This member has provided no bio about themself...
I know what he was talking about; I just can't remember what else we cut from EaW and whether any of it is in the new GC.
All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.
As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.
Slornie is, I think.
Yes to those specific three, don't know about the etc.
Which version are you trying to download, and when/how does it fail?
It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).
The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.
The technical term "skybox" does refer to the whole thing, actually.
There are different parts to it, but neither is more "skybox" than the others. Except for maybe the actual physical cube.
What have you done so far?
Can you be a bit more specific?
We haven't done anything to the skyboxes yet. This is just the only vanilla one I like, so it ends up in a lot of pictures.
We completely disagree; despite being a 4X game, there's very, very little (essentially nothing) that goes into managing your economy or anything beyond the military side.
Using the Golan Space Colonies was already the plan, we just don't know if it's something we want to do yet.
It can't be used as a generic shipyard planet model since pretty much every famous shipyard was a different type of planet. Mon Calamari was Oceanic, Bilbringi is an asteroid, Yaga Minor is a forest, etc. The orbital ring shipyard style was also pretty exclusive to Kuat as well.
It can't be used as an industrial type because the only thing really industrial about it is that it had the rings, which are specifically shipyards, whereas any actual industrial planets (like Mechis III) would be on the planet itself.
1. Yes, there will be appropriate planet textures for the new planet types including Ecumenopolis planets (of which Coruscant is the most famous example). Planet models and textures take up considerable resources, however, so we don't intend to do unique models for specific planets like Kuat which could only be used once. Kuat is considered a Tier III Terran planet.
2. Yes, there will be custom VOs for everything.
3. The mod will be compatible with the Galaxy Forge (as every mod is)
That's intentional; hero death is permanent in both skirmish and GC. Otherwise they just get thrown around and don't have to be used carefully.
No, considering that the Phalanx is the baseline that these new EotH skins have all been made to be in line with and replicate. The only thing the Phalanx will get is team colouriing and a few more lights.
We'll talk about what's going to be in the first release when we're a bit closer to it. However, we do intend to include proper icons and such for everything in it.
The scale will be as it is in the pictures and videos, although it's kind of irrelevant since the scale you see ingame is only measurable against other things ingame. It's impossible to do actual "realistic" scaling though, since even the largest ships in Star Wars are 9000 times smaller than the diameter of an Earth-sized planet.
We've talked about it a bit before; the three resources are Credits, Durasteel and Tibanna Gas, and the "asteroids" are refineries as opposed to direct extractors. We have the model for the Tibanna refinery done, I just haven't put it in yet.
That depends how much changes related to a specific GC. I'd say probably not, especially with Diplomacy.
That honestly isn't boarding in any real/balanceable state. For one thing, it doesn't have any way to give it a success/failure rate, which means if we did it you could just spam them and capture everything, and there's no way to pass it to the galactic map, which makes the whole thing kind of pointless.
It really doesn't need either of those things.
But it looks so much cooler... If it looks cooler it has to be right.
We're currently internally debating some things about that.
Yeah, thanks. I know it's been around, I just felt like playing with shaders a bit and this seemed like the best place to start. If it ends up blowing up in my face, or we're ultimately not happy with the results my backup plan was to ask for the existing ones.
Pretty much always blue in the times they ever bother to actually show them. Droidekas and that giant Gungan thing on Naboo were blue, everything in EaW/FoC was blue. When they're not blue they're usually white.
If you haven't tried it that seems like a somewhat unfair basis to judge it on.
Any estimate we gave now would most likely turn out to be wrong.
It'll always be true that the more planets and units you have on a map, the more likely you are to experience lag; we're doing our best to keep it optimized however, with a lot of our stuff taking fewer resources than their counterparts in the base game, although until everything's actually in it'll be impossible to give 100% accurate metrics. If there are problems, we'll be adjusting it as we go, just like we did with ICW so I wouldn't be too concerned.
Definitely dinosaurs. Pretty sure you're thinking of the Killiks.