Join the Syndicate!
CAUTION! Mod is highly experimental and may be is slightly unbalanced!
This mod requires:
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LazyLib
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GraphicsLib
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MagicLib
This mod should be compatible with all non-total conversion mods and has support for several other mods such as:
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Version Checker
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Nexerelin
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Gladiator Society
Brief history of the Fringe (Lore)
- Above average amount of weapon mounts
- Preference of medium or small weapon mounts, large are rare
- Use of mostly energy and missile weapons
- Large but scarce fighters
- (WIP)
Ships (WIP)
Weapons
Screenshots
CREDITS:
– MrDavidoff for lending me all his assets;
– MesoTroniK for being annoyingly helpful and a great supporter;
– HerrFlex for never losing faith in my mod and providing loads of feedback;
– Cums, Axle, Avanitia and all of the Balancing Crusaders for giving me MASSIVE balancing feedback since the very start;
– Alex, TheWikiFish, Vayra and Blothorn for all the help with coding the new “hyperspace jump”, and Nicke535 for the suggestion on its new name;
– Dark.Revenant for lending me his SplitterWeaponPlugin;
– All the people in Discord and the Forums for guiding and helping me when needed. What a wonderful modding community
– SciFi3D and Free bitmaps (planet textures);
– The dev team of the “Star Wars: Interregnum” mod for Sins of a Solar Empire for their collection of sounds;
– Alex (again, I know) for his invaluable help with any question I had about the way the game works, he’s always been really helpful!
CHANGELOGS:
(v0.11.0) – Latest
Older Versions
Cool, SW was a mod I'd always hoped to see for SS. Just one thing, I would focus on just one period. Either republic & clone wars or Galactic Empire vs Rebellion. I played many other SW mods for other games, nobody was mixing both periods for very good reasons.
Yeah, that is what I meant by setting the time location on the period that goes from the 4th to 6th episodes of the Star Wars saga (Galactic Empire vs Rebel Alliance).
However, I see no harm in including "some" ships from the clone wars like the Venator or Providence as salvaged ships from those past times, the Venator at the very least has been used after the clone wars for some time with the new Imperial colours instead of the red stripes from the Republic era.
People usually don't mix the periods when making Star Wars mods because it will cause confusion and it's weird to see the republic fighting the empire or the rebels fighting the separatists Plus, each period had it's technology and ships, so including them all would both be a pain due to the sheer number of ships to add and there would be no lore behind the mod, people usually kind of notice the lore even if they don't really care about it, if a player was piloting an Imperator class Star Destroyer while fighting early Republican Venators and knows the Star Wars story by just a bit he will know something is not right...

And of course, venators were used by early GE, so were other ships like Munificient Star Frigate which had been used by the rebel alliance even. The question is how to tastefully include them into the mod to not break the immersion but rather enhance it (for the nerds like me) by having a chance meeting with a ship from the previous era. That would be my biggest concern here.

Yes, it's true. I am thinking about the Venator and other "outdated" ships as possible pirate boss ships or, if I want to make things more complicated, they could be "manufactured" in an old abandoned base if the player has enough crew, machinery and materials to build the ships at that location.
Another thing, and probably the only thing that bothers me as much as getting good sprites for the ships, is that all ships have a LOT of weapons. A Star Destroyer alone can have up to 100+ weapon mounts and by looking at what the previous mod creator did he actually put all those weapon mounts in the ships. I don't know if I should either do that or reduce the number to a more "logical" and balanced number. From a balance point of view having 100 turrets would require them to deal as much combined damage as a vanilla ship with only 10 weapon mounts, or they would be seriously overpowered
The hull mods seem to be failing to load into the ships though... Will look into that
And like I suspected, this needs some serious balancing xD
Nah, a total of 353 weapon mounts sounds reasonably balanced.
And like I suspected, this needs some serious balancing xD
Nah, a total of 353 weapon mounts sounds reasonably balanced.
ikr
To be honest when I checked the ships with the ship editor there didn't seem to be that many weapons, and even on the Star Wars wiki the ships did not have THAT many weapon mounts, I was really surprised when I saw over 300 weapon mounts in this one xD
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.
To be honest I don't think that SW can be balanced in to fit with vanilla without hurting the sw ships. So yeah, I rather thought that ultimate goal would be to create a total conversion in the end. But there's no point in striving to that without having the faction's done & balanced first right?
Personally, i would go for more movie-accuracy than wookiepedia-accuracy - the number of weapons was limited to what made a sufficient number of pew pew lasers on the screen xD
Well, in all Star Wars movies the space battles look a lot more like the vanilla Starsector battles in terms of weapons available on the ships than they do on any wiki. In the original triology there are less weapons in a Star Destroyer than there are in a normal destroyer in vanilla Starsector
As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
What do you mean? I will balance GE vs RA first and then I'll deal with the vanilla factions? It's not just the vanilla factions I would fight against, any mod that adds a faction would be underpowered when compared to the average cruiser available in this mod. A Star Destroyer could wipe an entire faction from the map and would leave the campaign without a single hull point lost.
The only way the ships could have all the weapon mounts they should have according to the wiki's ship info would be to first: make all weapons built-in like they are right now and second: make this a total conversion mod and wipe all the vanilla factions, they would be wiped anyways if they remain in the map xD But that was not really the direction I wanted to take
This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.
That's what I meant, I hope it clarifies it?
This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.
I'm glad you also see & think like this then (: