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Actually I want to say aggressive is not always the best AI type for the long term. For other mods at least, I've heard people say it does best on small maps but loose ground quickly the larger the map is.
Oh, we've thrown some ideas around. ^_' He was also one of the nine finalists the community had the option to vote for as a popularly decided hero unit, but he lost to Pellaeon.
In the mod lore, Karrde and his organization are a member of the Atzerri Cartel, a collection of underworld organizations that serve as the standard militia. We just have decided exactly how we want to implement him.
The specialization bonuses are Stardock's numbers, not mine (except for mod planets, which I based on their numbers for the most part). The AI will get planet specializations, though like everything it won't be as smart as a player. For example, stat wise you absolutely want to max out your Homeworld's social specialization. The AI however is often slow to move its ship production off its capital, so social specialization can actually be bad for the AI since it will slow the the build speed if it gets social specialization early.
Another modder has said reducing capital planet specialization bonuses AND penalties can help the AI a lot, so I may take that idea up one of these days.
Also, generally the harder level AIs use planet specialization a lot more, since they have more money to invest with. So if you find the specializations make the game too easy, you can always bump the difficult up a notch, and you might find a much more even game.
What difficulty are you playing on? Sadly custom faction AIs in Sins are not as good as the same level vanilla race AIs, so you might want to try bumping the Rebel/Empire AI up one more notch than you normally would.
We are always looking for ways to improve the AI. The optional minimod pack includes an "Enhanced AI" minimod that tries to help the in subtle ways so its weaknesses aren't so obvious, without outright giving them more money/better ships.
Finally, even on the same difficulty level, I have see a lot of variation in the AIs performance. Sometimes they're near brain dead, sometimes more difficult than I anticipated. It may be related to the AI personality (it is random by default), I haven't really tested those all that much with Interregnum.
Hope this wall of text helps.
I doubt the Rebels/Empire will be getting any more Clone Wars era ships (though if I get a good model I might replace the Rebel Providence with the Rebel One modified version). But don't worry, we have other plans for them.
And before someone gets the wrong idea, no, we are still not adding Republic/CIS factions.
The Rebels are more powerful than they were in the films, but they are still not really a government. The New Republic and Rebels are basically two coins of the same side, unlike all the other subfactions; it's just the Rebel military is focused on guerrilla strikes in Imperial territory while the New Republic's top priority is protecting member worlds who have already gained their freedom.
No other factions are confirmed. I won't say it is impossible that there will be more, but that is a separate decision that will be made after the original vision of the mod is finished, I.e. official release.
More are planned, but not for any particular update.
Oh we've read a ton of the books. If you've play the mod or read the lore posts I think you'll quickly realize that. :p But we have changed the post Endor EU timelines to fit the factions of Sins of a Solar Empire in.
In this mod, the Rebels and New Republic coexist, with the Rebels basically acting as the the covert operations/raiding arm of the New Republic.
Larger resolution monitors also have it pop up at the bottom of the screen (for ships anyways), which helps significantly. I can't move it for smaller resolution monitors because IIRC the smallest ones do not have enough room for it to appear on the side of the HUD. And I there is only a "Small" and "Large" resolution setting for the UI, I cannot more profiles for specific resolutions.
Yeah it is annoying. Until I build my new PC I'm on a laptop and experience it a lot. You can mod the font, but most of the ones I've seen try to make it bigger. Not sure if that would help the vertical space much if its just the sheer number of debuffs though.
The infocards largely generate themselves without any special attention from us modders, which is pretty impressive and convenient, but does lead to some minor annoyances that we can't really fix.
He means Rebels, but the New Republic is the next faction on the to do list.
Apply Large Address Aware and/or reduce your graphics settings per the installation instructions. Most random crash after X minute issues are due to the game running out of RAM.
Well, both Thrawn and Kaine are still very much authoritarian regimes. They're just more meritocratic (none/not as much humanocentrism) than the other Imperial factions.
Now the Empire of the Hand does have some sort of implied council of member worlds (though it is likely much like the Senate in the Roman Empire, with little real clout), and the Pentastar Alignment has some elements of Corporatism, but the average person in either government has no political voice. The best they can do is join the government and hope to research a position where they have some authority.
All that is required for evil propaganda to succeed is for good propaganda to do nothing... err, wait a minute...
Well, I guess the Rebels really don't have a lot of supporters here on my mod. <_<
I'm hesitant to make anything substantially stronger than an ISD a normal capitalship for balance reasons. And there's a ship I like better that we are considering for an eigth Imperial Capitalship. :p
As long as its not negative, it should be fine. The 250 fleet supply gets put in reserve when you order the Executor. However, if at the time the Executor would be finished, you had -10 fleet supply, the game will release the 250 fleet supply. -10 + 250 = 240, so that's not enough to create the Executor and it fails to spawn.
Five more titans? O_o
If you have the resetting titan levels minimod, it is supposed to destroy the titan and spawn a new titan that won't keep its levels.
The only way to bypass the titans keeping their levels mechanic is to spawn them by abilities, which is why such a solution was necessary.
The Galaxy Gun, Alliegance and Bellator are technically all from Dark Empire. I don't think World Devestators really make sense in a game like sins. Most of the research the Empire did after Endor was in superweapons, not regular units; their standard units didnt really change until the Yuuzhan Vong war.
I'd like to think all the factions are strong. :p With some minor tweaks to account for Interregnum's lore, they are basically as they are in E4X. The vanilla faction AI is sadly better than any custom faction can be, so that may be one contributing factor.
It would seem the New Republic is the last one with the (Unreleased) tag in the description of the mod page here. :p
Before you apply Star Wars Interregnum Alpha 3, what is the checksum? You can see what it would be before you apply the mod.
I put what the checksum should be on the mod download page. If what you get doesn't match, then it means you might have a corrupted download.
I am not entirely sure what you're talking about here, though the next version of the mod might have the option to make a minor faction a serious rival to you, not just a "speed bump". :p
No idea, typically they get written on slowish weekends for me, and those are rather unpredictable. :p
There's a bug in Alpha 3 where Navigation Buoys requires the Holonet Probe research in the Cooperation tree when it shouldn't. This has been fixed internal but it wasn't a big enough bug to release a hot fix for.
Research that tech and it should work.
Go into your mod folder and delete the EnabledMods.txt file. That is how you can force your game back to vanilla.
The resetting titan levels minimod does not affect titans that are already spawned by ability, E.g. the Warlord Executors and the Kuat Executor. They cannot keep their levels even if you do not have the minimod.
Any abilities that spawn ships can fail if you have negative fleet supply. Kuat tries to reserve the 250 fleet supply needed for the SSD, but there are ways around it like capturing units. So if you started building an Executor at Kuat, but captured some enemy units that resulted in you having negative fleet supply, when Kuat releases the reserved 250 fleet supply to actually spawn the titan, it still doesn't have enough and fails.
I know it is annoying but sadly this is a problem with a game mechanic that mods cannot fix.
If you start the game without the mod, and enable Enhanced 4X Mod 1.75, then Interregnum Alpha 3 above it, what is your checksum?
I thought about doing that myself actually, bit figured it was best to stick with Star Wars references or none at all. :p
Scouts. Just like vanilla Sins, they can either reveal enemy mines for other ships to destroy, or destroy them directly themselves.
Glad you're enjoying the mod! Mines work differently in this mod thanks to the Enhanced 4X mod it is built on; they now deal constant AoE damage instead of explode. Moddb.com
I'm afraid this mod is strictly set after the Return of the Jedi. You may see more Clone Wars era ships, but the Republic and CIS are dead and nothing can change that.
I hope that's hyperbole. :p The Imperial Alarm effect is a bit longer than vanilla, but yes late game no matter what it goes off a lot. If it really is not stopping at all even when superweapons aren't firing, that's something different.