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No, nothing from Episode VII or any of the Disney canon will be in the mod; it's a completely separate timeline from the one that existed in the old EU, which is what this mod draws on. Nothing in the mod exists in the universe in which episode VII takes place.
1. None yet.
2. You can't build ISDs as the Rebels, nor can capturing ships give you access to the ships of other factions; factions have a diverse enough shipset on their own. There are som planets which, as the NR and IR (and EotH) offer some ships or infrastructure upon capturing them. For the PA, the Corporate Sector planets (ie Bonadan, Etti IV) offer a few different build options, like Lucrehulks, but you cannot gain the capture bonuses other factions have as the PA. The manual has information on this sort of thing for each ship.
There are very few cases where capturing planets will give a new hero in 2.1, one of the few being Talon Karrde from Myrkr as the NR.
You can't yet in 1.0, they're something we're working on in 1.1 (one of which will be shown pretty soon).
That wouldn't work in the game.
We've not officially announced anything for that yet.
What's the old ICW not found reinstall game thing?
Any GC that does not use era progression. The only ones which do are the Art of War ones and the one with the same name as the mod. Every GC which only lists one era in the description. I don't know what ACM has to do with anything.
Era changes are not the same as tech upgrades, you're losing your leader for the enemy to get better tech and sacrificing a lot of your own good stuff more often than not. They almost never involve any "better" technology for the Empire and they ALWAYS involve better technology for the other factions, so you're not sacrificing your leader for upgrades. Era progression is about providing some form of storyline in the progressive GCs using the framework that tech levels in the base game provide, it's not about "upgrading your tech." If you don't like those aspects of the storyline being incorporated, play a non-progressive GC.
Still less canon than it was for the first 8 years we were working on it. Either way, doesn't really affect me. Hopefully it'll bring in new players.
This is Remnant only. For the other factions, era changes tend to be straight upgrades and more often than not, hurt them Remnant. It makes sense for the Remnant because it's saving the hassle of suicide-running your OWN units, as opposed to removing the challenge of hunting down and destroying an enemy. We're not giving the other factions a button to easy-mode through the game (for example, immediately giving you the choice to buy your way out of era 3- there's no amount of credits we could charge for that which would make sense).
In 1.0, the way to get heroes is turn on Flagship victory. Ackbar, Thrawn, Stent and Grant are the leaders. In 1.1, we're adding more recruitable ones.
The Visvia triple cannons fill that role.
You get different options depending on which tech path you choose. It's Remnant only.
Use the enabledmods file directly, and make sure you've got the correct version of the mod for the correct version of Sins.
To paraphrase the most iconic character in Star Wars, not gonna announce anything until we have something to announce; still working on some implementation, and we try not to talk about things before they're ready.
The spec and map lighting makes part of them look less red in this picture, but they are 100% crimson.
We are doing a faction split sort of like that, but not based off of Warlords, so not quite. It'll be something more familiar for ICW players.
Changing them back to the originals would be a little complicated, especially considering that the original game lacked several of the weapon types. We are making some projectile changes in 2.2, however.
Pretty much everything except the Clawcraft was designed in-house.
The Sins Forge Tools actually come with pretty straightforward instructions on how to rig models for Sins. Near the bottom here:
I'd have to play with it more to be sure (other than the conversion to 1.85 this week I've been working more on ICW), but to be entirely honest, I'm not huge on how they handled the militia things.
Compatible. Can use smuggling specialization, doesn't use the other thing.
That's what happens when Stardock puts out like 3 patches in 3 days with no warning.
The first download there. AFAIK, GoG is on the same update as Steam at the moment.
Part of the problem here is from damage alts. As the buildings degrade, the turrets would typically have to move, which can't be done.
You can only divide names by faction, not by type/difficulty.