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It will still be a little while before I start major work on Interregnum (got to finish all that stuff for E4X), but once I do I'll make a moddb page for it and make a news post here announcing it so you guys can follow it.
Not a book, but I will have a lore section when I make the Interregnum mod page. Just a little trivia, the story of the mod is actually very loosely inspired by the "Third Century Crisis" of the Roman Empire.
I haven't played Crazy myself, but looking at the changes I'm not surprised. Any mods that deal with different planets in particular tend not to work with each other, since those mods must change a particular file. Mods have the best chance of being compatible if they modify different files.
No, but E4X should be compatible with any particle effects mod you find. Just enable E4X above the effects mod.
All you have to do to make maps for any mod is to make a copy of the galaxy forge tool somewhere. Then, go into the GameInfo folder of the mod, and copy a file called "GalaxyScenarioDef". Paste this file into the Galaxy Forge folder that you copied, replacing the one already there, and you're good to go.
Oh, I doubt the upgrade time is long enough for that to happen, but yes it is meant so that you can't decide "oh crap I'm under attack, I better get that upgrade". Best to get it before the action starts.
Runemaster, I only get 1 error message when applying the mod. What button you press really doesn't matter as far as I can tell (I usually hit Skip All). What error messages are you seeing?
The Checksum is just a unique number that an be compared to see if we're running the same mod. That checksum is correct for Rebellion 1.1 though. Is this when applying the mod as well? Try reducing your graphics settings, it's possible if you have a lot of stuff going on Sins is running out of RAM. If that still doesn't work, try running the game in the dev.exe from the install directory and report any error messages.
What is your checksum?
Guest, are you sure you enabled the minimods "Above" the main Enhanced 4X Mod per the picture on the download page? The main mod is the base the minimods are built on, if you have them below the main mode that would cause both of your issues.
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.
You mean those owned militia planets the in game map designer will create? Yeah, I usually forget about those. I'll double check and add it so any TEC militia ships can be captured.
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.
Guest, I had to rework Truce Amongst Rogues because it would mess up the Random Encounters in this mod. So you don't get peace treaties with the Pirates and Neutral militia. Common cause was the replacement, and it "should" work on any TEC militia ships that are defending a planet. Were you playing a competitive map? If not, tell me what was at the planet where it didn't work.
I was not, thanks for letting me know.
No, two factories and the Vasari Command Center.
I've put it on my dropbox. Though I don't do it very often, next time I need to clear up space I'll take it down, so get it while you can. Dl.dropbox.com
No they do not, but bombers are less effective against Starbases.
I haven't used them in 1.1 myself yet, but I'm 95% sure they should work with 1.49.
@Guest (I guess I can't reply under you if you're not signed in). I can put it up if needed, but why exactly do you need it? E4X 1.45 has some serious bugs when used with Rebellion 1.1.
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.
Incorporating Axel Dude's Infinite Space planet and space mod.
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.
Better, try this link to see all available download locations. Moddb.com
If you mean gamefront, I'm afraid that's a problem for all of moddb for certain countries (see Moddb.com). I do not see Solomon Islands on that list though, you may want to email or PM a moddb administrator to let them know you are also having issues so they can divert you to Desura severs.
Rebuild the entity.manifest. There's a new Deliverance Engine related buff file. If you don't have a utility to do that already and your manifest is disorganized PM me and I'll tell you what I do.
Yeah, they seem to like to do that with you. :p It's a big patch but no file changes so mods may still work, I haven't even checked to see how mine is effected yet.
Well in theory moons could orbit around a planet vertically.
Is there any sort of list of changes? Also you might want to make sure it works with the new Rebellion version 1.1, especially with those maps that use the fair planets now.
What is your checksum and Rebellion version?