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Or Star Swarm/Nitrous engine that Stardock is developing. Though even for those two games I don't think you'd want to insert models of that quality.
As to why, well everyone on fractal sponge is basically into making really cool Star Destroyer designs. They're not supposed to go in game, they're meant for awesome screenshots. Perhaps even videos/artwork.
Probably because they are all made by Kuat Drive Yards, though the size and the domes actually vary a bit. And it's a fairly recent ship to Star Wars canon (before it was made into "Legends" that is), and probably the most popular of ships made by a fan modeler named Ansel Hsiao that were later made canon (though this one is based on a ship seen in the Dark Empire comics, which among other things gave us the Eclipse and the Galaxy Gun). He definitely does some high quality work, Sins would die trying to load a model this detailed. Fractalsponge.net
Not easily, because what SoGE does to choose your supercap is the same mechanic that you use to choose which warlord to join.
Basically you can build the Bellator first with 4 military labs like Vanilla titans, then there's a research for the Executor at six labs. It probably won't be uncommon at all for you to start out with a Bellator, then build an Executor if the Bellator is destroyed.
Indeed. But you can only have one of them at a time of course.
Plans change, all of a sudden I did have a need for it after all. :p
I can't say I've ever seen that before. Talk about mad Vasari... O_o
I will try to play some games with Vasari Loyalists to see if I can't see this happen.
Indeed it should. Thank you.
It should be Petroglyph Games. I don't believe I put anything about Lucas Arts.
I see what you were trying to do with that, but personally I've never tried it so I can't say if it can work or not. I personally make several text files for each one called say "InterregnumEnabledMods.txt" and copy the correct mod order from that file into the main "EnabledMods.txt" file whenever I want to switch mods.
Of course. There'll be a little bit of that with each update, though since a lot of the militia ships will be using Rebel or Mandalorian ships they won't be out until those factions are done.
The real Mandalorians will make an appearance when the time is right. ;-)
Nope. For now I've decided not to write Daala into the story too much. Presumably she's still at the Maw without any idea what's going on like in the normal EU, and even if she did know she'd certainly be an Imperial loyalist, not a Warlord. She and Pallaeon are sort of potential in universe avatars for what the player character could be, not really playing a key role at the start of the story but potentially important enough to end it.
And of course, she is there as a potential Imperial player portrait. ;-)
I've actually never played SOTP, but no Raptors are just stat bonuses, the only planetary invasion that you can see is the VSD-I's ultimate ability. Also just to be clear the Raptors aren't mandalorians, they are a military force Zsinj created that takes a few elements from them, as well as the Storm Troopers and Imperial guard. Starwars.wikia.com
Ardus Kaine's Pentastar Patrol Forces is the only Warlord unique research that isn't stats focused, as its implemented via ability. Most of the non-stats stuff has been reserved for the titans, which will be covered in the next article.
I'm not quite sure what's going one with all those enabled mod files you posted, but the mod you want to use needs to be at the top of the file. Assuming you knew that, can you try enabling the mod with the in game mod loader so you can tell me the checksum number for just Interregnum and E4X (it shouldn't crash like it does for STA 3 or SoGE).
Can you tell me exactly when it crashes?
Make sure you have Rebellion 1.82, download the full install, extract it to your mod folder, use the enbaledmods.txt file there or enable it in game, making sure Interregnum is above E4X in the mod order. If you are getting random crashes in game, try reducing your ship/planet/structure detail settings.
Some bonuses you get immediately on allying with a warlord, and you do see those. The other bonuses like Raptors are done via other research scattered around the tech tree. These will say "Requires Warlord Zsinj" faction or something, and will be unavailable unless you ally with Zsinj. But of course doing this will prevent you from ever getting the other Warlord's bonuses.
For now, Zsinj almost got some negatives though, and I might go back and add some if after player feedback a few of the warlords are substantially better than the others.
Indeed you were. ;-)
Yup. You'll need to play them at least 4 times to see every they have.
No, for balance reasons I think putting all 150+ of them would be a bit extreme. :p They can spawn in more than one location though.
Not possible I'm afraid, since the alternate story only starts at the time of Episode 6. However, most of the Clone Wars ships from the movies will make it into the mod in some way or another.
It first appeared in the Thrawn Trilogy, probably the most famous and most influential Star Wars novels ever written. If you are going to read any of the expanded universe stuff (or "Legends", as they are calling it now), I would recommend picking it up.
Yeah, if you notice them on a non-colonizeable planet your scouts discover, you definitely want to send something over their immediately to capture them. Just like the novel Dark Force Rising which this is based on, its a race to recover the Katana fleet and the winner will be in an excellent position to defeat their enemies.
I can already tell you that you'll be seeing the Keldabe, Aggressor (though its main guns will be more conventional) and Crusader. ;-)
It's going to be an open ended story. I stop telling the story around 9 ABY, or 5 years after Endor/The start of the Interregnum. As I posted on day one, by then the galaxy will look like this, stuck in a stalemate with no one side having a clear advantage. It is up to you, the player, to decide how it will end. ;-) Moddb.com
I suppose its possible I'll add a little bit after 9 ABY if I want to add more stuff, but I can say the Zann Consortium won't be in the mod. FoC story was fun but it sort of ruined a lot of things in the lore (The Eclipse is at Kuat yet no one knew about it?), hence I consider it to be non-canon. However, some of the Zann ships will be used by the Mandalorians that will replace the pirates. :-)
I think that's a bad way to put it, the Sins races know nothing about the force nor do they care about it. The Triple Alliance needed to fight the Empire because as the largest invading group I couldn't have them ally with the Empire, the largest faction already there. They would kill everyone and that wouldn't be much of a story. Besides, in the real world the two largest powers usually fight with each other eventually. The Triple Alliance did not ally with the New Republic to be the good guys, they did so because they were fighting the same enemy.
Besides that, I think ideologically the HTS/TEC Rebels are the most similar to the Empire, and if one TEC group is going to be on the Empire's side the Loyalists would have to be on the other.
Those icons aren't for heroes. ;-) The heroes are still in the Diplomacy/Allegiance tree as they are in the current alpha. This is for something different.
Yes. In fact even in the alpha the HTS and the Empire find themselves the easiest factions for the other to befriend (kind of a nice minor benefit to the mod, the HTS/TEC Rebels have a chance of allying with another race). On the other hand the Empire and the Triple Alliance factions will find it difficult to get along (as well as the Rebels/New Republic of course).
Empire has them linked as part of the rank system. The Rebels and Alliance will have the more traditional Sins split research.