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The problem with the Kandosii and Kyramud is that they are WAY before this mod in the timeline. I'm not going to use any ships from the Old Republic era, they would have rusted and faded into Oblivion well before the Galactic Civil War. I may introduce some of their later designs from the Yuuzhan Vong and Legacy eras but we're not going back in time. :p
Depends on the mod. But if it is a pretty big mod that say adds new races probably not.
Hmm, the first thing to check is always the checksum. If it doesn't match then there is most likely something wrong.
It is, but regular Sins doesn't even try to maintain a reasonable scale between ships, asteroids, planets and stars. The devs have said that Sins titans are several km long, so on that scale planets would have a diameter of only 15-20km, which is clearly ridiculous.
Well, Axeldude is the author of infinite space mod, so all of IS is either his work or stuff he got permission to use. And yes, it is likely that E4X will eventually get a scaled version as well once Sins no longer is receiving updates (I do not want to maintain two separate versions of the mod like he does. I want to make a scaling minimod once then be done with it. :p ). I'm not sure if Interregnum will ever get a scaling minimod, I'd like to do it but the first priority is of course to actually finish the mod.
That would be because the Bellator's only appearance in a Star Wars story of any kind was as a background Star Destroyer in the Dark Empire comics. That was in the early 90s, and it took until 2012 until we got an official name and specifications for the class. Mods simply haven't had much time to work on one, and only Imperial Navy buffs like ourselves are likely to even know it exists. :p
The Nighthammer/Knighthammer will definitely be one of the warlords titans. If I have enough room/time in the mod each warlord will have their own titan (all of them Executors, just with different abilities that reflect their different commanders). The Nighthammer is actually the most unique one. It is black is because it uses stealth armor, which combined with Thrawn's cloaking technology from Wayland makes it the only ship in the mod that can cloak. Sounds a lot more unique than a Bellator to me. :p
The Bellator is really too big to be even a hero unit. If I end up adding it, it would have to be as an alternative titan.
Technically you could already get the Pirate Captain and pirate ships in 1.7, by conquering a pirate base, where he acts as an extra hero unit. But this random event provides another way of getting one.
Not exactly, but I have plans to convert the pirates into Mandalorian Mercenaries, and in an add on at least they'll be able to replace lost ships. ;-)
The Bellator did not really exist until 2012. Before that it was just a random Star Destroyer without a name in the Dark Empire series comic books. Then a guy named Ansel Hsiao made high detail models of many such anonymous Imperial Warships for the essential guide to warfare, where they were given names and specs. To this date I believe no Star Wars in universe media has ever had a Bellator called such by name, so only people who regularly read the source books or wookiepedia/fractal sponge/mod pages would know about it.
I may add that as a minimod in the future, but not until Rebellion is definitely done getting updates. I don't really want to maintain two versions of the mod like Axel does, I just want to make it once and never have to adjust that minimod again.
Yeah, the AI will certainly be affected by this more than human players. But there are ways to help them out if it is too excessive, and other strengths of the Empire play right into the AI's strong points.
I'm hoping LAA will prevent that from happening, and if not there's always SoGE's faction stacking system. :p
Yes, they do indeed work out an Alliance with the Triple Alliance.
And yes, the plan is to have Mandalorian Mercenaries replace the pirates, though the Mandalorians will be much more powerful. You'll be able to get their ships though if you can defeat them. Adding the main Star Wars races is the priority for now though, so they might not be out for a while.
Well it doesn't quite make sense for all factions. The Vasari Loyalists AKA VCC for example like to destroy their own planets for resources. :p They've also been running around for thousands of years, holding any specific bit of territory is probably meaningless for them.
We all do what we're good at, so yes you get lots of these fancy ability and gameplay mechanic things from me. Glad you like it. :-)
Sadly the game engine only allows you to name things classified as Capitalships, Titans or Starbases.
Yup. All the things you love about the Enhanced 4X Mod will be in this mod, along with 4 Star Wars factions built with the same mechanics.
My default value for "long lasting buffs" is 10 minutes, so for now it is using that :p . Obviously the duration and magnitude of the buffs could change a lot in response to player feedback.
Well this was after a fair amount of combat research, but yes the Victory-II is a pretty good warship by any standard.
Not unless I have to.
Yes, though the devs claim it might cause instability problems of its own for some PCs, which is why they have not used it by default. Yet I've had plenty of people who play E4X and Armada 3 say it really helps with no noticeable issues. Given that this mod will have at least 10 factions when it is done it might have to be used.
The Empire will not but the other Empire subfaction, the Imperial Warlords, will. Also, any faction may be able to get Venators from special random encounters.
That Valiant Class looks pretty fanon to me, so I'd rather not use it. The Mandelorians will probably just build their own version of the Venator.
It's a way to force Windows to use more RAM. I only mentioned Armada 3 because they were the first mod to include it with the download and basically require its use.
Well if they're not I'm sure it will get figured out soon. I've yet to have any issues while testing. It maybe this mod will need to require LAA like Star Trek Armada 3 because it will likely hit the RAM limit with both mods.
Huh, I didn't even remember the Aggressor was an Imperial Design, though I guess that is why it is called a "Star Destroyer". Well I just won't mention that fact at all when it gets added to the mod, in Interregnum it's a Mandalorian Siege Capitalship. :p
Yup, I knew it was based off the older Mandalorian designs, which is why I liked it so much. Rest assured it will be a competent ship in game, and you'll be able to get them yourself if you can conquer the Mandalorian base. Of course that will be much harder than defeating the regular Sins pirates, so that might not be as easy as it sounds. ;-)
I'm afraid I haven't played a whole lot of Armada 3, but if they have unique debris for each ship I doubt it. I'm much more of a programmer than a modeler so I wouldn't have the patience to rig all of that up. :p
You mean E4X? Yes, of course, Interregnum uses the E4X planets.
It was a good, very Mandalorian looking design IMO, so I think they nailed it. Much better than the Aggressor IMO, if for no other reason than those giant balls of plasma looked ridiculous and out of place.
Yeah. If it was a total conversion with a small number of combat ships it could work really well. The auxiliary ships like scouts, colony frigates starbase constructors, envoy cruisers etc. really don't have any reason to level up anyways, so you would just keep those as unarmed frigates.