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Yes, it is a mod for Forces of Corruption, and will not work if you try to play it on the base game.
No, it's only available for FoC.
Tech is based on eras, not tech. This system is explained in the manual, and this exacr same question was also answered three posts down from here...
1. I responded to this two questions below.
2. Eclipse can't be built. It is a hero u it. How to access the Eclipse and any other hero or unit is explained in the manual.
3. I'm not sure what you mean.
Fighters cost fighter supply, so you can't just continually carrier spam and use fighters until the enemy can't fight them anymore. Ships that canonically have more fighters have access to more ingame. There's a stat in the unit card which tells you how many fighters a ship has left. If you run out, you can resupply them with either your repair/refueling stations at your own planets, or with your fleet tenders (Hajen for NR, Altor for IR)
Era does not change in any of the multiplayer GCs. Even if we wanted to make a multi-era GC for multiplayer, we wouldn't be able to because it's based on story scripting, which Eaw doesn't allow in MP.
One? What about the Nova Cruiser?
We currently have no plans to replace them.
Any difference is insignificant. At this point, EotH is ahead of the PA, if anything.
Unfortunately not possible to do a decent one in mods.
What's going on when it happens?
While I'm not saying rule out a December release, our release dates aren't based on movie releases or anything like that. We don't have that luxury. We work on it when we can, and therefore release it when we can as well.
Picking 1.0 testers in the next two weeks.
The bulk of our work on it will be, yes.
There might be one or two, but that's not really where we're focusing for 1.0; the main thing for 1.0 is more setting up the factions, and then we want the following version before doing any more factions to be about the Galaxy/map/scenario stuff (giving us something else to focus on while we consider feedback on the factions and rework some of the more offensive art assets).
Yeah, I want to do more of them; life (and version control) just got in the way for the last little while.
It's a small tease, technically just left it there because it was easier than taking it out and putting it back in; there's a ton of assets in the files that won't become relevant until 1.0 or later.
Percentages are ultimately meaningless; I will say we have one unit left to finish (fighters notwithstanding), about 10 ability slots to fill, and about 20 techs to do before we loosely start the testing phase, at which point the majority of any work left is balancing/icons.
Realistically, if we wanted to roll the Hapans into something it would work just as well with the NR; doing the Galactic Alliance changes the entire timeline of the mod, eliminates the PA, IR and NR as factions and requires a lot of new units for the GA faction.
Works for us, not really much I can say other than try to find another mirror, or make sure the download is actually finishing; it's quite large.
Not without fairly considerable work.
It's still Ascendancy 1.0 before ICW 2.2.
Yeah, we haven't posted any versions within the last few days. If you downloaded one in the last few days, it's likely just the base 0.95 without any patches being mirrored by somebody else.
There's likely a folder in your base game's data folder called Enum/AI (it's likely in the Data/XML folder) from RaW. That causes issues with the AI for both the base game and other mods, including this one.
No. Episode 7 is a completely different universe from the EU content. Completely different factions, units, characters, planets, etc. Nothing in the mod exists in episode 7.
Do you have Republic at War installed?