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The download probably either didn't finish or corrupted.
This is changing.
That wasn't the point.
That mechanic is pretty necessary for making the pace of the game work for early expansion. You're saving more money with the more expensive one, sure, but you're not necessarily getting something better for it; one of the ships available is a regular ship of the line, the other (more expensive one) is a fleet commander. If you want to use the freebie on the more expensive fleet commander... go ahead, but it's probably the wrong choice. Fleet commanders cost more logistic slots, and also aren't terribly useful until you have a large number of ships. You're probably gonna end up spending that "free 500 credits" on replacing the extra ships you lost from the actual effective combat stats you gave up to fight the first few garrisons. Just because something is more expensive doesn't mean it's actually better at all times, for all opportunities. They'll likely be research-gated as well, since they're not terribly useful before a certain point, but even if they aren't, again, they aren't terribly useful as a first buy, so the issue you're trying to suggest doesn't actually exist.
No. While we are upgrading some of the textures as we re-UV some ships to be better (more liek the Acclamator one) we are not doing particle engine glows. It doesn't fit the universe as well, and also is a considerable performance and memory sink.
There cannot; it's not a thing where some solution can be found either. The game either reads story script tags or it doesn't, and there's nothing that can be done about that.
This colour has absolutely no bearing whatsoever on anything in game, it's just for the faction select screen. To get them confused, you'd not only have to get the colour mixed up but also their position, because that never moves. As such, rather than to make them more different for no reason, we stuck with their actual colours. It's also the same colours they use in ICW, where they DO have more of a bearing on what happens ingame (because in Sins, the player picks their own colour regardless of the faction).
Right now the Dauntless. It's useful on its own, but the ability it has makes it feel pretty unique.
Do you have Republic at War installed?
What do you find confusing about it?
Which GC are you playing, and as which faction?
It's potentially from quitting then. But also, saves can sometimes get pretty big and the game has issues with them.How far in are you?
I actually directly address this in the video.
Is the save from a different version of the mod?
We may or may not do stuff with the Vong later, we have made no announcements as to our plans or lack thereof with the Yuuzhan Vong. As for the timeline, it's not just set in the Thrawn Trilogy; 90% of the mod is from before or after that took place. Anything between Truce at Bakura and Vector Prime is fair game.
Freeze bug in EaW, addressed this many times. First thing in the download section.
Ground combat can't be changed that much, and we have no intention of dedicating years more to this mod for the small amount that can be done, which still couldn't even bring it close to CnC. The main stuff would require a lot of new infantry units and animations, but my animation skills are awful and the version of max you need to use to rig and animate for EaW bugs out. EaW ground combat is pretty unsalvageable, comparing it to CnC is kind of pointless.
Welcome to EaW ground battles. To change that, you'd have to make the infantry fire using turrets so they can fire while moving, which ***** with animations (we'd have to create new animation sets, which we can't do).
Paste the data folder over the existing one, and then when it asks to replace files, confirm.
Considering we're not doing new ground forces...
Mods can't touch the AI in any appreciable way, and the AI can't have any knowledge of the era system. I assure you they're throwing their heroes at you not to progress anything, just because EaW's AI is ***.
No, that would entirely break the era system and would end with factions simultaneously having like 25 heroes.
Shipyards are not defensive structures, as such they provide minimal reinforcements.
We don't make death clones.
It doesn't solve the issue, it can fix the saves after the fact. We're trying to design scenarios and make changes around that for 2.2 but until we know all the side effects it's not something we want to rely on, especially since it requires the user to leave the game to actually use it.
It's intentional to prevent the EaW selection freeze bug from occuring.