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.
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Subtle and invisible bugs | Locked | |
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Jul 16 2016 Anchor | ||
Hello. |
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Jul 16 2016 Anchor | ||
I've heard of this, but the Eradica is a vanilla Sins model. I just haven't bothered to get Zombie's fix for it. I'll try to dig it up, but I as thinking you were taking about issues with Star Wars ships. :p |
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Jul 16 2016 Anchor | ||
I... understood... 1. Ragnarov Titan - Main gun and cannons. 2. Coronata Titan - "Spine" 3. Neutron Star bulk cruiser Edited by: hronolog |
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Jul 20 2016 Anchor | ||
Ah yes, we do have some work to do on that Bulk cruiser model. It is one of our older ones. Edited by: GoaFan77 |
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Jul 21 2016 Anchor | ||
I found something strange and don't know if it is a bug from the mod or from the latest addon: After i conquered the homeworld of another empire the new garrison ships fly there and don't move to any other planet, it seems like the will destroy the special station where the heroes can be recruited. Atm there are about 30 garrison ships at the planet..... Because this station in invulnerable and also can't be captured it stays as a building of this destroyed faction and the garrison units can't handle this and stay in this system. Can you maybe try to implement that this station will be removed after the empire has been destroyed? I think this would solve the problem. Here a screenshot: Edited by: jk_bonn |
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Jul 21 2016 Anchor | ||
jk_bonn wrote: I'm afraid there is no way to check if a player has been defeated via an ability that would be required to destroy the space station. I don't think it is possible to really fix this problem. However, I would argue this can actually be a good thing, as enemy homeworlds are usually good planets so you would want more militia defenders there anyways. |
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Jul 22 2016 Anchor | ||
Sadly it is not helpful because the game will also use the garrison ships from the front planets and sent it to the ex homeworld. I would suggest to remove the invulnerability so it can be destroyed. In exchange you can give it a huge number of hitpoints so it can't be destroyed quickly. Edited by: jk_bonn |
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Jul 22 2016 Anchor | ||
jk_bonn wrote: Won't it only affect militia created at adjacent planets? So it should only matter if it happens to be on your front line. |
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