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Huh? Mon Calamari might show up as a planet name (in Sins most planets are given randomly assigned names from a list, unless its a custom map), and there are oceanic planets, but there is no dedicated "Mon Calamari Planet" like there is with Kuat here yet. That's coming in the future! ;-)
If you're just talking about the names, well the random planet name list has several hundred names, all from the Star Wars universe.
Per the latest images, working on that now. :p
Unfortunately all the research icons are scattered about in a few sets of texture sheets, but I can try making all the "unavailable" icons a bit darker in addition to greyscaling to see if that helps.
Nope. Not sure if the Liberator will be in the mod yet, and its a much larger ship than the one in this image.
I don't know if that was Heresy's issue, but that was a good observation. I've fixed it for the next version.
Alright then, are any of your enemies Imperial players?
No, Durasteel curtain is working correctly. It actually increases Armor values by 0.75 each level, but the game rounds to the nearest whole. So the true values are 0.75/1.5/2.25/3.0, which I'm guessing the game is showing as 1/2/2/3 on the info card.
Hmm, did you have any other allied Imperial players?
If it appears it will not be a regular Imperial unit like the Executor is. As I said, it will be something special. ;-)
It was asked just a few days ago actually, and this was my response.
"Well, the problem with adding anything even stronger than an Executor is that would be almost impossible to balance if a player could get it by normal means. The Eclipse would have to be quite rare and special, not part of the Empire's unit roster. So IF it makes an appearance, it won't be until all the other races are complete as for now that is the first priority.
As for the Sovereign, there isn't really anything it can do that the Eclipse can't do, and the Eclipse is more well known of the two. Also, it seems the Sovereign was not started until after Endor, which means Interregnum's alternate time line would screw it up, while the Eclipse was already being worked on prior to Endor. So the only reason I think I would include it in the mod would be if I can't get an Eclipse model for some reason. :p"
Yes, in fact Coruscant will be doing that. :-D
Coruscant and Mon Calamari/Dac are the only other confirmed Star Wars planets for future releases, but more will probably be added to that list.
Well, to be honest I'm totally stumped. O_o If your checksum is correct then that means the game should be reading the mod correctly. I suppose a bad download could do it, but if you've already tried a reinstall I don't know what to suggest. I guess you can try zipping what you have and sending it to me so I can look for any abnormalities.
Play as the Imperial Warlords, make sure to join Grand Admiral Thrawn's faction, research the Executor class research after the first 4 titan techs, then built the Executor titan (the second titan, not the Bellator). When this titan is built it is replaced by the Warlord specific Super Star Destroyer, and Thrawn's is the Night Hammer.
Do you happen to have a non-Steam version of the game?
Hmm, I was hoping there wouldn't be any issues with LAA enabled. :-/ Of course I don't often play on huge maps, so that may be some of it.
Well, if you ever get a save that will always turn into a minidump soon after loading it, as always send it to me.
Hmm, so are you still unable to select the Star Wars races? That looks like its setup right.
If reloading your autosave lets you play a bit longer, chances are that is probably it.
By all means, if these minidumps still occur when reloading from your last autosave, please send me the save file. Then hopefully I can tell you what the problem is; though I have built all the titans and it sounds like several other players have too without issue.
If you enable the mod in game, it should be in the upper right corner of the mods tab, before you hit "Apply Changes".
Do you have Rebellion 1.82 and is your mod checksum 135745260?
First, I would raid the stickies here. Forums.sinsofasolarempire.com
No idea, but I'd recommend having steam update you to 1.82 just to be safe. You can actually go back to 1.80 if you need to. Steamcommunity.com
So it crashes when you try to enable the mod? Are you sure you have Sins Rebellion version 1.82, that you have Interregnum ABOVE E4X 1.74 in your mod order, and that your checksum is 135745260?
It is that ship, but it is not any sort of Republic transport.
Yup, that is an MC30c Frigate (it does have Torpedoes) and a Corellian Gunship. There's another ship hidden in here though (might be hard to spot, and even harder to tell what it is), one that you won't find in any other Sins mod that I'm aware of. ;-)
Yeah, I'm afraid that's a problem from normal Rebellion they couldn't quite find a good way to prevent. Though since we are talking about it, I do have a little idea I could try that might prevent that without nerfing it to oblivion...
Hmm, the Antorak Marauder can phase out enemy capitalships, but only once per use, so it certainly can't stop an entire fleet engagement by itself. I am almost certain it can phase out titans either, and if it can its not a change my mods have made. I double checked and none of the Vasari hero units have invulnerability or phase out abilities. One does make the fleet "Disable Immune", but this does not grant immunity from damage.
Hmm, this sounds like a variation of the Akkan infinite Ceasefire problem. Basically if the AI gets multiple (I think you need 3) level 6 Akkans, they can stop fighting indefinitely. However, while I might be blanking out on something, I do not think any of the Vasari hero units or capitalships have invulnerability abilities. Are you sure its not the multiple Akkans?
Yup, it can happen to anyone, without any of the minimods. You can thank E4X for that random event. Hopefully we'll be getting some Star Wars ones in the next update or two... ;)
*Confused* His price has not changed since the last version, and he costs just as much as the Warlords Executor class ships.