Intro
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.
Features4 new factions: Interregnum will feature 2 new races each with 2 subfactions like vanilla Sins races...
Superior Gameplay: As a successor mod to the Enhanced 4X Mod, Interregnum will support all the gameplay enhancements found in that mod, including...
Unit and Character List
See this post
Story
Progress
With the third alpha release, the Rebel Alliance has been added, meaning this mod can now be used to relive the Galactic Civil War as well as the current war with the Sins factions. The militia and pirates have also been replaced with Star Wars versions; now the vast majority of material on the game map is clearly from a galaxy far, far away.
Alpha 3.21 is now on Moddb and will be available for download in one hour.
Sweet.
By da by, forgot to say this way back when you were mentioning shield affects... they look awesome.
I'm not sure if its on purpose or not (and likely already has been reported) but for the Imperials at least, the Admiral Piett and Harrask researchs (the level three hero units) require resources and credits to research rather then being free
This is intentional, because Harrsk and Piett command Allegiance class Battlecruisers, which have a bit better stats than other hero flagships. Likewise Thrawn's research is at tier 5 and is a bit harder to get since he has an ISD, which is a bit better than vanilla caps.
Unfortunately, the game crashed after five minutes of playing. I have the latest version of your mod and Sins 1.85. I use the "no Super weapons minimod". LAA has been applied. The checksum is 153154122 without minimod and 1531720712 with the minimod.
Here is the crash dump:
http://www.megafileupload.com/7afe/sins_of_a_solar_empire_rebellion_1850_crash_2016_7_16T16_7_6C0.mdmp
Please help. Thanks.
Edit: It works so far now, after I put the minimod above the main E4XMod and below the Interregnum Mod. Checksum now: 190133365. I hope it works fine now.
The constraint in the "Buff_ING_RebelScumTarget" file is "HasAntiMatterPool", whereas in the parent "Ability_ING_RebelScum" file, the constraint is the appropriate "HasWeapons" value. Considering the nature of the ability, I'm guessing you don't mean for there to be different constraints?
Fixed. I've removed the constraints from both abilities. Thanks for your ever reliable observations.
The optional minimods are back!
Oh, I think I found another major problem in a different part of the Rebel Scum ability.
In the "Buff_ING_RebelScumTarget" file, the part that creates the AOE buff points to itself for the AOE effect, instead of the "Buff_ING_RebelScumEffect" file.
Thanks for updating mini-mods. I don't have Moddb access. I concur with the other post there that the No Superweapons mod is broken. This is a new game session. I can't make my own superweapons, but it appears at least some of the enemy empires can still build theirs. I've seen plenty of Galaxy Gun and Novalith shots flying through my region and at me.
Current game is me as Rebels, vs Empire, Warlords, HTS, Orthodox Advent, VCC. While E4X artifact stations include superweapons too, I have personally destroyed a few Novalith cannons attacking the HTS as my immediate neighbor so I have at least confirmed that type is being built. Most of the other empires are too far away for me to check on specifics, but I frequently hear the superweapon activation warning.
Load Order:
enabledModName "INT Deathmatch Mode"enabledModName "INT All E4X Random Encounters"enabledModName "E4X No Superweapons"enabledModName "E4X Resetting Titan Levels"enabledModName "E4X Expanded Research"enabledModName "E4X Doubled Fleet Supply and Capitalships"enabledModName "E4X Enhanced AI"enabledModName "INT Lend-Lease Capitals"enabledModName "E4X non-Vasari Phase Gate"enabledModName "E4X Exploding Mines"enabledModName "E4X Alternate Main Menu Music"enabledModName "Star Wars Interregnum Alpha 3.21"enabledModName "Enhanced 4X Mod 1.811"
What was the difficulty of the AIs? At harder levels one of the AI cheats is to get some research for free, I wonder if this is causing the superweapons to be unlocked.
Unfortunately, the way this minimod used to work was broken for some reason with the 1.84/85 patch, so I can't restore it to how it was before. Just have to try something else I guess...
All of the AI are set to Hard Aggressor in my game.
Also confirm superweapon use by VCC. Oddly, despite solidly being in the lead and holding the most planets, so far I am not seeing any superweapon shots by Orthodox Advent.
Something I just noticed is that the MC80 cruiser's deploy gunship ability spawn the X-4 gunships at what appears to be their base health, and doesn't take into account the factions' hull and armour upgrades. So you see gunships deploying with health bars only half full.
Is this an engine limitation?
I think you're not taking into account the extra health boost that the MC80's credibility ability grants. The spawned X-4s should have identical stats to ones you build yourself, but since they spawned in range of the MC80 it immediately grants the extra health. Since its a flat X increase ships with small health pools like the X4 or Corellian Corvette benefit the most, and at higher levels can more than double their hit points.
Completely forgot. It would be nice if the credibility ability granted its health bonus instantly, but that is a engine limitation, it seems.
Well that would basically be equivalent to immediately healing the target for the same amount every time they entered the ability's area, which would be extremely exploitable. Ships keep any extra hit points they had when they the buff wears off, but they need to naturally generate or get healed up to the new maximum. As far as I'm concerned its working as I intended.
Been a while since I've posted screenshots on here. Time to fix that I think.
Here's the Firespray Patrol Craft we'll be adding in the next version.
http://steamcommunity.com/app/204880/discussions/0/154642447915096966/
Interregnum Alpha 3.3 has been released! Prove yourself in battle against fearsome Mandalorian raiders.
Hello! I have been trying to download the latest release of your mod (great work by the way) from moddb, but the download never starts and the archive I get says that its an unknown format or damaged.
Any help? Thanks!
Someone else reported that, but now says they got it to work. Trying downloading it again, I think something was wrong with the Moddb servers.
I have read the complains on ModDB about slow down at large games. One problem which seams to have worsen with sins 1.86 (and 1.87) is buffEntityModifierType "DamageSharing" (vanilla advent ability), that is causing heavy slow down, even the game to stop with many ships. Without any CPU load. Seams some sort of deadlock, specific when they are attacked with area damage weapons.
PS: A minimod to replace the effect could solve the issue
I also get some random crashes now, I could not track down. They seam engine related, maybe 4X is using abilities/buffs on planets that don't work any more "as advertised".
Hope it helps.
How did you figure out it was "DamageSharing"? That is probably something that should be posted to the devs in a new thread.
Do you have any save games of these crashes where loading them will reproduce the issue? Usually random crashes are due to system specific issues (running out of RAM/not apply Large Address Aware, drivers etc).
The "DamageSharing" issue already was in earlier Sins versions. I recognized it when helping on the Maelstrom mod. In latest Sins versions (can't remember since when) it wasn't an issue, I only remembered it when reading the complains about Advent. So I run some test games and I'm pretty sure it is this ability (again).
On the crashes:
I'm modding around myself a little, nothing serious but enough the savegame wouldn't help(?)
I don't think it is the PC. I'm also running another CPU & RAM heavy sim game, but also I can run medium maps with 4 to 6 players without issues. Where to say I busted fleet support to 3000 and more and have large fleets battling around without a problem other than slow down due to many thing going on. So the crashes seam really very specific to vast & huge random maps, independent on what the (AI) players are doing.
Now just thinking I recognized a new "hard" limit on ships. I wanted to test the limits on the new engine and pushed fleet support to 6000 which caused a crash when multiple AI would reach this. In 1.85 sins would slow down to a crawl but not crash. I wonder if there is a new "limit" on planets or planet related abilities/buffs that causes trouble?
Probably something that just kicks in on new game start. I never was able to repeat the early (few seconds into game) crashes, even with a save games just a moment before the crash. When loading the game again it runs for an hour or so before the next crash. But as said only with very large maps.
Now even with the Dev exe and using record/watch to check any used ability, I was unable to locate the issue. So it must be the PC or an engine bug.
Hey Goa, I just ran a game using only your E4X 1.82 mod that was packaged with your latest release of SWI (Alpha 3.3) and ran into an issue. Not sure if it's with the mod or with the latest changes the Devs made. Will be a long while before I can run another game to confirm. Played as Tech Rebels, researched TAR, and the Pirates remained hostile towards me for the whole remainder of the game.
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