I like the concept of Havoc Squad, but find the idea of using Old Republic Era helmets bizarre and immersion breaking; the helmet itself is at least 3,000 years older than its Clone Grand Army counterpart which makes its inclusion very questionable.
Although I fully understand that this is all a work in progress and that there's still pretty of room for further tweaks, I'd like to point out that visually the helmet doesn't seem to suit the clone battle armour at all, but of course, this is a personal opinion. Perhaps you could phase out the standard clone armour and the current choice of helmet in favour of a Clone Commando model instead?
All the same, I'm loving the progress you guys are making. Keep pumping out the content!
It's certainly aesthetically pleasing, although I prefer the idea of sticking to colour patterns on Phase II Armour representing unit affiliation instead of rank.
The abilities for individual officers is definitely something you should keep; I would, however, propose that the enhanced grenade toss for the Clone Commander is shifted to an officer further down the chain of command, and that you instead give the Commander a Prowler 1000 Exploration Droid. In the first part of the Republic Commando campaign we see these being used to observe troop movement on Geonosis.
How I envision this working in EaW:FoC, is simply having it spawn in a similar manner to how Silri spawns her Rancor in the base game. Ability wise the droid itself would function in a similar manner to the spotter unit that accompanied the Rebel MPTL-2a in the base game.
Loving the progress this mod is making; keep it coming.
Switching to the Rebel Alliance as we know it would indeed be very premature. The Rebel Alliance was not officially declared until 2BBY, 17 years after the official end of the Clone Wars. CIS Remnant, however, is completely viable and probably the most appropriate way to go about it.
As far as units are concerned, I would probably bolster the CIS roster with mercenary units / higher priced variants of Droid units to simulate the side effects of the large scale deactivation of the droid armies. Having Gizor Dellso as a hero to replace any of the significant CIS heroes lost in the tech transition would also be a neat nod towards Battlefront II.
Certainly a lot of potential here; keep up the good work.
Looks promising; keep it coming.
It could be done, no promises there, although not likely as a playable faction.
As a temporary fix, open The clone wars "data" folder and copy the "script" and "xml" folder. Then place these two files in the "data" folder for the game itself.
Editing the Planet credit value line within the Planets XML ought to do the trick. It should look something like this: <Planet_Credit_Value>120</Planet_Credit_Value>
Best of luck.
You can mind me under the name Veteran-501st
Impressive stuff, keep up the good work.
The Valiant class Jedi Cruiser was purposely removed; it was never canon nor did it feel necessary with the Venator in place.
This seems to be a recurring issue with EaW FoC. Usually, the common cause of this problem is EaW FoC lacking writing permissions for the save folder. In my experience running Steam, not the game exe, as administrator fixes this issue.
Based on my search, having strange symbols in your windows username can also contribute to the problem.
Hope this helps out; feel free to PM me if the issue persists.
Hello, you are not alone with this issue. Unfortunately, a few [missing] found their way into Version 4, but rest assured these are being identified and corrected for Version 5.
If you are playing the 'Begun the Clone Wars Has' GC the inability to advance in tech is intentional, as for other GCs advancing in tech functions exactly as it did for the Empire in the base game.
In short, as soon as it is ready.
The team has been hard at work over the past few weeks to enhance the mod, ironing out existing bugs and developing astounding new content. However, by the nature of how mod development works, real life and unforeseen issues do arise on occasion, thus to avoid disappointment it will be some time before an estimated release date is put forward.
The enthusiasm everyone has shown for version 5 is incredible, and I can assure you that the wait is absolutely worthwhile.
Oh my... XD
Good stuff, it certainly looks rather immersive. Thanks for sharing.
Read the description and follow the instructions provided.
The Malevolence is built in orbit of Pammant.
What's wrong with it?
Assuming you're using Steam, and the default Steam directory, install into C:\Program Files (x86)\Steam\SteamApps\common\star wars empire at war\corruption\Mods
You're also required the change the Steam launch options for EaW FoC: select properties, set launch options, and put in the box MODPATH=Mods\star_wars_clone_wars_iv
Hi, I just had a look at that post and I can assure that these issues are known and we're looking into fixing it. I've also forwarded your suggestion regarding the Venator; Thank you for the feedback.
Thank you for pointing this one out; it has been noted and should be fixed in due time.
Which GC were you playing?
It seems you've uploaded the same link. Nonetheless, Pellaeon is in the mod and is in command of the Leveler.
Certainly looking forward to this. Keep up the good work.
Great stuff, keep up the good work!
Please refrain from posting irrelevant content.
Amazon would be your best bet, or Steam if you already own a Steam copy of Empire at War.
Yes, Yoda has his own unique Acclamator.