroyed.
So its the price of abusing Kuat I suppose. :p
But there were Rakatta colonies on other planets besides their home world that survived. I have not read Darth Bane but I saw nothing to that effect on Wookiepedia, I would assume a claim of that magnitude would be present.
They don't really have enough unique ships to be a full faction. They have maybe 3-5 official starships of various sizes, some of which have no official image, as well as a handful of starfighters. Even with captured ships I'm not sure if it would be enough, and I'd rather not repeat ships used by the major factions (hence why we didn't give the Empire the Nebulon-B).
Hapes has been mentioned in the lore however, and they and one or two of their more well known ships will be making an appearance in a perhaps unexpected way. :-)
Getting a few vibes from Force Commander in this screenshot, if anyone remembers that game. :p
Not quite. Empire at War doesn't really have an equivalent to Light Frigate, or if it does its the same as the antifighter. We needed two different units in Sins for these two roles, so we sort of split the attributes of the EaW crusader into two similar Sins frigates.
The antimissile system is going on the anti-fighter frigate, what we're calling the Protector Gunship, but we would have done this even if the EaW Crusader never had this ability.
The ship on the top is the Crusader Corvette, the one on the bottom is what we are calling the "Protector Gunship". Both are based on the Crusader Corvette from Empire at War, but in that game the "Corvette" role is basically the Sins Light and Anti-fighter role combined.
Rather than try to make a combined Light/Antifighter unit work, we decided to split the ship's roles into two separate units. The Crusader Corvette would be used as the Light Frigate, while the EaW Crusader's antifighter guns and anti-missile system were transferred to her new cousin we designed, the Protector Gunship. This is the only case of us making up a unit so far, but as it is entirely based on the capacities of an existing unit we hope it will be acceptable. :-) It also means more genuine Mandalorian units can be in the mod.
It in universe explanation is in the description box on the right, which references that the Light and Antifigher roles were initially intended to be combined per the EaW version of the unit.
Probably not for the Empire, Rebels takes place considerably before this mod. It could show up as a miscellaneous ship else where though.
Are you sure you didn't happen to lose the planet to a superweapon or culture at about the same moment?
If the planet was lost first somehow the titan would not finish building.
I don't think its confirmed they are totally extinct, but they have basically degenerated into primitive warring tribes on a handful of insignificant worlds in the unknown regions.
Csilla could certainly make an appearance. It would probably have mostly imperial units though as the Chiss are an Imperial protectorate in the mod lore.
There is no doubt the Chiss are a regional power, most likely much more powerful than say Hapes. Perhaps even to the point that they could be a galactic power if they wanted. There just isn't a lot known about them or their ships beyond Outbound Flight and some stuff from the Swarm War, which was what my comment was talking about.