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Technically there's already Industrial planets in the mod, but we do have more custom Star Wars planets coming up as well. ;-)
In theory, the problem is you don't actually have to pick a Warlord to join. I've heard some players actually prefer the generic Super Star Destroyer you get by not joining a warlord, so if I converted it to Warlord specific buildings players who don't align with any Warlord wouldn't get any heroes at all.
Plus you may well be able to get your first hero before you join a Warlord as well.
Simple, you can't. :p If you try to build a construction base in a colonzieable gravity well, at a Star, or at a planet where you already have one, the ability won't work.
Rest assured they have weakness too (all the Star Wars factions do). Fragile early frigates, bad at collecting planet tax revenue, relatively late trade (but good upgrades for it). The early game will be pretty hard for the Rebels but once they survive it they've got a lot of strengths.
Nope. We've been releasing one faction per update. I don't think you guys want to wait until they're both done. :p
Two of the Empire's models, the Acclamator and Venator, already got nice graphical reworks (you can see the Venator if you did through the screenshots). I may do more before the next release, though it seems people really want the Rebels to be released, and the more models that are improved the longer it will take. :p
That said, at this time the Gladiator will probably not be one of them. That is because while it is flat, its actually fairly accurate to the Gladiators original appearance in the Droids Cartoon series in the 1980s. Img4.wikia.nocookie.net
It wasn't until over two decades later that we got a better image of it from a source book. It added quite a few more details including 6 double turbolaser turrets, but as of now I do not have a model based on this source. So basically I think its good enough and not worth spending time improving unless I got a cool new model with the turrets. Img4.wikia.nocookie.net
Nope. Just to be clear the TEC just get more, different types of weapons as time goes on; the missiles for example don't get any better from the moment they come online. Gauss shells and nukes just get added to the mix. :p
Yes. There will be one more timeline before the Rebels are released. Hopefully... assuming I don't need to choose between writing it and doing taxes on that weekend. :p
#1: The planet itself attacks. No structures or ships are involved, you only need to build it via an ability on your colony frigate. I tried to get a screenshot of the planet firing but the distance/delay was too large for a good screenshot. If you play the TEC (loyalists) in the mod now (or just attack their homeworld on a map like Point Blank), you'll see they have planetary weapons that operate similarly.
#2. It is only capitalships. This is an Imperial Star Destroyer, it is a capitalship, not a titan. The Imperial Titans are the Super Star Destroyers.
The smaller icons are a legacy of the Infinite Space planet mod, which many of the planet textures in E4X and thus Interrengum are from. Sadly there is no easy way to make them bigger, you'd have to make new icons yourself and place them over the existing icons in the mod (In E4X: Icons_Planets.tga, Axeldude_Extra_Planet_Icons.tga, Axeldude_Extra_Planet_Icons_101.tga. In Interregnum: ING_HUD_Planets.tga).
Give them time though and I think you'll come around, I kind of prefer them now actually.
If you take a look at the screenshots, videos and news, I think you'll see the Rebels are already in the works. :p
Large games in Sins will probably lead to pretty low frame rates no matter what. On my PC, which is kind of old now, I can't play a 10 player match for much more than 2 hours, with or without mods. You can try things like Large Address Aware or turning off trade ship icons/taking things off the Empire tree to improve performance.
Yes, but the ion cannon disables everything. Movement, abilities weapons etc. That is what I meant by "Totally shuts down".
Just capitalships. Planetary weapons are on auto fire, so having them attack any ship would mean they'd probably always hit some minor frigate that doesn't matter when an enemy fleet attacks. And having them disable titans I thought was too powerful. I don't think there's any ability in the game that totally shuts down titans.
If you're wondering why this screenshot was included, this Star Destroyer is actually perpendicular to the planet's equator, thanks to the drifting it did after being hit by the Ion Cannon. Hence why its all dark, since its underside is facing the sun.
If everything goes well, not too long. :p Most of the programming work has been done, so we'll be turning our attention to photoshopping all the needed icons soon and polishing things up before releasing it to you. Assuming the testers don't find any big issues of course.
The Rebels and New Republic probably will yes.
I know, I was just making a joke out of that.
An Empirical Starbase? I would think any space station would have to be based on empirical evidence, otherwise they'd probably fail or explode or something. :p
Yes, the Rebels don't really have the same need for symmetry that the Imperial designs do.
Haven't even done the new update yet friend. However, I don't think the changes affected mods in the slightest. So I'll label it as whatever the latest version is, but it will probably still work with 1.82.
According to stardock its just a "small localization update". So probably not, but I haven't actually checked yet. However, whenever there is an update of any kind the game makes new mod folders, so you have to move the mod over to the new one (1.83?).
E4X Version 1.74 is for Rebellion 1.82, yes. What is your checksum on the mods menu? Have you tried lowering your graphics (ship/structure/planet) detail settings?
You mean the primary turrets? The Venator model always had those 8 double turrets, this one just looks better. If the ISD models get updated, they'll probably have their primary turrets too.
Venators and Acclamators in this mod have never had team colors. Episode 3 seems to indicate they lost their paint job within a year of the formation of the Galactic Empire, and overall Empire is just a very grey faction. Not much room for color in Imperial aesthetics. :p
Nope. Like I said, 90% or more of the Empire's changes are cosmetic or audio. Some slight buffs or nerfs here and there, but I think I have only two additions/changes that don't fall in that category.
Lucrehulk will probably show up later, just not for the Alliance. Bulwark would have been a good hero unit ship yes, but since its only been used in the SW:Rebellion video game for there's not really any characters who've had one. Plus all the heroes I wanted for the Rebels had rather obvious flagships, unlike Piett who got an Allegiance because Vader was on the Executor.
I was hoping this month but I got almost no modding done the last two weeks because basically every part of my life decided to go crazy. However things are starting to get back to normal now. :-)
Sadly no spell check editor can save you from spelling mistakes that produce valid, unintended words. :p