This member has provided no bio about themself...
2.2 is not released yet, once it is it'll be on the ModDB profile. Once it is released, it'll be suggested to delete the existing Imperial Civil War folder entirely.
That shouldn't be an issue.
We still have the original models so when we say we're porting them, we're rarely actually converting the already-converted Sins versions back into an OBJ then into an alo, we're usually just using the source models from when we made them.
Yeah, thanks. We're aware and it's been fixed.
Why? That's their design, and it doesn't really fit in with the faction as it exists in TR. As far as the description of the specific Swarm War/Second GCW-era Chiss SD vessel in canon (of which ours is an earlier version, hence the lack of the dome which is presumably the cloaking device), it doesn't quite match that either (which is entirely their prerogative).
The Empire of the Hand is getting more ships, however the "Chiss Star Destroyer" is already in the mod, we've just given it a specific class name (Ascendancy-class Star Destroyer). Same as the "super" Star Destroyer just being a colloquial term for the Executor-class.
Three's the plan. Were always planning to do all three, just in different ways than we ultimately decided.
Even if you deleted the RaW mod folder, it installs its own AI to the Data folder which interfered with other mods. Go into your corruption/Data/XML folder and delete the folder named AI in there, and then in the corruption/Data folder and delete Scripts.
Do you have Republic at War installed?
Yes, they will all be in at least one.
Yes it can in 2.1 by going to the Corporate Sector. It won't in 2.2.
It's just the one new GC. If people want the old content, 2.1 will still be around; trying to just have one new thing and the rest be old would be a headache.
Very difficult to add something back which was never removed.
We don't take that significant of an increase in system resource utilization lightly, and it's not just a matter of lower end systems. I have a pretty decent computer, and I experience significant slowdown in certain other mods. Maybe it's something we'll do in the future, but it'd be after we test the system loads and not with the idea that certain other people have states where lag is essentially a conspiracy. Basically, people have known how to do tracking turrets since the day the game came out; tons of good mods have them, tons of bad mods have them. Just because something is possible within the game engine and we're technically capable of putting it in does not necessarily make it a good idea to do so, much the same way that when we do our model reworks we put a lot of work into optimization, which is how our Bellator, as the highest poly model in the mod, is still only 18k polies, and therefore lower poly than almost every model in some other mods.
Even if we were to finish everything today, we'd still have a month of testing to do.
Not really. Honestly, even if it were to somehow be converted into a turn-based game, it'd be pretty janky and there's much better platforms for that out there. Even leaving out any (legitimate) criticism EaW gets for what it is, that's not really what it's meant for.
No, people who are important in one Imperial "administration" often weren't as important, left, or died of their own accord (ie, wouldn't be things that player actions could change). At this point we're not sure what we'll do if Thrawn is still alive when you switch to Palpatine. May let him stay there, may ship him off to the EotH.
Any release date we tried to give would be so rough as to be entirely meaningless. There'll be at least a month notice before release, though.
Yes. Regardless kf whether Thrawn dies kr not, you have to actively align with Palpatine, actually.
Ships are given their canon armaments; if a ship has laser cannons canonically, they have them in the mod. Most ships in Star Wars, however, are not equipped with laser cannons.
Turbolasers in ICW are very inaccurate against fighters, and depending on the fighter, will almost always one or two-shot them (if it's a shielded fighter, usually two or three hits, and that's intended). One turbolaser hit will definitely take out a TIE Fighter, for example.
With a full turbolaser salvo by an ISD, for example, against a fighter squadron you're lucky to take out more than one or two fighters, if that.
No, there's like 50, and that's really taxing on the CPU
>Implying that the year makes overtaxing an old game engine a good idea.
There isn't one
We don't know how big any of the ships they canonically used would have been in the first place, aside from the Chiss SD being around 1000 meters. Thrawn, however, thought superships and superweapons to be a complete waste of resources, so they're unlikely to have ever used anything bigger than ~2000 meters.
The position of the mod as far as balancing goes is that being able to counter something doesn't necessarily mean you have that exact same thing yourself. In the base game having a faction with no titan playing with the existing ones would have been really bad, that's true, but one of our biggest problems with the base game is that the entire game is structured around those titans to begin with. In the mod, SSDs are certainly helpful, but they're not anywhere near as individually powerful as in the base game, and that's by design. We don't want gameplay structured around them, and having them also means you're giving up strength in other areas, and it depends on the faction as well. The Remnant is built around superweapons and supporting them (galaxy gun, SSDs, World devastators), but the factions as a whole are on different points of the spectrum where their strengths are elsewhere.
To use a ****** analogy with literal balancing, the base Rebellion game was a lot like putting a 2 kilogram weight on either side of a fulcrum and surrounding it 50 grams overall of varying sizes. Sure, that's "balanced" and the 60 grams could have some 10s, a 20, a bunch of 3s, whatever, but at the end of the day, that 2 kilo weight is all that really matters. In the mod, we're essentially trying to reach that two kilos overall, but without building it around that single gigantic block; instead each faction should have different combinations to reach that goal, and while it's okay to have a faction which does rely on one or two massive blocks to get there, that shouldn't be necessary, shouldn't be uncounterable without doing it yourself, and shouldn't be the goal for each faction.
It's not super significant.
Don't worry, the mod definitely works, and that issue can't actually be caused by the mod since the mod doesn't touch a single file on your base game, so you've taken a wrong turn somewhere or something else is going on. First, what version of FoC do you have? (Ie Steam/GoG)
The files section right up there.
ICW doesn't cause any incompatibility. The problem with RaW is it installs AI changes that go to the data folder, which screws up the base game and other mods.