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That was an issue with how infantry were coded in 2.1. it's fixed in 2.2.
What version of the game do you have? (Steam, retail, etc?)
Is there anything in your base corruption/Data/Text folder?
The Wingless MC80 and Home One type are different, Wingless is basically the Liberty without wings. We have no plans to reintroduce it to the mod, it wouldn't do anything the Liberty doesn't already do.
What's the full directory to get to your Imperial Civil War copy's data folder?
The Lucrehulk will have the less armed Freighter variant earlier, the Battleship later, and the Droid Control Ship as well. As in ICW, ships will have their appropriate armaments.
Their hardpoints are only weaker in the demo because of an oversight that caused them to miss out on the same damage multipliers that every ship was supposed to get. Otherwise, when functioning as intended (in the actual upcoming 2.2 build, and in 2.1), they are definitely better than those CW era ships/bulk cruisers (more hardpoints =/= more firepower necessarily), and they're properly balanced for what their strength is supposed to be at the time. We're not going to shoehorn in ships that didn't exist yet to make them stronger early, especially when their fighters and bombers are their main strength pretty much the entire time. They don't need their capital ships to be as strong as the Imperial ones 1-on-1 that early.
2.15 is the latest full release of the mod. It is from 2013 and includes all the factions from that point in development.
The 2.2 demo is a demo of the upcoming version, showing some of the new art assets, playable factions, gameplay features, and other changes within a single GC, as implied by the name.
This can all be found in the description section of each download.
Fighter supply need to be replenished by either fleet tenders (Hajen) or resupply stations (XQ)
Why should heroes be immune to death just because they didn't die in the books? That's like saying no IR player should be able to win a GC because the NR ended up winning in the books, it makes no sense in a game.
Huh? And that's not PA, that's hostile. We've already explained our reasoning for the PA being blue when you asked that on the forums IIRC (because blue was their colour) and while the colour is brighter, we're definitely not changing it to purple, which is sticking with Hapans (hostile will be something else later).
I've never liked the blue translucent style. If people dislike the choices we make, they're free to edit it however they want on their own.
Did you install the patch for this in the download section?
You recruit him using the ability from the command station that starts at your capital planet if you have heroes enabled in the game setup options.
As far as flat numbers go, no. The base stats for any ship in SoGE and SotP tend to be several times higher than what we use in Ascendancy. If they were brought into line and were proportional to the kind of stats we use, I don't see why not.
For the GCW era, AotR is good. No currently available mods cover the Disney timeline that I'm aware of, and ORaW is the only mod updated in the last several years which covers the Old Republic period, so you really either like that one or you don't. There's not a ton of options for moste ras beyond the base game's timeline and the Clone Wars.
Mostly in the direction of option 1, with several major heroes but not a ton. We don't want to oversaturate with them, and we also make our own models and don't just port stuff, meaning it would be unrealistic to have every single jedi ever named.
There will be some other dark jedi as heroes, but they won't be super common.
They're variants made for patrons of my channel specifically for the playthrough, they're not part of the mod per se (they won't be in it upon release)
We don't plan to use it.
Wild Karrde and TIE Droid were not finished in time for release, and we didn't wanna delay the ability to test functionality and balancing for those two models, since we plan to have another release fairly soon.
We won't bother releasing a separate galaxy forge until we actually have a chance to make those icons (assuming that actually works). Internally, we don't have a separate one- we just use the galaxy forge with our own scenario def.
Thanks, we'll take a look
That would be helpful, if you could upload it somewhere.
There were also individual sector forces.
go into ...corruption\Data\XML and delete the folder named AI, and it should all work again
The updated versions in the download section address that issue, the EaW patch changed how shaders work.
There are at least a dozen if I remember correctly. They're in the Mod Maps tab, you won't find them in the "Don't Use" tab.
The mod has nothing that would interfere with the base game, in any way. Do you have Republic at War installed, or have you had it installed? That mod installs essentially broken AI files to the data folder, which breaks it for Raw, every other mod, and the base game.