Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

That's fine with me. The first minor factions for Interregnum likely won't have original ships either.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Ewoks? Pretty sure they need to be capable of space flight to matter in Sins. :)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Definitely looking forward to it, but updating the mod for a major update is sometimes time consuming. But it gives us more toys to play with, and minor factions goes extremely well with one of the primary goals of the mod: making the game feel like a living Star Wars universe.

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GoaFan77
GoaFan77 @ Upgrading the Hospital Frigate

I knew you'd be happy if you were still stalking this page lol.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

That's for the DLC. A new game update of this scale requires plenty of work just to make the mod work with it again, in addition to all the stuff we want to add. :-)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Each armor is indeed equal to a bonus 5% of hull. I think that's the formula but I don't have it memorized off the top of my head.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Yup, though I'm not as sure on the date now that a new DLC is coming...

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I guess I'm in the opposite camp, I want combat to look like the movies, not with dakka every where. Sadly I don't think there's an easy way to globally change just the amount of dakka without also changing the damage, but I'll get back to you.

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GoaFan77
GoaFan77 @ Shaking the presents under the tree

Well this will be the first "Disney" ship I think...

There was Kessel from Solo I suppose for a planet. I wouldn't expect a lot more of them, though I'd also like the cargo shuttle from Rogue One as well.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I created the E4X mod as well. Still not sure what you may be referring to. xD

PM me a link to them please.

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GoaFan77
GoaFan77 @ Shaking the presents under the tree

I'm afraid that won't be in the next update. :-)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Please provide both Mr. Mind Flayer, that would be most helpful.

There is a minimod to reset titan levels, but I do not believe any to build multiple titans. I did a proof of concept to show its possible, but I don't believe it was ever included with E4X as a minimod. I'm not a big fan of unlimited titans balance wise. :p

That said you can get multiple titans (well Executors) if you get Kuat in this mod, if you are not aware.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Flavor wise I understand, but I think that they already have that right now. And while movie levels of fighters would be nice, I don't want to put any more pressure that might lag the game. :-)

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.321

What version of Rebellion do you have? This issue should be resolved with this version (3.321) with Rebellion 1.92, the latest.

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GoaFan77
GoaFan77 @ Star Wars Interregnum Alpha 3.321

You are either running the game in the Dev.exe mode or for some reason logging has been turned on in your settings.

Either stop using the dev.exe, or delete your Rebellion.user.setting file or open it with notepad and change the line ShowErrors to FALSE.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I always *try* to give something around the holidays. :-)

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

The Gauntlet and Gozanti ARE in the mod already (Gauntlet carries Mandalorian troops to the surface during "bombardment" and Gozanti is the Imperial refinery ship).

TIE Brute just came out this year and honestly I'm not sure what they do that makes them unique.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

As mentioned the Empire has more ships that can hold weak fighter squadrons than anyone else. All Imperial ships that have significant hangar bays modeled into the ship all carry fighters. What ship besides the Carrick explained below would you add them too.

The frigates already carry fewer TIEs than normal to help balance them. I don't really desire having TIE Fighters with different stats, or adding a greater quantity of fighters for no purpose. Sins cannot quite handle a to canon amount of fighters on all the ships in my opinion.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Carracks do not have hangars, they have exterior racks to hold TIE Fighters. I do not believe these are significant enough to generally include in the mod.

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GoaFan77
GoaFan77 @ Enhanced 4X Mod

I'm sure there will be something.

I'm not sure I'm quite following what you mean with unity mass.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

It definitely can be done technically, but I don't think the differences between the R-22/Awing and the T-65/T-70 are sufficient enough to be worth including. The stat improvement would be minor and the meshes almost the same. I'd rather focus on adding more unique stuff than turn the mod into an encyclopedia of fighter variants.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I don't really see what the game play purpose of such fighters would be.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Oh, actually we set up the AI not to use them because overall standard bombers used to be better. Originally these "antistructure" bombers were just designed to be specialized antistructure hitters, and we didn't want the AI to be weaker by building too many of these. Now they have an anti-titan role however with the buff to all antimodule units, so I'll probably take another look at this.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I'm pretty sure they do have Y-wings and TIE Bomber Bs. The only ships that only have fighters are non-carrier focused units that happen to have hangar bays, like the Nebulon-B, Assault Frigate, Gladiator, Vindicator etc. For what its worth they only have "small" fighter squadrons, this gives them some extra utility but ensures they do not fully replace specialized carriers.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Technically this mod is set after Endor (sort of), so Kota is already long dead. But I certainly wouldn't mind a Nebulon-B model more based on Forced Unleashed 2. In fact there is a loading screen picture of it.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I suppose I could give them to the Rebel Z-95s after the secondary armaments upgrade. But for the more common militia/neutral Z-95s (with the green background) they will just have laser cannons for their antifighter role. The Rebel Alliance are the only ones that will get more than 1 weapon on their standard fighters.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

Honestly even if it were a bug with the dev.exe I could not do anything to fix it. I am just skeptical that the dev did that, and perhaps you were modifying some files that caused the problem without realizing it?

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

You mean like TIE Interceptors/A-wings? That will not occur. These are "Advanced Fighters" that are meant to be somewhat rare. For balance reasons we need to limit them as the vanilla Sins factions do not currently have special fighters. Also these fighters are balanced by their antimatter costs, but fighters on frigates/cruisers already cost antimatter, while basic fighters/bombers on capitalships etc. do not.

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GoaFan77
GoaFan77 @ Star Wars: Interregnum

I've used it just fine. I'm not sure what you mean exactly but I've yet to see Sins modify mod data while running.

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