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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Suggestion: remove the Vengeance Frigates from Mandalorian pirate raids (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : Suggestion: remove the Vengeance Frigates from Mandalorian pirate raids) Locked
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Oct 6 2019 Anchor

Hear me out on this one: the Vengeance Frigates, obviously, are the Mandalorian equivalent to artillery frigates (Broadside Cruiser and Assault Frigate Mark II). The problem is they do so much damage while outranging everything that, unless a player intervenes and manually controls strike craft to target them, they are actually capable of taking down a fully tactically-upgraded system (7 Golans and 4 repair yards + starbase or Rebel equivalent). This is VERY bad for AI players, which simply cannot cope with this; generally speaking, if pirates hit an AI system, the AI will lose that system. If a player manages to repeatedly get the pirates to target a particular AI player through bounty manipulation, that AI player may even be completely eliminated from the game. Pirates should NOT stand a chance against built-up systems. Players shouldn't have to waste time fighting them if they've built their defenses right, and AI should have some chance of repelling the attack.

Oct 6 2019 Anchor

I'll look into the raids and numbers, but I do want high tier Mandalorian raids to do some damage at least to fortified worlds, if not take them out.

There was a bug that caused far more Vengeance frigates to spawn than intended for level 4 or 5 raids, I don't remember if that was fixed before or after Alpha 3.4 was released, but perhaps that's what you were seeing.

Oct 23 2019 Anchor

I'm running 3.4.

Doing damage is a far cry from obliterating the whole planet. Their typical zerg attack can do some damage by eliminating some turrets and such from a heavily fortified world, and the Acclamators can kill a world that's not been properly fortified. But the Vengeance frigates blow huge holes in the defenses which the Acclamators then sit in, unopposed, while they take out the planet. Honestly I think remove the Vengeance frigates or reduce them by 2/3, and halve the Acclamators. The AI cannot handle this. A 1 v 1 match against the AI can be won simply by paying off the pirates on every 15 minute pirate raid. You never have to engage them yourself.

Edited by: WardenWolf

May 21 2020 Anchor

It's a good time to ask these:

1. Is it possible all gravity wheel neutral factions to attack players on their own volition as in the STA3 to keep you entertained in early game. Also... making them stronger depending on the planet type is preferable. As we play this mod, there should be a larger SW race spaceship presence on maps. Less TEC, Advent, Vessary and more Empire/Republic/other SW neutrals is in order as to the story you've biuld.

2.* A special one * If in the mod "Maelstrom" the pirates can behave as a race /a semi player/, is it mod-possible? Some specifics like ... AI player behavior; colonisation after liberation; building infrastructure; getting better ships; upgrades, etc. would be most appreciated for those of us not interested in PvP at all. Could be a mini mod.

3. Why are ships like the Vengeance-class not shieldless and why is the same shooting lasers and not bullets?!

May 21 2020 Anchor
notshure85 wrote:

It's a good time to ask these:

1. Is it possible all gravity wheel neutral factions to attack players on their own volition as in the STA3 to keep you entertained in early game. Also... making them stronger depending on the planet type is preferable. As we play this mod, there should be a larger SW race spaceship presence on maps. Less TEC, Advent, Vessary and more Empire/Republic/other SW neutrals is in order as to the story you've biuld.

2.* A special one * If in the mod "Maelstrom" the pirates can behave as a race /a semi player/, is it mod-possible? Some specifics like ... AI player behavior; colonisation after liberation; building infrastructure; getting better ships; upgrades, etc. would be most appreciated for those of us not interested in PvP at all. Could be a mini mod.

3. Why are ships like the Vengeance-class not shieldless and why is the same shooting lasers and not bullets?!

1. The Beta 1 update reduced the amount of vanilla minor factions in half. Also, the Rampant Militia feature from the Outlaw Sectors DLC should do exactly that.

2. The Beskar minimod is what you are looking for.

3. Because the Zann Consortium ships from Forces of Corruption have tech that totally contradicts the rest of the Star Wars universe. So we are taking them and reworking their armament and backstory to fit better (mostly by making them Mandalorian built ships). We did the same thing with the Krayt/Aggressor.

Edited by: GoaFan77

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