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Sadly no spell check editor can save you from spelling mistakes that produce valid, unintended words. :p
I think the Rebels from that random event are the same Rebels spawned by the TEC culture tech. However, with the random event it will spawn the same type of ships as the previous owner of the planet, so it would make no sense to use the Cartel here.
Sounds like an installation problem, because I assure you that file is there. That, or might you have installed it over an old E4X installation?
That said, some things this mod does will generate errors even though they work perfectly fine. I assume you are using the dev.exe as otherwise errors should not be shown. I would recommend you edit your rebellion.user.setting file and set ShowErrors to FALSE.
Yes, the Nebula is awesome and yes it is a New Republic unit, not a Rebel one. Gameplay wise, the Rebels and New Republic have much less in common than the Empire and Warlords do if you can't tell already. :p
Nope, I said its not a Mon Calamari ship. And the MC90 is a New Republic exclusive unit.
If you have them focus fire on one ship they tend to do that. For videos I tend to order my ships to attack 5 or 6 different targets before the battle starts to that they get nice and spread out like this. Since I knew I was uploading this I then ordered a few ships around to fill in gaps and make it look nicer before recording, but just to avoid the pile up effect that's not necessary.
Yup. You can see one in the last screenshot and in the video I just posted!
But that would imply that its not the best thing on the list. :p
Yup, at normal camera angles the size differences get kind of blurred, but from a top (or bottom) down view with a fighter to base the scale on, you can see just how massive an ISD is.
All factions have certain strengths that are particularly good against other specific factions. After all, the Empire has limited antifighter abilities and the Rebel mobility will be particularly bad for the Galactic Empire since it will be easier for them to slip into undefended planets.
Heh, from how the Rebel capitalships are turning out so far, I don't think that will be the case. Early on will be a little struggle, but once you get decent numbers of you better Strikecraft and several different types of capitalships, you can stand up to Star Destroyers and have the mobility to ensure you only fight battles you can win.
Not sure yet, though Vasari don't even use their gates terribly well either. They might get something else to compensate though.
Yes. It's on the main page of the mod, in a nice section called faction list, and has been there since the beginning. :p Besides, it wouldn't be fair to make two Empire factions and only have one Alliance faction.
Yes. It is a rare "boss" planet that you have a small chance to find in random maps with E4X.
No, that was me being stupid. I turned auto attack off on the Night Hammer so that it wouldn't kill the Strike Cruiser before it cloaked.
Yup. That's partly why it made the cut, along with the fact that I needed a titan for the Warlords that could keep its levels on death.
The concussion missiles are canon and still there, though they won't be quite so many in the next version. And yes, both Empire factions can build the Bellator.
Yup. All Executor class ships include Darth Vader's. :-)
Sadly not, it was discussed in the comments of the previous screenshots if you want the reasons why.
If Daala does show up anywhere it will probably be something like that, yes. :-)
Yeah, 5 per entity (ship, titan, building). Hero spawning structures use one slot for their invulnerability however, so really they only have 4 available.
The problem is the structure needed to spawn the heroes only has 4 ability slots, not nine (you do not build heroes like normal ships, its all abilities). If I were to give the warlords different heroes, I would need 5 abilities slots per hero (one for each warlord plus neutral/undecided), and I think having 4 structures dedicated to spawning heroes would be overkill. :p
That is indeed how you can get the Night Hammer, but since in Interregnum it has a cloaking device I think you'll find it plays quite differently than in any other mod. ;-)
Daala was considered for a possible hero unit yes, but sadly it is not possible to give different hero units based on which warlord you side with. This is because you do not pick a Warlord until after the game starts, and the structure used to manage hero units must be present from the start of the game. All the Warlords thus have the same hero pool.
So lore wise, I'm afraid Daala is still at the Maw facility, unaware of the chaos going on in the galaxy much as she was unaware about how the Empire was losing in the real canon. She is available as an avatar for the player character however, as like you, the players, she might emerge after I stop telling the story 5 years after Endor and change the fate of the galaxy.
Plans change, all of a sudden I did have a need for it after all. :p
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.
Well, you'll see a handful of prequel ships if they were seen in the movies like the Venator, but that's pretty much it. No Gungans, Anakin Skywalker flashbacks or anything like that. :p
Might be, or it could be the Command Cruiser's buff.
I find that unlikely. If it really was the minimod, it should crash again if you reloaded from the last autosave of the game where it crashed. You may have just hit the Sins RAM limit, which can happen with practically any mod. You can reduce the chance of that happening by reducing your ship/planet/structure detail settings.
Hmm, I think I just figured out next years April Fool's Joke. :p
That would be awesome, but sadly the game only lets you rotate around the ship in the main menu, not look under it. I suppose I could rotate the model but you could tell it was sideways. :p
What do you mean? Turbos are the highest damaging weapon on the infocard. :p
Yes, the mod works with any combination of DLC.
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.
What Hawke said. It's just like warplanes have an official designation as well as a nickname, like the F-22 Raptor. The Golan-III's official nickname, for better or worse, is the NovaGun.
Oh it will definitely take some research to get if it gets added. I don't think it makes sense as a light frigate though. Perhaps a Long Range Frigate.
Possibly, though the Missile Boat does not translate as easily into Sins as the Defender, since it is basically a Sins LRF unit in starfighter form. If I do add it, I'm not sure if it would be a fighter or a hybrid corvette.
And just an aside, I'd take the speed of the TIE Defender over a Missile Boat any day, though the Defender's shields were weak to physical warheads, which is why they were used to counter them. :p
In this case I was using "Interdictor" as a generic term for any unit with Gravity Well Projectors. If I said "Interdictor Cruiser", I would be explicitly referring to the Immobilizer. Also you haven't seen it yet, but the Empire also has a 1600 meter "Interdictor class Star Destroyer", and they had both unit at this battle. And yes, it is very annoying Kotor had to call its Star Destroyer and Interdictor as well, but it is probably safe to say I'll never be talking about that one. :p
I think that's an artifact of the small image size. This is the original image and there is clearly 12. :p Static1.wikia.nocookie.net
Hmm, yes it appears the colors for all the Admirals except the Grand Admiral got flipped around. Not sure how that happened, but the Grand Admiral insignia is correct. It's on the page you linked. The alternate logo shown is just an Admiral insignia with 14 squares instead of 12, perhaps they guessed that was the insignia used until we got an official one.
Actually no, it is clearly a normal Admiral Insignia. The expanded universe, if not the films, has been pretty clear that 6 red squares above 6 blue squares is a normal admiral (you can see it is the 5th rank in Interregnum). Grand Admirals and Grand Moffs both have 6 Blue Squares, 3 Red Squares and 3 Yellow squares, so they are easily confused. But the Grand Moff has a full blue bar at the top, as shown here, rather than the 6 blue squares all to the left. Static4.wikia.nocookie.net
Basically yes, it was not an official rank. I was just pointing at at most there are 4 ranks of civilian government I could have used if I stretched it, which really isn't enough for this. The military ranks have a lot of problems as well, mainly a lot of different sources show different rank insignias, or a character called a certain rank has the wrong insignia. I was very confused trying to get this right as well, and I'm sure someone will tell me I have the wrong icons for a certain rank when this is released. But that is Star Wars, the important thing is that it gets the point across. :p
Also if you really want to be a Grand Moff, it would be quite easy to just change the text when this is released. Alternatively, Grand Moff Ardus Kaine will be one of the factions you can join as the Imperial Warlords, the Empire's "Rebel" faction, as well as one of the player pictures you can use.
No. A Moff is a civilian official, basically a governor that has been appointed to govern a sector. Anyone who has been given the rank of Grand Admiral has worked his way up the ranks of the Imperial Navy. Of course often times the duties of Moffs and Admirals overlap, which is why Moffs have a rank insignia so that the chain of command is clear.
If necessary a Grand Admiral can order a Moff over matters of planetary governance because a Grand Admiral is of a higher rank hierarchy, a bit like in the US military an Admiral is a higher rank than an army Lieutenant General, even though they are of different services and would not normally interact. Likewise a Moff could order a Naval Captain to protect his sector because a Moff outranks a Captain. It is not clear if a Grand Admiral or a Grand Moff is of higher rank, however their rank insignias have the exact same number of each type of square, just in a different arrangement, so my guess is that they are equal, like a US Navy Admiral and a US Army General.
The reason I did not use Moffs is that they do not have as many ranks. Officially there appears to be only Moff and Grand Moff. I suppose I could have used Planetary Governor and High Moff as well, but there is no clear rank insignia for them to use for the icons. The military has more ranks and I think is what most people care about with Sins, so I am using that.
Both of the Imperial class Star Destroyers definitely have the armored bubble dome to protect part of the main reactor. Technically we are not entirely sure about the Tector, since we have not had an official picture of one. There is just that scene in Return of the Jedi that is believed to be a Tector. However, our best guess is that it does not have one, since the reactor can take the space where the hangar bay used to be and from this presumed image. Static2.wikia.nocookie.net
Well, that is not really a reliable way of measuring ships. Planets and ships seem to be on a totally different scale in Vanilla Sins anyways. In absolute terms the SSD in this screenshot is bigger than the one in SoGE compared to the planets, but Lavo doesn't have to worry about the Vanilla races so he made all the ships smaller so he could have the Executor properly sized. So compared to the other Star Wars ships his Executor is actually bigger. Mods may also change the size of the planets themselves, making that even more confusing.
In universe comparisons is really all you can do, like this chart has done. This lists an assimilation cube at 3km, so maybe you can work out how big the titan is by comparing it to that. St-minutiae.com
And how big is that in universe? I know the SSD is much bigger than the typical Borg Cube (or whatever thy show on the comparison charts). And technically the Yuuzhan Vong worldship would be the biggest titan from any Star Wars mod (though it might not be shown to scale in SoGE), so if you're right the Executor would be the third largest.
Opps, yeah, the Kol is slightly longer. My mistake.
And yes, though I'm not sure what the largest titan is (A worldship?), I think this screenshot makes it clear why its full size isn't practical.
They're a bit more powerful stat wise, but are also more expensive and use more fleet supply. They also require some research, so Imperial Commanders can only really choose 1 of the Victory class ships to start out with.
Hmm, that checksum is way too small. Are you sure that the game is able to load the main mod? That problem can happen if you try to run the expanded research minimod without the main mod.
Hmm, I know I tested it out on Advent Rebels. Are you sure the minimod is above the main Enhanced 4X Mod in your mod order?
Try going into your mods folder, delete the "Enabled Mods.txt" file, and see if it works when loading the mod again.
Try reducing your graphics settings (say planet detail from highest to high), the new DLC has left even less room for mods to run. :-/ The new patch released right after I uploaded this may also be causing some problems, I'll look into that and upload a patch soon.
That's actually the Advent's "Temple of Renewal" AKA antimatter recharger. It's in the real game, not added by the mod. xD
I already had the pirate capitalship made, I just decided to convert it to a sort of neutral hero unit anyone could recruit. So a bit of both. :p
The model is another hybrid by SZ0, I wanted a pirate Marza but sadly he doesn't seem to have made one. :p
There will be no races from earlier eras, the story of Interregnum begins immediately before Episode VI; the clone wars are over and the Republic is dead. Besides, 10 factions may very well be pushing the limits of what Sins can do as it is.
The criminal underworld of Star Wars on the otherhand will be getting some attention, though finishing the main races is the first priority. I do plan on replacing the Pirates with Mandalorian raiders, and other groups may appear as minor factions or random encounters. While not playable there will be a way for their unique ships to be used by the player.
The Forbidden Worlds DLC planet bonuses have not even been added to the official Galaxy Forge yet, and I haven't gotten around to adding them myself. Hopefully they will be included in the next version of Sins.
I look forward to satisfying the hunger once again in Rebellion.
1.6 is the version number of Enhanced 4X, the most recent version of Rebellion is 1.52. So if you have the most recent version of Rebellion you want to put it in "Mods-Rebellion v1.52".
Did you make these from scratch or are you combining smaller nebulae from else where? If the latter, I can probably send you some other ones to use in more montages. :p
A lot of things, but I will say it is heavily armed. :p
Reading the full description is usually a good idea. ;)
Mango, I haven't quite thought about that, but I have wanted a sort of "unite against the bigger threat" option, so that two warning factions could decide they need to team up against the big bad guy whose been building up the whole game on the other side of the solar system. Sadly I have been unable to come up with a mechanism that works well, as I'd need to somehow run a check on the status of three players.
Glad to hear it. Feel free to barrow anything I did with implementing the planets, like the agricultural planet ability if you'd like.
Yes, the Rebellion factions are just as much of the story in Interregnum as the Star Wars factions are. So you will totally be able to have a Super Star Destroyer fight it out with a Ragnarov. :p
That means there will be 10 playable factions total, each with their own unique play styles.
I was not, thanks for letting me know.
Well if you do this that'll be 5 Rebellion Star Wars mods planned. Only two are released now, but it maybe better to work with an existing team then to do it all yourself.
Another problem though is that not all titans have these AoEs. The Coronata doesn't have one at all, and the Ankylon and (until level 6) the Vorastra only have weak ones. And this change also happens to be convenient with my future plans. While I'm glad you spoke up I need something more than "It's more of a challenge", especially since this change should affect humans equally, to reconsider. If you really want more of a challenge, I would be more than happy to make a minimod that lets the AI cheat more for you. :p
Again I'm not sold on my changes. I've just come to realize yes, being able to do thousands of damage to an unlimited number of frigates is a bit excessive. Basically I'm redirecting this damage to the titan's normal weapons (which can be more precisely controlled) and making the abilities debuff instead. I assure you titans will still be able to go head to head with lots of ships, they just won't be able to eat entire fleets in a few minutes.
That's okay, you have time, I haven't had as much time to mod as I'd like either lately. :-/
The mod is out of date due to the new patch. I am in the process of updating it, but it might take a while since I figured I may as well include all the stuff I was working on such as in this news post.
Go to the main menu, mods, and hit the "Show Mod Path" button. It will make the folder if it doesn't exist, and tell you where it is.
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
As soon as possible. Corrections of what?
Not in the next update, but I've confirmed that will happen eventually yes. The Empire underground window HUD already gives a pretty big hint of that. :p
Yeah, the other two will be much harder to detect. I couldn't exactly hide that one. :p I'm sure some other posters will have theories...
As you can see from the screenshots, that's very much under way! :p
I have reduced the fighter counts of each squadron already as well as increased carrier fleet supply usage by 50%, but for the moment there is no option to reduce it further.
Yeah, I'm afraid the relative AI change was something Stardock made, I cannot undo it with this mod. However, if you play the latest version, there is an new minimod called "Enhanced AI" that does what I can to give targeted bonuses to the AI to get them to play better, but are not direct economic or military benefits; the goal being it shouldn't feel like the AI is getting additional cheats.
Since it was just released last update its still pretty basic and this point, but hey, it might help and will likely get better over time as it gets tested by more players and I add improvements.
The main reason for the early slow down is simply sometimes the AI mismanages its resources badly, or decides it needs to save up for something expensive when it shouldn't etc. On harder difficulties this isn't as noticeable since the increased AI resource cheats means it usually has the means to build something at all times, but since Stardock decreased the resource cheat, even hard can suffer from this problem now (normal and easy could always do this).
I don't believe Wedge was ever an Admiral. Heck, it wasn't until after the Battle of Bilbringi at the end of the Thrawn crisis that he finally accepted command of more than just Rogue Squadron. As Maffia mentioned below, he helped capture the Lusankya during the Bacta War, during which Rogue Squadron actually went Rogue against New Republic orders to fight.
The reason Han has Rogue Squadron is A: Because he had them on the Mon Remonda during the Zsinj campaign, which is what he's based on in Interregnum and B: It lets both the Rebel Alliance and New Republic get access to Rogue Squadron. The only other option would be to give them to Ackbar, and he's only for the Rebellion Alliance since he's a titan.
Short Answer: Wedge is definitely not a highly ranked officer at this point in the timeline, and in Interregnum the Lusankya hasn't been captured yet (and maybe never will).
That's what the Over My Dead Body is in reference too. It actually has about twice a normal ships' range, so Han should always get to shoot first. :p Not the rest of the fleet though of course.
Afraid not. Large mods, definitely any that add new races, will not work together unless they are designed to do so from the ground up.
Maxleof made the models, I tweaked the textures.
Also you know Attila the "Hun" is almost 800 years older than Genghis Khan right? :p There was no longer a Roman Empire around in Genghis' time (unless you count Byzantium). Do a little more research, and if you want to make a formal guess PM me, preferably with a specific date range since roughly 400-1200 AD is a bit to much. :p
Documentation for Galaxy Forge in general, or something specific to the Interregnum galaxy forge? Not sure what you mean by specification per planet.
What exactly is your checksum? If its not anything close to 135745260, it may be a corrupt download. Try downloading it again, from a moddb mirror specifically if you can (sometimes the file front mirror isn't that reliable).
If its only a few numbers/digits off, try using the verify installation command in Steam on Rebellion itself. If it redownloads
more than one file, that was likely the issue.
Let me know if neither of these things helps.
This would be Enhanced 4X 1.74's checksum correct?
One guy had crashes on start up because he made some unusual manual changes to the settings file. Especially if you made any changes to it with notepad, I'd try moving the file to another directory (the game will make a new one on restart, and if it doesn't help you can move it pack to preserve your settings).
Well, there is the faster combat minimod that increases all ships damage by 50%. I'm assuming your main problem there is the combat taking too long.
Sure, but if it gets destroyed you can't replace it. That may or may not be a good thing depending on how much you like titans.
Did it happen to your friend(s) you were playing with? It's hard to say since multiplayer tends to be a bit more unstable than single player in the first place, but as a precaution I'd try reducing your ship/planet/structure detail settings down another notch, just to make sure its not a RAM random crash.
Also, if you got that far try reloading from an autosave. Let me know if it still crashes at the same point.
I have never come across any information that has said the B-wing was ever faster than the Y-wing. If originally planned differently in RotJ, every video game and Expanded Universe work has consistently gone with the B-wing being faster and more modern. The Alliance Y-wing uses proton bombs here because it is the only Alliance Starfighter that has that ability, having it and the B-wing armed with torpedoes would be redundant.
Ah yes, I just kind of speed read over that. Yup, feel free to download as many mods as you like. They shouldn't do anything to mess with each other as long as they aren't enabled at the same time.
Afraid not. Large Sins mods (definitely any that add new races) will absolutely not work together. Compatibility has to be specifically designed into them, which is why E4X and Interregnum work (and have to be used) together because they are both my mods.
Besides, such a thing would be pretty pointless for gameplay. One mod or the other would likely be balanced differently, resulting in either the Star Wars or Star Trek factions being noticeably better than the other.
That said, I have half jokingly suggested to the STA 3 team that since they're using my hero system and a few other things anyways, we may as well release a stripped down combination patch that would let people live out their Star Wars versus Star Trek fantasies. They weren't too keen on the idea at the time, but now that they're doing some more obscure Star Trek stuff, perhaps you can get them to change their minds. :p