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The 2.2 Demo isn't a patch, it's standalone. Install it as you would any other mod.
We use some random events (moreso in 1.1). The Forbidden Worlds one we don't really use since we've added most of the relevant planet types ourselves, unless you're really into the Social/Industrial specialization, which is usable in the mod. Outlaws doesn't really do anything we found useful, or that we don't feel we could do better through buffs and random events anyways.
The space between planets actually varies pretty significantly between different maps. If some seem too crowded, try some of the ones based on less local areas. As far as releasing a Galaxy Forge, we will likely try to do one with updated icons to work with the mod, but any mod can be used with the existing Galaxy Forge- just take the galaxyscenariodefs file from any given mod and put it into your Galaxy Forge.
Expect strange bugs means you've made a syntax error somewhere. It'll tell you what file it's in.
We have no plans to do that, and don't really see a reason to; like you said, it's not a Legends thing, and it's also just an engraving on the bottom of the ship.
That was fixed in the second patch. It probably won't work with old saves, though.
I mean, technically the models being there are proof they're "in" the mod.. Whether and how they'd be used is a separate issue.
What detail level do you have your game set to?
Does it give an error message, or does it just drop? If it just drops, you're probably missing a text file.
Copy the contents of the patch data folder, and paste it into the ICW data folder. Copy and pasting won't add a folder unless you've copied that folder as well.
Rather than grouping fleets before jumping, EaW will send ships from multiple places to the target planet at once to build a fleet. In 2.1, there was part of the distance calculation where the game was dividing by 0 and therefore misjudging when fleets would get there, meaning you get 6 or 7 pointlessly small fleets instead of one useful or massive one.
This has been fixed for 2.2 (including the demo).
The era change crash (which is caused by defeating a faction before an era change, meaning there's nowhere for their stuff to spawn) has been fixed.
The issue with there being two Thrawns (Empire of the Hand and IR; there's no Pentastar Alignment Thrawn) is separate and wasn't fixed in this patch. It doesn't cause a crash or stability issues though, it's just because an event to remove the EotH one doesn't fire.
They're supposed to spawn when Maldrood captures the planet, but the event seems to be ignoring the faction filter for it and spawning whenever anyone takes the planet. We're looking into it.
We've been trying to find a solution to this that doesn't cause the AI to not use the units, as there's no direct line that seems to actually affect the speed at which units are deployed. It's not that long by intent, just current technical limitations.
There is a limit. There's also a reason for the limit, it wasn't especially common and was never actually produced in this time period.
If you play the 2.2 demo, you'll notice that the Executors do have engine hardpoints, significantly weaker shields, and also they are incredibly vulnerable to bombers. Even in 2.1 they weren't particularly difficult to take out for most players, the bigger problem was that they made them game too easy for the player, since the AI was messing up its fleet deployment.
As far as its strength relative to vanilla, there's a few factors you're not taking into account. An ISD in the mod is not the same strength as an ISD in vanilla. There's typically more hardpoints assigned to any given ship. The vanilla Executor would be pretty heavily outclassed by regular capital ships. In vanilla, capital ships have 6 hardpoints and the Executor about 25. In the mod, the Executor has 78 and the ISD has 16. That's pretty close to proportionally having the same amount of hardpoints in vanilla vs the mod.
We have no idea. We're focusing on the functionality we need first, which means it won't be particularly user friendly for a while.
We've announced that for the Eriadu Authority already.
You're not required to research every tech to win. Some techs exist not as strict upgrades but to provide a way to accomodate different variations in style.
No, that's from the new canon, not Legends.
That data is in TacticalCameras.xml
When we released 1.0, most of them did have them, however as we've gone along trying to improve the visual quality of the models, our efforts have been focused on that before doing the extra bits (damage particles, death clones). As we finalize models that we don't plan to redo, we've started putting them on (ie ISDs, VSDs and a few others in the demo we've just released). We have a significantly larger number of models than most mods, and we also make all of our own models, so it takes time to get through it all.
If everything shows up as [MISSING] and your game's language is not English, go into ICW22Demo/Data/Text and rename MasterTextFile_English to MasterTextFile_YourLanguage
Sort of; there's an extent to which you can brute-force it, but the limiting factor is that it's 32 bit and single-threaded, so it's only ever able to use a certain portion of your system resources. Most improvements in CPUs, which end up being a limiting factor, haven't been individual core strength so there's not as much extra room to work with even on really high-end PCs.
Slevered did make a few changes to the design from the EaW version, primarily to modernize it a bit and to reduce the poly count in order to make it more Sins-friendly..
Separately-tracking turrets are a pretty big performance sink, that's why we don't do it. Eventually we may make it a separately-downloadable option for those with better systems or who don't care about lag, but it's not a high priority.
They aren't in vanilla; they're the third side that joins in on some space battles in Thrawn's Revenge.