Beautiful
An easy way to accomplish this is make a minor faction on a couple planets where time forgot. Planets so far on the outer rim or wild space, or even the unexplored region where the Galactic Civil War had never reached and The Republic and CIS still exist
If I were to buy a Dauntless cruiser from the minor faction all research upgrades would come with
I just established an embassy on Sullist and their existing Dauntless cruiser's hull, shields and armor increased due to my factions research level, but all offensive cpabilities stayed the same
Good evening Mr.GOA sir, I have an interesting question for you; when taking over a minor faction their existing ships get the players defensive buffs, how come they don't receive the offensive ones as well?
Used 7-Zip, thanks all
Having an issue unpacking this file, keep getting an error that the string is too long?
Not having any issues using the old minimods, game or graphic
Hey GOA, just 3 quick ideas for you; 1. Give the weak-*** rebel StarBase the full 20 squadrons that the New Republic Starbase has. 2. Use the original tie bomber as the structure strike craft and use the Imperial missile boat as the heavy strike craft, sorry but that new model is ugly as sin. finally the purchased Lucrehulk should carry 10-12 squadrons when totally maxed out, the thing is huuuuuuge. In the novel Deathstar the rebellion attacks with a single Lucrehulk carrying 500 x-wings
so far the last version of mini mods seem to be working fine
Couple of interesting ideas for ya; first the ability of the pirates to actually capture orbital structures like in the long dead SOGE, second the ability to capture capital ships like in Sins of the Fallen. This could make things very interesting
How do I get on your discord? keeps saying unable to accept invite
game-ender event like the Mad Vasari or Yuzon Vong?
Any chance of seeing the Gorn Hegemony?
Any chance of a ship roster?
Love the new mod, here's the big but though, an opponent really isn't
necessary. In about 15 minutes of playing I had 14 Nausicans and 6 Orion interceptors all over me. Those roaming militia could be scaled down a little
And I am still having the issue of the Mandos reaching capital ship status by the first wave of attacks within the Galaxy Far Far Away map
Having an issue with the graphics mini-mod, the Mon-Cal command cruiser and the Gravity Well ISD are blue with fuzzy details. here is my enable mods file
SinsArchiveVersion 197
Version 0
enabledModNameCount 15
enabledModName "INT SinsRe"
enabledModName "E4X SinsRe"
enabledModName "INT Faster Combat"
enabledModName "INT Disable Vanilla Factions"
enabledModName "E4X Resetting Titan Levels"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X Infinite Research"
enabledModName "E4X Faster Combat"
enabledModName "E4X Exploding Mines"
enabledModName "E4X Expanded Research"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "Star Wars Interregnum Beta 2"
enabledModName "Enhanced 4X Mod 1.87"
enabledModName "SinsRemastered-v0.95b"
favorite mod, great job and thank you
After playing on a random Star Wars map, The Mandalorians follow the fleet progression, it seems to happen on the Far Far Away map only, could this be the default setting?
Happened again, the Mando threat level started at elevated
it's on a galaxy far far away map with easy opponent
no bounty, and the attack indicator is at low
no, nor am I using enhanced AI. First wave usually consists of a Venetor, 4 Acclimaters, 6 Vengence frigates, 12 interceptors frigates, a shitload of gunships and Firesprays
Absolutely love the mod, just one issue though: When playing a single player game the Mandalorians easily knock out the computer opponent way too often early in the game.
What's with the special GoaFan quality assurance mini mod?
darrenkoester1
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