Faceless_Wanderer

Faceless_Wanderer

Joined Member # 3063542
0 Posts 11 Replies 103 Reputation

I've been lurking around here a while, so I'll take a stab at this. I welcome an actual modder correcting me on any points. Short answer: technically possible, yes, but not really feasible to do. Long answer: You would have to have the knowledge of an experienced modder to resolve compatibility issues. Several mods overhaul the vanilla factions in a conflicting manner. It is also possible that some TC mods overwrite the vanilla faction files to implement their modded fa

1 Replies 16,058 Views

Mandalorian Vengeance cruiser looks good. So, I went through the Moddb image archive and checked off planned units from the list because I am OCD that way. Am I correct that for declared planned units, y'all are only currently missing the following: Endurance Fleet Carrier, Republic Star Destroyer, Eclipse Dreadnought, Proficient Cruiser, Defender Cruiser? I went allllllllllll the way back to the very early previews of the Majestic and Nebula, and this li

577 Replies 2,995,703 Views

Not to put Goafan77 on the spot, but there are faction specific homeworld bonuses in Star Wars Interregnum. Might want to ask him about the technique used to implement that. I would guess that it is something coded into the faction instead of the planet on the map, though.

1,681 Replies 4,216,408 Views

@Primal Savage: Thanks, that worked and nothing blew up! Last two follow up questions: 1) For enabling on Females I presume I duplicate the overall entry, but use the ___Female instead of ____Male for supported model type? I could refer to another female entry, like Lizardmanheadfemale, to double check my syntax. 2) Is there a different place I can go to force soldier units to also use the Wolfman head? For example, if I was say, running a custom faction derived from Altarians

2,228 Replies 8,562,015 Views

[quote who="Primal_Savage" reply="1978" id="3679059"] I will switch the CoS custom male skeleton sovereign to werewolf (for faction creation). The current skeleton sovereign will remain in, but when creating new undead faction you will be able to use the werewolf-ankis-wolfmen model. And since there's already a male skeleton sovereign in DLC04, won't lose the ability to create a skeleton sovereign either. [/quote] I didn't expect you to do that! Thank you so much! I feel

2,228 Replies 8,562,015 Views

I didn't want to make a Moddb account just to make one comment, so I'm posting it here instead: Regarding the MC75: Understanding that it would only go in if the model is available, my suggestion would be to make the Dauntless only available to New Republic and give its Rebel Alliance capship slot to the MC75. The MC75 would be suited to the same tier of access as the Dauntless due to being an early war capship design. While a conversion from a civilian ship, the Dauntless was

577 Replies 2,995,703 Views

@Primal_Savage It is a shame that you are unlikely to finish the remaining Faith factions. On the other hand, you have created a lot of content for mod users and have been doing so for a long time. The game is relatively old now, and not getting enough feedback to be encouraged to do significantly more is completely understandable. There are a few 'nice to have' items on my personal list, the top being Faith Water to balance Fire, and, more randomly, enabling the Wolfmen for Faction/Sovereign

2,228 Replies 8,562,015 Views

Hi. R12 Bug reports: Trait Icons on Faction Selection Screen for Trade Alliance and Replicators appear to be jumbled up. Titan icons are missing under loyalist/rebel for both factions, and some 'common' research icons are displayed instead of unique faction or loyalist/rebel traits. For example, Trade Alliance Faction Screen, one of the icons in the shared faction features bar at the top, Galactic Economy, is actually Loyalist Specific. Aggressive Marketing and Large Transport Holds a

1,681 Replies 4,216,408 Views

Thank you for the updates. Quick Galaxy Forge question: I need to update my compstomp map. One of its gimmicks is a large number of pirate bases to generate large raid waves. Do all of the Mandalorian worlds on the list generate a raid fleet, or only some of them? List of suspected related planet classes: OccupiedPlanet, PirateBase, MandaloreOrBase, OriginalPirateBase, VanillaPirateBase, Mandalore, MandaloreBase ...asking partly because using a hex cluster of 10 Man

577 Replies 2,995,703 Views

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 superwea

577 Replies 2,995,703 Views

[quote who="soase_maelstrom" reply="1648" id="3642122"] I had a brief look and did not find anything that stood out ... it could be the planet itself, the new planets in the mod have different abilities that have various triggers. For instance, I am just testing the Valeron on a Legendary Planet, the Planet has intense electromagnetic emissions that can disable abilities ... [/quote] The combat was at a Desert planet with Desert Tornadoes and a Paradise planet with Allure, v

1,681 Replies 4,216,408 Views

Playing the 1.85+ DLC release. Possible bug report. I'm Loyalist Norlamin, trying to break through a bottleneck system held by Loyalist TEC. The System Lockdown ability on the Skylark of Valeron capital appears to be effecting everyone in the area as an AOE, friend or foe. Its been a while since I've played TEC, so I don't clearly remember their specific CC abilities. The suite of disabled systems matches the mouse over text for System Lockdown, though. When I disabled the autocas

1,681 Replies 4,216,408 Views

@Allquixotic: Several mods have already been updated for 1.85. You would be best served by making the effort to keep an eye on the Moddb page for Sins Rebellion mod updates ( http://www.moddb.com/games/sins-of-a-solar-empire-rebellion ). GoaFan already posted to Moddb that he is unavailable over the July 4th weekend, but Interregnum 1.85 will be Soon. Everything I have seen discussed between modders about 1.85

577 Replies 2,995,703 Views

I only assign my skillpoints manually. That is the only difference I can suggest, unless you are using 3.11 where I am on 3.1. I'll load it up when I have some time and see exactly what level it unlocks for me. Edit: It unlocked when he reached level 6. Manually selected it like normal and it worked the way it should. Perhaps is a combination of having 4 upgrades for skill slot 1, and the jump immunity skill being in slot 4, and autobuy just goes left to right sequentially so it n

577 Replies 2,995,703 Views

For what its worth, Krefey's jump immunity ability does unlock and work in 3.1. I have used it heavily on a defensive turtle map for compstomping vs up to 8 AI (and yes, with 8 after a few hours I almost always eventually cap ram and crash, which makes the new shield models a bit exciting for the lower overhead). Basically essential due to the number of interdictors that I encounter. It is appropriately a very high level unlock since it impacts the entire local fleet, like Garm

577 Replies 2,995,703 Views

Hello @ Primal_Savage, Coming back to this and setting everything back up after a hiatus from the game. One quick question: is Demons & Wizards compatible or incompatible? It is not on either side of the compatibility list on the Nexus. I remember a long while ago seeing something that indicated there was some experimentation in making XtraDeconstruct work with it, but it was never released publicly. Any prospects for eventually seeing compatibility or partial incorporation? Or sh

2,228 Replies 8,562,015 Views

I like the change on several levels. I prefer bubble shields visually. While invisible shields are more canon with the movie presentation, for Sins it just felt like an extra layer of armor HP with how it worked out. It was not something I felt the need to give negative feedback about before, but I like the new direction. I like how the bubble popping is a visual cue for the shields falling. I like that the memory savings create room for other potential features. On a more selfish note, the m

577 Replies 2,995,703 Views

Well, in explanation on the odd tactical choice of keeping that many: 1) My fleet is large enough the AI tends to have a low retreat threshold. The immobilizers keep them around longer for mop up if the AI actually briefly stands its ground. The bug with the interdiction field just impacts my fleet's travel speed efficiency as I roll up a line of systems. 2) My core fleet of Alliance ship classes actually isn't that large. I'm mostly bulking out the fleet's siz

577 Replies 2,995,703 Views

I'm primarily doing my captures through the passive Raider buff for ion cannons on the Garm Iblis dreadnought hero unit. I only have one MC80B. While I'm playing more at a macro blob level, I am getting captures too frequently for it to be just the Tractor Beam Array on the one capship. The captured Immobilizer contingent is currently 16 units, and I definitely was capturing them in 2s and 3s each engagement. I do also have a variety of Empire frigates and cruisers - I don't know

577 Replies 2,995,703 Views