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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.
They have bit more than that actually. That might be easier to see in further screenshots... and a little special surprise I'll put up on the last day. :p
Still on the to do list. Basically I've only been working on the Alliance for the last several months. It will be a while before the Empire gets anything new.
Probably, but the K-wing and E-wings are for the New Republic only. Right now only the Rebel Alliance is being worked on.
Sadly only Ironclad and Stardock can read the minidump files. There was talk of making a tool for modders to use but it never happened. That said, you can send me a save game of right before this happens, and I can use the developer tool to try and see what the problem is. Send me a PM with the save uploaded somewhere and your exact minimods and mod order, and I'll check it out.
As for Large Address Aware, you should only have to use it when the Rebellion executable file updates. So you should only have to use it again when there is an update (and we might not get another one for all we know) or you reinstall the game. If you're not certain, just apply it again, it shouldn't harm anything.
Edit: Well I guess you already gave me your mod order now. :p
My personal favorite screenshot from this set. Everything looks so much cooler when looking at it through the planet's ring.
It was a great game. They just rereleased TIE Fighter and X-wing, maybe they'll eventually make a digital release for Alliance. Which reminds me, I need to ask for a joystick for Christmas so I can play TIE Fighter again! :-D
Do you really want me to say? A few people seem to like guessing them. :p That said, I do not believe the variant on the left has a canon designation, but if I remember correctly it appeared in X-wing Alliance. The one on the right is a fairly well known Expanded Universe ship.
Dunno, but for sure we'll try again with it next year. :p
Yup. Superlaser and all if it wins. :p
Try using this link to select a different mirror. The Gamefront mirror in particular doesn't work well with certain countries.
I'm afraid there are no Yuuzhan Vong in any of these screenshots. The secret of what role the Vong will play in the mod, if any, is locked behind 3 sets of blastdoors in the Maw Instillation, and probably won't be broken into anytime soon. ;-)
Aye, it was probably the most requested ship. Seemed only fair to make it the grand reward. :p
Better try your hardest to make sure it takes the number 1 spot then. :p
You'll probably find them in the other screenshots. :p
I submitted it as a draft trailer to Disney way back when actually, but they went with this JJ Abrams guy because his had more Light Claymores. :-(
Romanizing anything from a language that doesn't use the Latin alphabet is not a precise process. I see Hanukkah more often where I live, and I don't claim to know or particularly care about which is more correct. :p
The main mod page. Moddb.com
Sadly the AI is not really something we can mod. There's a few tricks we use but its mostly out of our control. Of course even in the vanilla game the AI cannot use some faction's most important strengths like Wail of the Fallen and the Vasari Rebel's jumping starbases. It's sadly a handicap we cannot correct.
That said sometimes the AI does indeed spam culture centers. You might just need to play against harder AI levels.
Truce Amongst Rouges in the vanilla game ruined the random encounter (militia controlled) planets E4X uses because it makes you allied with all minor factions. There was sadly no way to make it only apply to pirates. That means you wouldn't be able to take militia owned planets because they were your allies and you can't break that alliance.
In this mod Truce Amongst Rogues is still powerful for rushing by allowing you to get a powerful force of militia ships on your side. It also makes the pirates favor you by giving you more bounty and the pirate attacks on you will be one level weaker.
Probably in the next version large address aware will be required for interregnum. It is already strongly recommended, so if you haven't enabled that yet I would try it.
A Cryo (Cryogenic) planet. In other words, a planet cold enough to be an ice planet, but the frozen solids on the surface are things like nitrogen, not water.
Did you extract the zip file you downloaded here? The game detects mods by looking for normal folders, not .zip files (that's just so you can download it). Otherwise, make sure its in the right folder by hitting the "Show Mod Path" button in the mod tab of the main menu options in game.
Perhaps this guide will help with anything else. Steamcommunity.com
Not sure, its hard to say about the faction's I've not added yet. :p I think the average Sins player will like the New Republic's playstyle the best though. Too bad they ended up being the last one worked on.
I'm glad someone reads them! :p
No, major Sins mods are not compatible with each other unless the creators of the mods collaborated to make them so. It's unlikely that it will happen in the future.
Moddb does not allow anything from Battle Star Galactica on the site, since they almost got sued for it. Check the offical Sins modding forums if you want to find that part of Sins of the Fallen.
I mean, no, this mod has nothing to do with BSG, no. :p
Glad you figured it out. Yeah, ships turning team colors is a sign that your game is running out of RAM. You did the right thing.
I believe the cause of the AI issues has been identified and will be fixed in the next version, but what is RCS?