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Maxleof made the models, I tweaked the textures.
Uh, I would switch the B and Y wings in that analogy. The Y-wing is infamous for being one of the slowest fighters in Star Wars. It is in no way used like a Mosquito. Further the Y-wing like the K-wing actually has a dedicated gunner, while the B-wing is a one man starfighter.
Since Y-wings have proton bombs like TIE Bombers, I fail to see how it doesn't qualify as a bomber if the TIE Bomber does.
Nope, in fact if you mean the Corellian Corvette, it actually counters it (the Corellian Corvette being a light frigate, Marauder a long range frigate). However, technically long range frigates, including the Marauder, are vulnerable to the corvette roletype, which in the mod are Skipray Blastboats and the X-4 Gunship. However, it has no Minimum range for its torpedoes so it won't be like EaW at all even here.
Everything that happened after Endor is different in this mod. It is all in the lore if you want to read it. Moddb.com
That said, officially even in the expanded universe (now Legends) canon, the New Republic was actually declared in 4 ABY (a bit after Endor), way before they captured Coruscant.
I wouldn't say it sucks up close, but hey, if you can kill an enemy outside of their weapon range, why wouldn't you? :p
Very much so. Early on the New Republic gets large offensive penalties due to their new military and political institutions, but these can eventually be eliminated through research. At which point they become a very well rounded, powerful faction with no weaknesses.
I talked about this much more in the "Faction Guide/Preview" I made after the mod of the year contest. In short they have both, and the Marauder is one of the few ships that could work alright with either group of ships (preferably not directly tanking, but its not more fragile than any other ship of its class, unlike say the Corellian ships or MC30 which trade some durability for speed). Moddb.com
His base stats are the same as a regular Dreadnaught (except he can build all Rebel fighter units). However he gets similar stats boosts from leveling up like a capitalship does, so naturally at level 10 (as he is in this screenshot), he is way better than a regular Dreadnaught. Same thing happens with Captain Rogriss/Admiral Screed and their cruiser based ships.
Never heard of an MC 104 before, and from what I've googled of it I'd say its fanon. :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. :-(
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
The Vasari phase gates tend to be more defensive in nature since you can only build them at your planets and they are permanent. Since the Rebel's can only get them via scouts and they are temporary, they are more well suited for offensive operations and strike runs. At least that's how I'm hoping they'll work. :p
No, the Corellian Gunship has three engines and is still very much in the mod as a combat unit called the Corellian Gunship. :p This model I believe has been seen in the background of some visual sources but has never been given any canon name or much description, hence why I'm using it as a scout.
Not for the Rebels. Those are for the New Republic.
Sorry for the delayed response, I was just monitoring the hotfix download. Usually random crashes in game is because of the game running out of RAM. Try reducing your graphics settings a notch (that is, ship/planet/structure detail) and see if that fixes that helps the problem. Also, I would try the recently released update, it slightly lowers the mod's RAM usage.
It is possible, as ironic as it sounds. Screed doesn't become a Warlord in the Interregnum timeline so Zsinj has no reason to kill him this time around. :p
Sadly we don't have a canon picture of this ship, but I don't think the book it was in said anything about white specs for stars, even if that would be better camouflage. Likewise the book didn't say much about exactly what the stealth armor did, but I can only assume the author had a stealth bomber in mind, I.e. with a long range scan you wouldn't pick up a massive warship. Only when you got within combat range would you realize the enemy fleet had a Super Star Destroyer. :p
Not easily, because what SoGE does to choose your supercap is the same mechanic that you use to choose which warlord to join.
Basically you can build the Bellator first with 4 military labs like Vanilla titans, then there's a research for the Executor at six labs. It probably won't be uncommon at all for you to start out with a Bellator, then build an Executor if the Bellator is destroyed.
Indeed. But you can only have one of them at a time of course.
I can't say I've ever seen that before. Talk about mad Vasari... O_o
I will try to play some games with Vasari Loyalists to see if I can't see this happen.
For now, Zsinj almost got some negatives though, and I might go back and add some if after player feedback a few of the warlords are substantially better than the others.
Yup, surprisingly easy to miss actually. I've been using this for a video reference. :p Youtube.com
While the Venator isn't in the released version yet, you're free to try the public alpha if you do not mind the lack of laser beams. :p
I'd say they changed. Now they have 100% more cockpit. :p
That should work for those three minimods yes.
Yeah, it took a while to go down, even with half of the TEC frigate fleet just standing around doing nothing behind it for some reason. :p
Most of them are not, and none of the models in this screenshot are.
To each other yes.
It is not on Moddb, though I stopped contributing to that mod since Rebellion. If you need a good Star Wars mod for Diplomacy however its pretty good. Sins.imperial.cc
You should read the Outbound Flight Novel also by Timothy Zahn, it explores Thrawn's early history and why he was forced to leave the Chiss and sets the ground for him joining the Empire.
The standard E4X hero system requires 2/4/6 civic research labs for heroes, along with a certain amount of other research completed. Empire heroes are a bit harder to get though because their flagships are better, so Thrawn is currently at 5 civic labs.
I don't think that's an official artwork MrPerson, and it is much to dark so it wouldn't work well as an icon anyways (I think I tried to use it for one of the ability icons). Also the black uniform indicates this is probably when he was still in the Chiss Expansionary Fleet, none of the ranks he held in the Empire have black uniforms.
He's the second Imperial hero in terms of chronology. You'd already have Teren Rogriss by this point unless you just didn't bother to research his free tech.
Ah, my apologies that was a bit unclear. I meant the last hero in terms of how difficult he is to recruit. I'm revealing them out of order. :p
You'll find out soon enough. :p Piett is the second Imperial hero I've revealed, Teren Rogriss was the first. Moddb.com
It is a possibility, but the 5th ability slot is already being used on some ships for other things, so using it is a bit more complicated. Balancing a weapon that only deals shield damage would also be quite challenging so at first they'll be normal weapons.
Well, that depends. For now they are regular weapons because otherwise most of the Star Destroyers would just be dealing turbolaser damage. However you'll notice on the Victory-II page in the capitalship ability list thread they have an ability that makes its ion cannons work properly, that is shield damage and if the shields are down they will reduce rate of fire. The problem is getting this to work requires an ability slot and I don't have room to do that on all capitalships.
Depends on the mod. But if it is a pretty big mod that say adds new races probably not.
We all do what we're good at, so yes you get lots of these fancy ability and gameplay mechanic things from me. Glad you like it. :-)
Sadly the game engine only allows you to name things classified as Capitalships, Titans or Starbases.
The Empire will not but the other Empire subfaction, the Imperial Warlords, will. Also, any faction may be able to get Venators from special random encounters.
That Valiant Class looks pretty fanon to me, so I'd rather not use it. The Mandelorians will probably just build their own version of the Venator.
Last I checked they only have the Golan-III, though it can be built as either a starbase or a tactical defense. Again right now the Golan-III is using 6 tactical slots, which thanks the the Empire's racial bonus of +1 tactical slots they can build a Golan-III even on moons and asteroids without needing to upgrade tactical slots.
The Golan-IIIs are expensive compared to a standard turret but not prohibitively so. You can still get them early game, you just want to be a bit more careful with them (I.e. not using them as expendable platforms to kill the militia after the siege frigates are gone like pro Sins players do).
Honestly the real reason the Golan 1 and 2 are not in the mod is because I do not have models for them. I really like the look of the Golan-II but it is really too similar to the Golan-III justify having. If the AI really has an issue with the Golan-III, I might go track down a Golan-I for a much weaker and cheaper version, but otherwise I think there are more useful units I could be adding.
There's really not anything they can do that the Golan-III can't do, so there wasn't a reason to add them. Maybe if the AI doesn't like them I'll try to add the Golan-I as a more standard turret.
Not really, which is why I didn't mention that. :p I'd have to make them Corvettes, but Corvettes cannot be in squadrons. So neither they nor any of the Rebel fighters can jump to hyperspace.
Yeah, I'm sure getting the six sides of it rigged into Sins' 4 firing arcs was not fun. Good job on managing to do that. :-)
My reasoning as well (plus this is actually much bigger than a Golan as well so it fit in better with the Sins starbases). The Golan-III is in the mod as well but as an expensive combined weapons platform/hangar defense tactical structure, not the starbase.
Possibly, I have not decided on that for sure. But there is a good chance a few of the Vanilla artifacts will be replaced with some Star Wars themed ones at the least.
That's actually a complicated question to answer, but for human players they do indeed stop all ships in range from jumping, unlike Requiem which used the long charge up times. However, unlike SoGE, Interdictors can only maintain the gravity projection while they have antimatter, and there are other ways to force them to stop, so if you get trapped by them you have a few ways to escape. In short I think it is a far more accurate and balanced representation of Interdictors than in any current Star Wars mod. I'll go into more detail about how it works later after I describe the other Interdictor units, the Empire technically has 4 of them and each works a bit differently.
The Triple Alliance basically arrives into the Star Wars galaxy about the same time the intro of Return of the Jedi ends (in Star Wars years, 4 ABY). In other words, sometime after Luke, Han and Leia left Tatooine but before they leave for Endor on the shuttle Tydirium. The other factions enter main galactic space throughout the next year or so, since they went through the wormhole later and made their entrance in more distant parts of the galaxy. As part two will show, their arrival almost immediately changes Star Wars history forever.
That's a bug, they'll get their normal phase gates back in the next patch that should be out soon.
Vasari Loyalists/VCC should still be able to research phase stabalizers like normal, it is just the Vasari Rebels/VIR get them without research. I'll double check to make sure I didn't screw something up.
Nope. Like Forbidden Worlds DLC will always be optional. DLC owners will get the content they paid or though.
Official Forums. :p
All the above except for Wedge Antilles; however he and Rogue Squadron will make an appearance as a special unit in the mod itself.
Oh Requiem is still being worked on by Jason. But yes Interregnum will have pretty powerful Imperial Star Destroyers that require research.
I believe they used pacts to do this (I assume they based it off the system ZombiesRus pioneered in Sins of the Fallen), so sadly that mechanism cannot be extended to check for owned structures.
I really wish I could do this, but the market can only be influenced by research, and there is no way to allow a player to research something only if they control this structure... :-(
You can always spawn any planet bonuses/artifacts you want with the parameters "NoOwner" and "Always". The Swamp Defensive bonus is still in the mod, but it is no longer actively used and this is one of the few cases where the name in the galaxy forge is not the internal name. It is essentially the same thing as the "Thick Atmosphere" bonus.
It should work, but you need to have No Superweapons on the top of the mod order. If you put titan reset above it, that can happen. ;-)
Yup. And the mod folder location is the same for everyone, we all have the steam version regardless of where we bought Rebellion. ;)
Some of them will work without E4X or perhaps even with some other mods. But No Superweapons is not one of them. I disabled them by editting the gameplay.constants file, which contains many other changes E4X does. It may work just using it by itself but you'll get other changes along with it.
Did you ever end up using it for anything? I've never seen it in Sins of the Fallen.
It's not an ability. That's what the planet looks like. Sadly Stripped to the Core is the only way we can kill planets.
Thanks xbreed, but just to be clear I don't work for Stardock, in case you meant that literally.
Guest, try this link. Moddb.com
All the Moddb related download problems come from the gamefront mirrors. By adding /all to the end of the download link (after removing any extra like the referrer section of the URL), you can manually select a "Mod DB" server which I think should work for you. If not, let me know and I'll put it up elsewhere.
Hmm, well that's not the game directly crashing, which is good news for the mod. What's Rebellion's memory usage when you try to enable the mod? Also since it is probably some axillary service the game needs to run, I'd check that your direct X version, graphics card drivers etc. are all up to date.
The mod folder should be located in the "My Documents" -> "My Games" -> "Ironclad Games" -> "Sins of a Solar Empire Rebellion" folder. Note you may have to run the game once after an update for the folder to appear. You can double check the location by going into the main menu, the mods tab, then pressing the "Show mod path" button.
Sorry for the late reply. The dev.exe now has a separate mod folder. Run the dev, it will create the new mod folder, then copy the mod over to the new mod folder.
Ay, I have no desire to turn them into mere "Supercapitalships" as some want. Especially titans like the Eradica that relied on their abilities for damage will get a large stat boost to compensate.
The Vasari anti-structure cruiser will be naturally quite unique, though I may still change exactly how it works. It is not actually a new frigate, rather it is a special entity deployed from another currently existing frigate. For now it won't have a new model, but it may get one in the future. It's unlocked at tier 5.
A Stardock Employee posted on the forums today that it will be next Tuesday (the 28th).
Pretty much all the changes detailed here are already implemented. The AI seems to handle them pretty well so far. However, I'm waiting for the next version of Rebellion to be released (which will break mods), and I hope to add a few more things before that happens.
Yeah, if this isn't enough I may make flak deal some sort of AoE damage or let mines damage fighters too. And I think I can get the AI to use them, it is just going to be a lot of number tweaking to deal with their far greater ranges. Anything in this post is subject to change if the AI doesn't handle it well.
So far almost all of the new stuff I added since 1.3 is for the new subfactions in Rebellion, so I can't do that for Diplomacy. Unless Diplomacy gets a new patch this will probably be the final version.
That extra little glow in Rebellion really helps the planets look better. :D
Delete the Rebellion Title.ogg file in the mod's sound folder to return it back to normal.
Thanks. If you have Diplomacy you can already try them out. Though they'll probably get some tweaks for Rebellion.
Hmm, I too have both DLCs so that shouldn't be an issue. I'll try it with just E4X.
The invulnerable trade station and space station are meant for you to capture as rewards for taking the pirate base. One obviously acts as a trade port, the other gives you access to the "Pirate Captain" hero (this is all added by E4X, it will start being replaced by Star Wars content in the next patch).
If you killed all the turrets and ships you shouldn't be getting shot at (they don't have weapons). The pirate bases do however have mines, and in this mod they deal passive damage until destroyed; they do not explode like regular Sins. So make sure to bring a scout to destroy them.
Yes. In fact for the time being, the pirates have been changed to use the Atzerri Cartel ships listed here, though this is only a temporary change until the Mandalorians are added.
You are using the latest version of E4X/Interregnum and these minimods right? I've heard some people say this happens if you say use the old version of the minimods with the current version of the mod.
Also, what DLCs do you have? The method I used for disable superweapons should work for all of them, but it does involve some of the same code as DLC content, and I obviously can't remove my DLC to test if it works for those without it.
No. As the mod says, it simply double research. It does not change the research prerequisites (I.e. 2 of a research in most cases). This is because some factions, like the Advent, need more techs to get some of their key ships. If I made it so you had to completely finish the previous research before going on to the next, it would say increase the number of shield techs needed to get the Guardian from 3 to 6, while other factions can get their ships without any extra research.
So short answer, the mod is only designed to give you more stuff research, not make any particular tech harder to get, which is what changing the prereqs would do.
Basically the Assertor was too similar to the Executor. The Assertor is 15km long, the Executor 19km, and both basically serve as giant battleships meant to take out fleets. The Bellator is both smaller, which was needed since I needed an Imperial titan more equal to the Sins titans for the AI/Warlords, and had a more unique role since it was designed to hunt those capitalships. Finally, from what I could tell, the Bellator is more popular; besides you and MegaModer down there asking for it today, I've had no one say its their favorite. I had people asking for the Bellator from day 1 until I added it.
I actually have access to the same ISD models SoGE has. However, I had the current models already set to go and didn't want to slow development time replacing them. Further, there's something just a bit off about the textures and design for me. The SoGE models were actually designed by Maxleof of Star Trek Armada 3, and while he's fantastic at what he does, In my opinion it looks a bit too much like, well, a Star Trek modder made them. They're too shiny and a bit too smooth for my tastes. I might try to retexture them to fix my complaints with them some day, but its hard to justify something like that when we still have factions to add and we already have perfectly good models for them.
I likely will not, only a few hard core Star Wars fans even know about the ship, unlike the Executor which is one of the most iconic starships of all time. It also lets other races get one for say having a New Republic fleet with an SSD later on. That said, if you want to learn a little modding yourself and either change that ability to spawn Bellators or make another one in addition to spawning Executors, I have no problem with it (as long as its for your own personal use).
I don't ever say this, but its my policy to never give an exact date. :p Unless its really so close that its more of the wait for Moddb to authorize it than actual development time.
Yes, its just for Executors. I just gave it as an example of having more than one titan.
We're making good progress, but not quite close enough to give a date. Besides, we might yet decide to thrown in a few more features into the next release besides the Rebel Alliance and the Atzerri Cartel. :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.
The Allegiance will not be a regular capitalship. I have decided any ship that is notably more powerful than an ISD-II should either be a hero, titan or not obtainable by normal means. This is because the ISDs are already more powerful than the vanilla Sins capitalships, letting modern battlecruisers into the regular capitalship category would be difficult to balance to gameplay and lore (the Bellator was hard enough to squeeze in).
I'm afraid Sins is hard coded to not let you "build" another titan if you already own one. You can get around this limit if you create the ships by ablities, as you may discover if you find and capture the Kuat planet. However, I do not find this method to be practical for typical use, so they will likely be limited to rare and powerful planets like Kuat.
That said, the Empire might still find itself getting a new Star Destroyer or two as the mod progresses, but if they are better than an ISD-II they will probably be special hero ships or titans, not buildable capitalships.
It is indeed a Bellator. You have found it. :p
They're starting to get close, but still a bit hard to give an exact date.
As the Empire, you can't. Just like the TEC, they can only build mines via their constructor ships, and if you can't colonize it you can't get a constructor there. When the Rebels come out, they will be able to lay mines anywhere like the Vasari and Advent can.
Opps, indeed it does. Thanks for pointing that out, but they should work fine as intended. Just a text issue, it will be fixed in the next release.
What faction are you?
It's actually not the same research, even though it uses the same icon. The one in the preservation tree gives your Starbase, not the Enforcer Cruiser, quad laser cannons to fire at strikecraft, and is available to both Empire faction. The Enforcer Cruiser quad laser cannon upgrade is just for the Warlords and lets their Heavy Cruiser also fire on starfighters. I try not to use the same icons but sometimes there aren't a lot of pictures too choose from.
The research descriptions should make this clear, if they both say the same thing in the description then that is indeed a problem. :p
Download the optional minimods pack. One of the minimods will double your fleet and capitalship supply. You may not want to use it on the largest maps though, 10 factions with double the amount of ships is a bit much even on the strongest PCs.
I'd like to think all my hero units have had thought put into them. :p Also where ever possible I like to give hero units ability names that are direct quotes from the characters. Admiral Ackbar has everyone beat at that though hands down (3/4 of his abilities).
Probably because members of a fleet always try to reform the fleet around the leader. Honestly I never use the fleet feature, your ships waste too much time getting in position (as is the case here). While I don't use them either, I'm told there are more traditional RTS unit ctrl groups you can use to select a group of units without the reforming fleet nonsense.
Whoops. Meant to say "With the exception of the Tiny Random Map". Any map that has random in it except that one has a chance to spawn it. Non-Random maps cannot spawn it.
Weird. Unfortunately I can only really change the description in the inforcard, its supposed to pull things like duration automatically. I guess we modders just thrown it things so complicated it can't figure it out. :p
It's between 60-70 seconds though.
The Kuat random encounter will appear approximately 20% of the time on random maps with the exception of random maps. Just where it spawns on the map is different depending on the map however.
If you're impatient, there is the in game map designer and/or galaxy forge which you can use to force it to spawn. :p
Well if your ships are dying its not the Krytos Virus. It only slowly damages planets. Ships just get a defense debuff and spread it to other planets.
Might there be mines in the gravity well that you didn't destroy? They do damage over time in this mod rather than exploding.
Still top secret I'm afraid. :p
Nope. To quote myself in a comment in the news.
"I like many Star Wars fans do not really like the Zann Consortium. Forces of Corruption is awesome for trying to include so many Expanded Universe elements, and if the story was strictly non-canon I'd be fine with it, but basically they made the Consortium too good and make fools out of absolutely everyone else in the SW universe.
I could go on with all the canon problems I have with FoC, but long story short I do not mind Tyber Zann's character but there will absolutely be no Zann Consortium. At least not a playable one, at most it will be a minor faction in a random encounter or something. I have other plans for some of the Zann [space] units, and they will all be given different back stories."