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Optimization in what way?
Pretty much. I'd been thinking of how to arrange the GCs for a while, then was like "oh, wait, I'm an idiot."
DuchessVonKibble Movies tv shows, etc all have ships in service to the plot, they aren't set out in the films with a real solid idea of what they should be capable of, so trying to extract that from just the movies or individual stories is kind of futile. We use available lore information to determine role and outfit of the ships, and then slot them into appropriate roles for the game. Otherwise, as Kindersteph says, you're subject to a lot of inconsistencies. The Imperial forces at Endor were far superior, the Executor alone should have been able to take out all of those Rebel ships, plus it had several ISDs in support. They lost that battle. Then you look at Rogue One, and you have a larger force of similar strength, losing out to a much smaller Imperial force. When trying to design a game, we have to try to sort through the inconsistencies and try to find what works for the context in which we present it.
I don't agree that you really need to be familiar with all the lore to play the game or factions, any more than you need to necessarily be a history buff to play a Total War game. We're fond of the extra replayability and dynamic provided to the game by having multiple active factions, and this period is the best to reflect that.
The post-Endor galaxy is what we try to represent. Honestly, saying we shouldn't represent them is kind of like saying a Stargate game shouldn't have Stargate races because some people aren't familiar with Stargate. Plenty of people become familiar with the factions by playing them to begin with. We do our best with the tools EaW allows us to provide a sense in-game of who those factions are, especially through missions and other flavour text in 2.2. We've also devised a way to separate the Faction select menu into sub-factions with headers, indicating Major Powers, Minor Powers, Imperial Splinters, which should at least give a little bit more direction to them.
For people who want just a classic 1v1 of the Empire vs the New Republic (the Rebellion is over) the GC selection screen tells you which factions are present in any given GC, it's the first thing they say. Keep in mind, you're playing a demo with a single GC, chosen simply because it was the one that was done- In the full 2.1, the last version released, you have the Thrawn Campaign and Shadow Hand which fit the 1v1 style for those two factions, just off the top of my head. In 2.2, you have those plus 2-3 others, among around 20-30 total campaign choices- that option is still there, but that doesn't mean we should remove the other options simply because some people want /only/ that option.
If it has a folder named AI that it installs, delete that. However, the mod has a ton of issues with tech levels and AI stuff, so I dunno if it'll help. I played it for my channel and in the entire campaign, only ever fought Munificents.
The only advantage to having them together would be to have them all in the same GC, which wouldn't be great considering the lack of continuity between all the factions. It's better this way for things like stability, loading times, and especially the fact that factions beyond the first three can't have proper story scripting .
You need a .dat editor for it:
I'm assuming you mean in 2.1. The Viscount is only available in era 5, not 4.
They're certainly on the table.
Delta Squad was even in the minimod we released in like 2008, so it's a pretty safe bet.
Without seeing the code or what's going on, I don't know. Possibly a LUA script being attached that's not cooperating.
Just a quick note, the stuff you're attributing as Z3r0x-made models would mostly have been rigged by him, but not actually modeled by him, he didn't do models to my knowledge, it's mostly from Warlords or other sources, so Evillejedi.
1. Stuff like Thule and the GAT will be used, but we probably wouldn't be basing a mission set on the one in that game.
2. In the first release, we'll be starting at Geonosis. after that, we'll start creeping backwards depending on resources.
3. We're more likely to bring the timeline backwards than forward.
4. Depends on who's relevant to whatever situation we're covering at the time, however we won't be using the approach of making like 30 Jedi heroes.
5. Will depend on the scenario as well, but ICW should give an idea of how in-depth we tend to go with it.
We usually do not use rotating turrets because it's a significant drain on CPU, and a pretty big cause of lag.
As for showing the turrets on the model, when they're large enough to be visible at EaW's scale with a reasonable poly count, or they're a major part of the design (like with a lot of Fractalsponge's designs, the main 8 turrets on an ISD, etc) we show them, however most turrets in SW would actually be pretty small and hard to notice to begin with. For example, most people know where those 8 main ISD turrets are, but even looking in the movies, you'd be pretty hard pressed to find the other 120+
They rely primarily on culture and the Bothan Spy ability for that sort of information, this remains the case in 1.1.
We have no plans for it, it lacks a design or even any stats beyond a rough length, and really only became relevant later on.
Yes, it is canon to both the Legends and Disney canons, however in Legends canon, which is what we work in, it sometimes contradicts stuff that is /also/ canon, and we will be trying to take the approach Essential Guide to Warfare did and find the most suitable middle ground in those situations.
Keep in mind the overriding element of plot in those battles, too. There isn't always one standard depiction. We'll be trying our best to make a fair representation of their forces, within the limits of the game engine.
Just the base version and the stability patch.
But, just to be clear, they do work if they're shorter?
1400 meters. The bridge blends in a bit more here, but if you look based on that and the turrets, itès really not that big.
Perfectly fine to post them here, however we do have a dedicated TR forum which is typically more conducive to larger discussions than the comment format here: Thrawnsrevenge.com
1. Several years ago, we had them be individually selectable, and in recent months we've switched back and forth to the point that I don't even remember which the demo for 2.2 shipped with. There are drawbacks with each approach. For one, the AI doesn't deal well with individual troops, and the deploy time is incredibly high. We haven't decided which we prefer to stick with yet.
2. The camera is at the same height as the base game and most mods. Some mods tend to scale ground units down more, which may be causing the difference you're noticing, which we may do as well a little bit (it can help with pathfinding)
3. This was part of an attempt to do two things. Thing one was to make them more distinguished from bombing runs, ie, bombing runs be smaller area but more precise, guaranteed to kill a specific target, while OB would cause more AoE, less guaranteed destruction in a range (it's harder to hit a specific 20 meter range from orbit). The second thing was to address the isue where most people tend to rely almost exclusively on Bombing Runs and OBs in battle, to the exclusion of units, because it was both more effective for damage and for credits. When I played the Clone Wars 4.0 mod, my main strategy as the Republic was to bring Yoda, either hide him or fortify my landing pad, and bomb the **** out of everything
4. This is a performance thing, as well as a lore thing. We have turrets visible where they're big enough to be within the polygon range EaW works best at. Most turrets were too small to actually register at the scale Eaw plays at, save for Fractalsponge designs where he put giant guns on everything. If you look at an ISD, you're only noticing the four on either side of the superstructure typically, so those are the ones we model in. In actuality, there's well-over 100 guns on an ISD, they're just significantly smaller. To add more, we'd be modeling at a higher poly count, and one of the things we've always tried to do with the main versions of TR is have smooth performance at most reasonable computer specs, which we think we've accomplished. With the amount of content we cover, it would also significantly increase loading times, and if it crossed a certain RAM threshold, would also cause the game to crash.
For the rotating part, that's a significant CPU load, and another significant cause of lag. You're essentially multiplying what the CPU has to keep track of. We're keeping it as a pretty rare thing in main-line ICW builds so nobody's lcoked out of playing it by having a worse computer, but it's always possible, dependign on time, that we'd make a second optional version with some higher poly models, higher res skins, more emitter counts per particle and more turrets for those with better computers that can handle it (though that would obviously be more limited, since no matter how how good a computer is, the engine is still 32 bit and ram becomes an issue).
It's actually canon in both. Disney included the movies and it in planning the new timeline, yeah, but that doesn't preclude it from being part of Legends, especially considering that it started in 2008 and it was only 2014 when Legends started being Legends. Using the old tier thing Legends used (I'm not sure if was continued in the Disney canon), the Clone Wars cartoon was considered T-Canon, and they were always pretty clear about it being included in that, despite the inconsistencies they introduced.
The demo is only supposed to be Hunt for Zsinj, as the download says. The other GCs are not year released for 2.2.
We designed it, there isn't any lore on it.
I'd suggest also verifying the integrity of your game cache, if you haven't.
We have no plans to use the Legacy. I've honestly never been a fan of the design, and the Republic has plenty of canon stuff to use. If we wanna add new designs for them, we'd make designs for some of the canon ships from the era which never got them, like the Procurator, which is in the same size class.
It doesn't really make sense to introduce something like the Legacy or a Venator II or whatever when the Clone Wars were only 3 years long, and in that time they went from designing the Venator to the Imperator. It would take a long time to start production on that kind
of thing, let alone start it, then have maybe a year of service, then it goes away forever.
It's more inconsistent than anything. There's some major stuff that gets left out of the CW which, considering how tight the timeline is, you'd expect would show up and therefore likely doesn't exist in the cartoon timeline. We'll still be using a lot of the cartoon stuff, but there's stuff outside of that we'd still like to potentially use.
ie, Durge, Bulwark Fleet, Sev'rance Tann, maybe Storm Fleet. The story for some of the Mandalorian stuff seems to change a fair bit in the cartoon from what it was before, too.
From the file description:
ISSUE: All text shows as [MISSING]
Resolution: 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