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Hey Corey, I am wondering if it is a difficult matter to mod the music in ourselves. If I recall the game has context-sensitive music (for example, different music for during battles and after battles), so I am wondering if people like me who have zero experience modding will be able to decipher the audio side of things.
Also, don't they have Star Wars music in Sins of a Galactic Empire? I haven't played that mod in some time so maybe they've had to remove it since then.
I only now just noticed the tiny little X-Wings and Y-Wings down there... they are tiny!
The skins look fantastic!
I understand completely - this time of year is busy for many of us! Thanks for the reply!
Hey guys, I've been following the mod since the announcement. I sometimes check the Unit Lists posted on your forums to see how things are coming along, but it seems that the done/in progress color coding has not been updated in some time. I am wondering if you will be updating that thread with progress in the future. Thanks guys, and keep up the good work!
Gorgeous! The subtle images worked into the menu buttons are a really nice touch.
Funny that you say that because the announcement of this mod actually convinced me to buy Empire at War so I can play their older mod (Thrawn's Revenge) while I wait for this one!
Thanks for the reply.
My idea behind making the bombs invisible would be that bombs aren't really dropping at all - instead, the planet health bar could represent "negotiation progress" in which envoys in the gravity well are negotiating that planet's incorporation into the NR. When the bar drops to zero, the negotiations are complete and the planet joins the cause.
The only downside I see to this option is that it may be less obvious to the player when his own worlds are being "bombarded" by the NR because there is no visual effect that jumps out at him.
This is a pretty minor thing anyway and I'm sure you're still occupied with the more essential features of the mod. Perhaps this is something that could be handled later via minimod addon. Keep up the good work!
I have played and enjoyed the Sins of a Galactic Empire mod, but all of the factions in that mod take control of planets by bombing them into oblivion with siege frigates; I feel like this detracts from the experience for factions like the New Republic, which of course would never bring a world under their flag in that fashion.
I am wondering if you have any ideas to prevent New Republic players from bombing planets.
One idea I had was to give diplomatic envoys the ability to siege planets but make the bombs invisible. I do not know if this is possible to mod in or not, but if so it would allow a player to take control of a planet without the appearance of bombing it. I think this could enhance the immersion.
Another possibility I thought of would be to altogether remove siege capabilities from New Republic ships and instead buff the faction's cultural influence. This may lead to exciting situations in which the Imperial Remnant is forced to strike at cultural centers deeper in Republic space in order to prevent the overthrow of frontier Imperial worlds. This would be really tough for New Republic players on larger maps, though, and I'm sure there would be a whole host of frustrations associated with not having siege frigates.
Anyway just wanted to throw some ideas out there and see if you had any solutions for this. Good luck with the mod, and I'm anxiously awaiting the release!
Another question: How are you implementing the Vasari antistructure cruiser - will it have its own ship model? What tier tech will unlock it?
EDIT: Just saw your previous comment about 1.04. Great news!
That's good to hear. I figured you might be waiting for 1.04. Here's hoping Stardock gets the update out soon enough!
How are these changes coming along? I'm really anxious to see something down about the power of bomber spam.
I like the changes. I especially like that bombers will be getting a smack with the nerf bat. Have you tested the AI's ability to use mines under the new system?