Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
You can still track down the .dll files, and the program will tell you the names of the ones it needs. I just don't remember which ones they are or where I found them. :p
There is a resize tool, assuming you've been able to convert the meshes into text format on your own. It does require you to track down a couple of .dll files to work though, and its been so long since I've done that I don't remember any of the details. So you'll need to figure that out on your own. :p
FYI, the vanilla Corvettes have been shrunk in E4X as well, but you can return them to normal size by deleting them. This was partly done because A: They were way to big for their small crew sizes listed in the Sins manual, and B: I wanted them to fit better with the Star Wars corvettes.
It isn't. As you will see at the top of the page, they're labeled as Unreleased. :p
Glad you're liking the Bellator. :-)
I saw Yarlen say something about "Next 30 days" on the Steam forums. :-/
There is plenty of prequel music. :p I would think Duel of Fates would be in there but I'll double check.
Also make sure your checksums are the same (or you won't be able to play with each other anyways) and that they match for the version you guys are running if he still has issues (checksums are always in the download description).
Make sure you have researched all four titan techs. It's kind of silly hour Sins set it up, but each one lets you build 25% more on your titan. I guess with the idea that you could start building it before you get all the research, but that rarely happens.
If you only researched two, it would stop at 50%.
It is a full install for those with the 1.83 version. We might put out a patch once steam updates everyone to 1.83 by default.
No, since the Star Forge and Centerpoint cannot be reliably obtained every match, they are not influenced by the No Superweapons minimod. It applies only to built superweapons.
The only minimod that affects them is the All E4X Random Encounters minimod, since it adds more ancient structures the chance for the Star Forge and Centerpoint in particular are reduced.
The Sins AI tends to be a bit inconsistent when it comes to surrendering. Before Rebellion when there were no victory conditions besides obliterate all your enemies planets, it was a good thing, but now it indeed might be hurting more than it helps.
What I think the AI does (I'm not sure) it do some internal score calculation on your strength and theirs. If your score vastly exceeds theirs in all areas, they'll surrender. If you were already crushing the AI economically, then you wiped out nearly all their ships, that might cause the score to get low enough to cause them to surrender.
There has been talk about the devs adding a no AI surrender option. I'm afraid they are the only ones that have much control over the AI.
One of the Empire's intentional weaknesses is that almost all of their support/healing abilities focus on their capitalships and titans. Imperial Frigates and Cruisers are quite good on their own, but compared to the other factions they have very little support as the Empire considered them expendable and will be vulnerable in prolonged engagements. The Empire does best when it can use its high firepower to beat the enemy with brute force. Unfortunately, the Advent excel at exactly the opposite; long engagements where their impressive support and stat boosts will win the day.
Your best weapon against the Advent battleballs (and late game Rebel fleets to a lesser extent) is your ISD-II. Its Induce Terror ability can starve entire fleets of antimatter, and the Advent crumble quite easily without their abilities buffing them. With a few of them using this ability at the right moment (no overlap), you can totally shut down a fleet's antimatter.
Advent culture is annoying, there is no way around that. Imperial capitalships have more culture repression than average though, and this can be enhanced to very high levels with the Tarkin doctrine.
Thanks, I'll try to look into this. :-)
Could you give a bit more information about when they don't work? Or a save game?
Note that like many abilities, you may need to keep the number of research labs needed to research the ability alive for it to work. If your military labs get destroyed or disabled (tends to happen against Vasari players firing Kostura cannons at you), the ability won't work until your number of labs goes back up.
You cannot actually add new game options to the main menu. If Ascendancy has an option to disable them, they did so by removing one of the other options (probably the research victory), which I am not willing to do.
If it were possible to add more, heck all the minimods would probably be options instead. :p But I don't want to remove features already in the game.
When does it crash and how often? If you can isolate a crash, (happens after reloading safe), please send me the save file.
New Republic you mean? :p Forums.sinsofasolarempire.com
I have been hearing weird things about the No Superweapons mod for a while. It works perfectly for me, but the number of complaints is making me worried that some game configurations might not work with how I did it.
So if you don't mind me asking, where did you buy Rebellion (steam, GOG, Physical release) and what DLCs do you have?
Regardless, I've decided to put some extra changes in the next version of the No Superweapon minimod so that even if my preferred method fails, no one should be able to get superweapons. It just won't be as pretty (making the research cost 9999999 credits :p ).
Working on updating them. Actually most of them are updated, but I don't want to release them until Steam and GOG are on the same version, because it seems like there will be another patch coming soon.
Sounds like you did not apply Large Address Aware. Or you can lower your ship/structure/planet detail setting. Moddb.com
Were they custom maps for the doubled hero structure? If the map did some weird things with templates that could happen.
I'll look into it. The more expensive heroes got changed a bit in Alpha 3.11, might have accidentally broke something somewhere. :p
What version of the mod are you playing, 1.82 or 1.83?
It should be as simple as using the abilities on your command center structure on the homeworld once you have the research/ship slots.
It kind of shares the same shape as the Lancer Frigate and Dreadnaught, and I think its good to have a handful of Imperial ships not be triangles. :p The new model I mentioned looks a lot more like those two, so that should help.
When everyone is updated to a stable version of 1.83, I plan to finally make a video walking everyone through how to install the mod as well. :-)
Thanks for the kind words. :-)
1. No. The film is actually set several decades after the mod, over thirty years after Endor, and we currently don't even have Legends ships from that far in the timeline. We'd only grab legends ships from that far if we really had no other choice. We could try to mix the lore, but with Darth Vader still alive I don't know how the First Order would ever exist.
Others have suggested just grabbing the Resurgent and giving it a different back story as we did with the Night Hammer, but it is at a very awkward scale in this mod at nearly 3km. That is basically as big as Home One, yet I don't really think it is titan worthy. Finally, we're likely to see more of its capacities in future movies, and in general I think it is rather hasty to include things from the new trilogy until its complete.
2. It has been brought up before. I wouldn't be opposed to it I suppose, but the problem is the Warlords/Imperial remnant really did not come up with many new conventional ship designs in the lore. They basically just tried new superweapons, while using the same fleets from the pre-Endor Empire. Since the vanilla races also share the same ships in their subfactions besides the titan and one frigate type, the Empire/Warlords are actually keeping the pattern. It is the New Republic that will be the odd one out and break it. :p
I can't wait until Steam updates either, having two versions out at the same time has made it a lot harder for people to figure out how to install the mod. :p
I would agree. If the New Republic wasn't the big priority for the next patch I would be trying to make one work. :p
If you play any of the Triple Alliance factions in this mod (TEC, Ascended Advent, Vasari Independent Republic), you will notice they have access to 2 extra capitalships, one from each of the other two. That was a fan made minimod that changes those extra capitalships to use weapons and fighters from the new faction, so that way your weapon research techs fully benefit the new additions to your fleet. :-)
If you have the 1.83 version of Rebellion, please use this download to get the compatible 3.11 release of Interregnum. Most people are still on 1.82 so that's why this is the default download. Moddb.com
Nice to know the AI can use an Executor and especially Vader now and then. :-)
Thanks for the kind words! :-) At this moment there is no way to donate. To be honest it might be legally risky to try and make even a small amount of money of a project that uses the Star Wars intellectual property. I would rather do everything in my power to ensure the mod remains openly available for everyone.
That said, as you noticed I have spent a large amount of time (years technically) in trying to improve the base Sins game. Perhaps I will one day set up a method to take donations for that kind of work, but I am still weighing the options. Thank you for the offer though.
Yes, special ability particle effects are a main area the mod needs improvement on. Basically if there was a particle from the base game that was close enough, we just reused that. The Galaxy Gun is not a super laser though, it basically fires hyperspace traveling warheads, so it will just be a better looking "gun" like effect. :p Or maybe more of a missile. Vignette2.wikia.nocookie.net
You might see a Super Laser of another sort in the mod eventually though... :p