Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
There's been screenshots every week. :p Basically we're just waiting on the 1.83 patch for another polish update, then we'll start revealing more about the new factions.
Indeed, I was quite pleased with how close the scale is. :-D
I'm sure it is, but I kind of wish they did the Liberty instead. Their Home One doesn't use the same scale Interregnum uses. :p
I'd also have to get an ISD too, and I need to get more friends that play this before spending that kind of money... :-/
The militia currently in the game, the Atzerri Cartel, will still be around. They are basically an umbrella faction for all of the Star Wars underworld: Black Sun, what's left of the Hutts, Talon Karrade's business Empire etc.
As for an economy focused faction, the vanilla TEC already have a very strong corporatist culture and great economy. Even if there was a Star Wars option in this time period for a faction like this, I don't think they would add as much to the game as the Mandalorians.
My Imperials are definitely stronger, hence why I had to boost them with the Kol. :p Kind of want to get the MC30 though.
The next release will be 3.12 and will not be a major release (no new factions). We have never given any timeline for our major releases, so I don't know where you heard April from. :p
We are waiting for the official release of 1.83 to put up 3.12, but you might see some YouTubers showing it off in the near future first. :p
We will be adding more clone wars ships eventually, but there will be no Clone Wars era playable factions. This mod is strictly set after Episode VI.
That is not entirely possible. The AI in Sins must have access to a few types of frigates, like scouts, colony ships, envoys and Siege Frigates. If they cannot build these ships the game will crash.
Mods don't need to do anything special with saving the game, so honestly if saving is consistently broken for you I wouldn't have any idea what the issue would be.
Their hero unit Garm Bel Iblis is also very good at capturing ships. :-)
Yeah, unlike the Empire they certainly hadn't used any superweapons (well except Centerpoint, but they didn't build it). We could have done a culture superweapon like the Advent have but I think this is more interesting. :-)
The insurrection center does spawn siege (which for the Rebels is also carrier) frigates though, so you can certainly take undefended planets with it.
Huh, that's strange, are you sure you didn't somehow change your enabled mods? perhaps by adding a minimod or something?
Can you start a new game, save it, then reload that game just fine?
Make sure you followed all the steps here. Moddb.com
If that doesn't work, what is your checksum when you enable E4X and Interregnum in game? Also what version of Rebellion do you have (1.82 or 1.83)?
I remember it being discussed sometimes, but honestly if it is possible I no longer remember how. :p
It's called the Insurrection center. It is built like any other superweapon, but it spawns ships at enemy planets rather than firing a projectile.
If you download the minimods there is one that double the fleet supply and capitalship slots.
If you mean the captureable super weapons (Ancient Structures), once you find you can see the abilities they have and what they do. Trying to use the ability will tell you what artifact you need.
As ancient space stations built my mostly long gone civilizations, they're supposed to be somewhat mysterious. Though if you're familiar with Star Wars lore you probably know what Centerpoint Stations and the Star Forge can do. :p
Depends on the super weapon. Shields should block 65% of bombardment and population damage, including from Novaliths and Galaxy Guns. The Galaxy Gun kills a ton of people though, even with a shield it is going to kill hundreds of population. The Novalith on the other hand will hurt your trade for a while.
The other superweapons don't deal damage to the planet, so shields don't come into play.
The best defense against damage dealing superweapons is the starbase upgrade that prevents losing a planet to bombardment. For the Rebels its designated survivor.
There's a bug with high level heroes in this release. It will be fixed in the next version, which will hopefully not be too much longer (after the 1.83 patch is officially released on steam).
New Republic yes, old Republic no. :p
Try without the minimods, there will be a new version of both the mod and minimods soon I hope (for real this time!). Plus the Sins 1.83 update for steam users.
Also just to make sure, you did apply Large Address Aware right?
I assure you the Rebels can attack and defeat the Empire. Here's a random guy owning a Super Star Destroyer in two minutes. :p Youtube.com
Are you by chance trying to build a fleet of Assault Frigate Mrk IIs? They are the Rebel antistructure ship in this mod, which means they can only attack Space Stations in this mod. Imperial Broadside cruisers are the same way.
Not sure what you are trying to say about the research. Or even what research you are talking about.
Well, if you really wanted, once the Nebulon-B Escort Frigate is added to the mod (it will be in the next version), it would be trivial to add it as a buildable unit to the faction of your choice as an edit or add on. :-)
But yeah, you can't capture factories and have them build enemy units like in C&C Generals.
I wouldn't say most Rebel ships, but its an interesting idea. I might thrown in a combat Nebulon-B for Kuat if there's enough time before the next patch. All these special shipyards have to work by abilities though. Capturing an actual shipyard will just let it produce your own ships, not unique ones.
Well, for Mandalorian soldiers camouflage makes more sense. Not much green in space though, so rest assured our Mandalorian ships will have plenty of red and bronze.
I've seen the term Mando'ade used a few times, but alas my Mandalorian to Common dictionary doesn't translate it well. :p My best guess was that it is a conjugation of Mando'a, but that doesn't really make sense here.
Lol, the Defender is pretty far above the Nebulon-B2. xD
It's partly a bug. This should explain more, but basically you are supposed to lose you titan, but get another one back that is for your specific Warlord. Moddb.com
This can fail however if you do not have the 250 fleet supply needed for the titan when it finishes construction (I.e. you have negative fleet supply right before construction). This can happen if you queue up ships in the middle of a fleet upgrade or captured some ships.
Fortunately the new Sins 1.83 patch removed the restriction on titans that system was designed for, so you won't have to deal with that in the next version. If you have steam you could even opt in to the 1.83 beta and get Alpha 3.11 right now. Or just reload from an autosave and make sure you have positive fleet supply when your titan finishes.
Yup. No canon image what so ever.
Probably not, there are certainly no immediate plans for them. And if they do show up, they might not be where you'd expect. :p
To spawn allied ships? It's on the phase stabilizer, as its a replacement for the Dark Fleet ability the Loyalists get.
Military Cooperation is available to all three Triple Alliance factions, and it unlocks one capitalship from each of the other factions. So as the Vasari you get 1 TEC and 1 Advent capitalship. Since the research is shared you might be seeing what the other factions get, but its only supposed to unlock 2 additional caps.
It's set by the faction (race), though you might be able to mod it to be the player color. Not sure on that.
TEC - Yellow
Advent - Light Blue
Vasari - Green
Empire - Blue
Rebels - Light Purple