Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.
The first of a series on Imperial Units, check out the new manual section of the forums for a full run down of everything the Victory Star Destroyer is capable of.
Looking nice :) Love the pre-decisions on its abilities and specialised roletype too. Wish I'd done that before starting on ship abilities. Would have saved me lots of headaches.
Yeah, it is definitely nice having this all worked out so I can focus on the actual development. But that's largely a luxury of experience, I've had a lot of time to learn what works well in Sins and how I should set up Star Wars units. :p
I've been scratching my head wondering how I got roped into modding at all :D
I'm called technophobeus for a reason. Mind you, it's given me a deeper appreciation of the mods I've played for some time, as I've now got an understanding of what you must all go through to get the mod out.
Yesterday alone I spent over an hour searching for a " that was either missing or a duplicate (of course the dev exe wouldn't tell me where it was, or in what file, no no that'd be too easy).
I know what you mean, for me I guess it was just tweaking ship stats at first, then getting two mods to work together. Little did I know how deep the rabbit whole was.
Of course I'm a bit more of a technophile so that helps, ZombiesRus' wonderful eclipse plugin means I don't have to play hunt for the silly error anymore, or at least far less often. But of course none of the tech tools in the world can save you if you absent mindedly forget something like updating your manifest files. xD
I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.
I've thought about adding it myself, but since I already have a script that updates the manifest, I figured the amount of time I'd save in figuring out how to get Eclipse to do it would be more than the amount of time it would save me. :p
That said if it doesn't really increase the workspace build time it would be cool.
That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.