Some mods may not work with maps made for vanilla Sins due to changing the available planet types etc. The mod may provide a modified galaxy forge to make maps specific to that mod with.
GoaFan77
[quote who="WordCubed" reply="2758" id="3953255"] Hi, I'm trying to get the TEC Rebels' superweapon to "inspire an uprising"—in other words, for a small fleet of frigates to spawn at the targeted planet when the cannonshell hits it. The problem is, I cannot get this to work. No buffs I attach to the TEC's existing superweapon buff chain has ever successfully spawned any frigates at all. I would very much like you're guys' help with this. [/quote] I've done this for the
There should be a folder called "GalaxyForge" in the game executable folder, if you have Rebellion. Please make sure that is the case, I didn't realize Stardock directly let you install Rebellion without Steam/GoG etc. Stardock does let you download Diplomacy and earlier Sins versions from the Stardock store, you need to download the Galaxy Forge separately for those versions.
[quote who="Grisiaa" reply="1120" id="3919505"] Is there any opportunity for players to capture pirates again? in the first try I've run into the problem of colony ship trying to capture the pirate post, yet dies out quickly while waiting the capture to happen. Any suggestion of this? I've already wiped out all expect two structures that I just can't capture, I've even colonized the pirate plant already. [/quote] Is the colony ship in range of any minefields you haven't clea
[quote who="Ben.Wasden8611" reply="2751" id="3924873"] Question for anyone familiar with Ability Modding. I am trying to create an ability that casts a buff (a debuff) on a target and at the same time casts a buff (actual buff) on the caster. Are their any existing sins ability files I can look at that would point me in the right direction? [/quote] Plenty of abilities do this, maybe the Vulkoras Disintegration off the top of my head. You can either do "ApplyTarge
[quote who="More2Burn" reply="2754" id="3927837"] Is there a way to edit an ability to were the AI will not use it, without removing the ability form the game? [/quote] The AI will generally not use abilities that do not have autocast on by default. Some exceptions are ultimate abilities and superweapons.
First of all, you are using a version of Interregnum that is years old. The latest version is Beta 2.5 , not Alpha 3.4. Make sure you grab the latest Minimods too . Probably best to delete the old ones. After that, we highly recommend using the Star Wars Interregnum online Mod
[quote who="jorziredy" reply="1116" id="3915680"]I like the new trading system too. It's no longer a matter of spamming every gravity well with trade ports. However, I noticed that trade port upgrades on starbases don't reduce the gravity well's trade income like the trade ports do. Was this an oversight or was it intentional since you can only build one starbase per gravity well? [/quote] We know Starbases do not apply the debuff. It was not so much an inten
Version 1.88 of the Enhanced 4X Mod has been released on Moddb. This is a rather large update with a rework of the Pact System, a rebalance of the resource economy in the game, and even a new unit type, the Antimodule bomber.
Star Wars Interregnum Beta 2.5 has been released on Moddb. Enjoy a new pact system, a rebalanced resource economy, new strikecraft units, and lots of balance changes, optimizations, and polish. See the download full description for the changelog. <img src="https://button.moddb.com/download/m
[quote who="weekstonz" reply="2745" id="3901733"] I'm trying to mod more research arrows into the game, but I can't figure out how. [/quote] Unfortunately, it is not possible to do this. You have to design your tech trees with the arrows currently already used by the game.
For anyone interested in history of Star Wars: Interregnum, I recently had the pleasure of being interviewed by Capt. Sedaris "The Valiant". He asked me about all sorts of things related to the mod, including the history of the project, some behind the scenes details of the mod's development, and tips for new players trying it for the first time. Check it out here. [video]https://www.youtube.com/watch?v=HXHSZVLXlcQ[/video]
[quote who="PUREVENOM" reply="2739" id="3892993"] Has anyone had any luck adding additional color choices to the faction creation set up? Or has anyone already released a mod that does that? Changing the current colors is easy enough, just haven't had much luck in adding additional color choices to the menu. [/quote] I don't believe you can increase available colors, just change them.
[quote] I am not afraid of the work involved, I am just not sure how to do it. Do I need to add additional lines to load those screens up twice. One showing the area I need and the second showing the area I want? I couldn't see that in the files I have examined in other mods so it probably isn't this solution. My diplomacy screen is working fine, everything is working fine with my multiple factions. I even built a six portrait UI area for the Player Setup area and the first 3
[quote reply="2735" id="3887353"] Sorry for posting on a very old thread, I have tried doing some searches and I am turning up nothing. I have read and re-read certain files till I am blue in the face and I can't spot how to do it. Can someone assist with how to add a fourth race to the Player Setup screen? I first thought it would be a simple modification of racePictureArea but boy was I mistaken! I am trying to look at other mods that have achieved thi
[quote who="BookerGleason" reply="1114" id="3885547"] Hi, I'm a new member. I also just downloaded [Mod] Enhanced 4X Mod when I found out about this game here. But I have a problem that this mod is not compatible with my machine. Should I delete it and then reinstall it? Can help me explain here. Thank you! [/quote] It should work on either the latest version of Sins of a Solar Empire: Rebellion, and there's an older version for Diplomacy/Trinity. What is your checks
Good to hear that!
It's definitely a lack of homeworld problem. If you're really sure all the players have a homeworld that both is set as their homeworld and the owner, go to the Players menu and make sure you don't have any extra players you didn't mean to add.
Are you sure you're using an updated copy of the minimods? You need to delete the old minimods when a new update comes out. Some of these issues have been reported by people who downloaded a new version of E4X but didn't get the newest minimods.
Armor penetration seems to reduce the enemy ship's armor by that amount for that attack. Each armor point seems to increase the effective hull of the ship by x%. So a ship with 100 armor takes twice as much damage to their hull points to destroy, compared to a 0 armor ship. If its attacked by a weapon with 100 armor penetration though, its like the armor bonus isn't there.
The ship behavior appears to be still from Sins 1. To fully take advantage of the new mechanics, that should probably be changed, but again this is pre-alpha. Lots of time to change that, and the Devs will probably need to do testing to figure out what the optimal formations are. At minimum we need some settings for anti fighter/missile screens so that they can better cover a fleet, now that projectiles can be destroyed before they reach the target. Turrets already are very important here wit
[quote]Updated game to use Epic display name for user name if found [/quote] Much appreciated. Was awkward to have to stream with my PC name, and thus inadvertently reveal my real name to my YouTube audience. [e digicons]8O[/e]
[quote who="wbino3556" reply="11" id="3869498"] I should be super excited playing again but I see nothing I have not seen before. The stated super duper new engine should run great as there are no assets in the game currently. [/quote] The new turrets and missile mechanics alone will be a huge change that will allow the game to be played in what I think will be better, more interesting way. Moving phase lanes was an idea that apparently failed in Sins 1, yet these mad
New Akkan does look nice. It's a shame about the ion cannon though, I'd much rather it kept it than its rate of fire buff. [quote who="Timmaigh" reply="1" id="3869480"] Can you pick 2 colors for your color scheme ala Homeworld now? [/quote] Yes.
Actually they added auto docking for AI strikecraft in Sins 1 to improve performance.