This member has provided no bio about themself...
If you take a look at the screenshots, videos and news, I think you'll see the Rebels are already in the works. :p
Large games in Sins will probably lead to pretty low frame rates no matter what. On my PC, which is kind of old now, I can't play a 10 player match for much more than 2 hours, with or without mods. You can try things like Large Address Aware or turning off trade ship icons/taking things off the Empire tree to improve performance.
Yes, but the ion cannon disables everything. Movement, abilities weapons etc. That is what I meant by "Totally shuts down".
Just capitalships. Planetary weapons are on auto fire, so having them attack any ship would mean they'd probably always hit some minor frigate that doesn't matter when an enemy fleet attacks. And having them disable titans I thought was too powerful. I don't think there's any ability in the game that totally shuts down titans.
If you're wondering why this screenshot was included, this Star Destroyer is actually perpendicular to the planet's equator, thanks to the drifting it did after being hit by the Ion Cannon. Hence why its all dark, since its underside is facing the sun.
If everything goes well, not too long. :p Most of the programming work has been done, so we'll be turning our attention to photoshopping all the needed icons soon and polishing things up before releasing it to you. Assuming the testers don't find any big issues of course.
The Rebels and New Republic probably will yes.
I know, I was just making a joke out of that.
An Empirical Starbase? I would think any space station would have to be based on empirical evidence, otherwise they'd probably fail or explode or something. :p
Yes, the Rebels don't really have the same need for symmetry that the Imperial designs do.
Haven't even done the new update yet friend. However, I don't think the changes affected mods in the slightest. So I'll label it as whatever the latest version is, but it will probably still work with 1.82.
According to stardock its just a "small localization update". So probably not, but I haven't actually checked yet. However, whenever there is an update of any kind the game makes new mod folders, so you have to move the mod over to the new one (1.83?).
E4X Version 1.74 is for Rebellion 1.82, yes. What is your checksum on the mods menu? Have you tried lowering your graphics (ship/structure/planet) detail settings?
You mean the primary turrets? The Venator model always had those 8 double turrets, this one just looks better. If the ISD models get updated, they'll probably have their primary turrets too.
Venators and Acclamators in this mod have never had team colors. Episode 3 seems to indicate they lost their paint job within a year of the formation of the Galactic Empire, and overall Empire is just a very grey faction. Not much room for color in Imperial aesthetics. :p
Nope. Like I said, 90% or more of the Empire's changes are cosmetic or audio. Some slight buffs or nerfs here and there, but I think I have only two additions/changes that don't fall in that category.
Lucrehulk will probably show up later, just not for the Alliance. Bulwark would have been a good hero unit ship yes, but since its only been used in the SW:Rebellion video game for there's not really any characters who've had one. Plus all the heroes I wanted for the Rebels had rather obvious flagships, unlike Piett who got an Allegiance because Vader was on the Executor.
I was hoping this month but I got almost no modding done the last two weeks because basically every part of my life decided to go crazy. However things are starting to get back to normal now. :-)
Sadly no spell check editor can save you from spelling mistakes that produce valid, unintended words. :p
Also worth mentioning is that our Providence uses team colors for its set of stripes, so if you want to go back to the Separatists colors all you need to do is set you player color to blue.
Honestly I'm not sure why Interregnum wouldn't work with maps that have different starting resources. Could you put your map on pastebin and reply with the link so I can take a look at the code? You can open the map in Notepad to copy the code.
It should be at your homeworld. It is not supposed to be built because that would allow you to get more than one of each hero. :p
Try disabling Kogs law (or any other mods besides E4X and Interregnum). It is quite likely it changes the file that determines what spawns at the beginning of the game. In fact, you would be missing out on a lot of features if that is the case (your homeworld should have a planet bonus for example).
The other thing is if you are using a custom map, if you disable the default templates there can be issues like this.
Internet connection should have no impact on the mod, other than the time it takes you to download it. :p
I wanted to do this at one point, but I am sadly not good at making new ship models from scratch. Remaking textures I can do fine, but to just make a ship from nothing is a bit beyond my artistic abilities at this point (I'm a programmer by trade :p). Certainly I can make nothing good enough to look like they would fit in with the existing Sins ships. If someone willing and able to make some new ships ever shows up I'd certainly think about it.
Because of that, I've mainly moved on to the Star Wars: Interregnum mod (which an add on to E4X) since there are many Star Wars modelers I am friends with, so I can focus on making new factions with interesting gameplay mechanics rather than modeling. In fact a few of the Sins factions will get some new capitalships in that mod.
Heroes and the Warlords mechanic are actually two different things.
Hero units are available to all factions, including Vanilla factions; each has the three that are unlocked via that research in the diplomacy tree. They are spawned from a special invincible structure at your homeworld (For Empire its called Sector Command HQ). The abilities on that can spawn the heroes on any planet you control. However they are set to autocast by default, so you after research a hero he should be spawned at your homeworld once you have 1 command point/50 fleet supply available.
The Warlord faction mechanic is totally separate and unique to them. Once you pick a warlord to ally with in the fleet supply screen, it will make available new research and change what titan you get when build the "Executor Class" titan; usually with the warlord you chose to ally with commanding it, giving it a different set of unique abilities. Thrawn is the exception, since he is a standard hero unit for both Empire factions, but if you ally with him I think you'll find his "Executor" titan to be just as special as the other warlords. :p
And actually, the strongest pirate raids will feature a capitalship, the pseudo hero "Pirate Captain", leading their forces even without another mod. Also in a future update (not the next one), when we add in the Mandalorians to replace the pirates, you will get to see many more capitalships I think. :p
Also note it is likely using Kog's mod might break some minor things about the mod, like allegiance not being reduced as much as you get farther away from your homeworld. If you ever run into problems with the mod you might want to try removing it just to make sure.
That is unfortunate. Do you have the stellar phenomenon DLC? Fairly recently I noticed something that I knew could potentially cause a problem with culture overthrows, but I hadn't seen anyone report it. I've fixed the problem on my end, and you can prevent it from happening in future games if you disable random events, but I'm not sure if there's anything you can do for that save game to stop it. If it always occurs even when loading it from a prior save, you may just have to try and do everything possible to not lose it to culture.
Alright I admit, it wasn't the best joke in the world [you might even say its cheesy :p]. But it was late at night and I couldn't come up with a good headline for this. Still I thought we might get some so bad its good comments.
I don't know if many people got the joke. I was expecting more clever comments. :-/
Thank you. I'd expect the Rebel Alliance and the other new feature we've been telling you about in the News and Screenshots will be out in a month or two, so check back fairly often. :p
Yes and no. Sins ships/space stations are not to scale with the planets. I had to scale it as a Sins planet rather than a space station, since it needs to be in another planet's gravity well. If I made it to scale with the ships, it would be BIGGER than planets. :p