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This would imply you're using a non-English version of the game. The game differentiates certain files by language, so for the text you'll need to rename the file in Imperial_Civil_War/Data/Text from Mastertextfile_English to Mastertextfile_YourLanguage.
The registration problem is probably from a blanket ban on certain hostnames that were popular for spambots. The mod is only available in English, Italian, and German. You can use any of those versions by renaming the file in Imperial_Civil_War/Data/Text from Mastertextfile_English to Mastertextfile_Russian
By updating to 1.85
It's not a secret, we just have no way of knowing.
Actually it's more in the Assault Frigate/Dreadnaught range. Same length, but a little more fighter-oriented and a bit less damage.
He founded it and led it until he returned to the Empire, so there's three years after Endor in which he was the leader.
The limit is currently 20 stacks for 2x power/defense max
The tl;dr is bacially:
EotH - Ships are fast and strong but generally less durable and less numerous. No SSD. Decent fighters, smaller numbers of them. Planet defenses are really good (more 1.1 than 1.0). Economy isn't great for trade, relies on resource extractors more than others.
PA - Weaker ships but lots of them, and lots of fighters/carriers. Strong economy from trade.
IR - Ships are weaker by late game, but also more numerous. Fighters similar strength but not as numerous as PA. Fleets are organized around protecting larger, high value targets (Esecutor, Galaxy Gun, World Devastators)
New Republic - Better quality than other factions for almost everything except early game ships, but also least numerous. Their culture is stronger, but they also need to fight inside of it to get the most out of their ships.
In that case, it should work so I don't know. I checked to see if they patched something without me noticing, but apparently not. Try verifying the integrity of the game cache on Steam and reinstalling the mod.
I made a video about installation here:
So ingame it says 1.85? And is the version of the mod you have the one currently available on this page?
The wiki shouldn't say they're lacking in offense, however the rest is actually true (if poorly stated). Their ships don't have great defenses, aside from specific tank-oriented ships like the Intego, however their planetary defenses are better than other factions.
The existing faction strengths and weaknesses have been summarized in a few places, the upcoming factions will have that as part of their announcement, as none have been officially announced.
If it's minidumping when you launch, you likely don't have Sins 1.85/the most recent version of the mod.
1. That's just a flag in the hero typing we need to change, for Palpatine. In EaW for Ground/space heroes the game will still prefer to use them one way or the other. Jerec we've split into two separate heroes. As far as using heroes optimally (ie sending in Thrawn alone sometimes) that's just EaW being EaW. The AI in the game basically is what it is, and most changes the game doesn't even like to load.
2. If referring to the regular Jedi and Dark Jedi units, their deflection rates and whatnot are lower than major heroes (10 and 30 vs, usually, 30 and 60 iirc), since they are just regular units. For the major heroes, the deflection rates are exactly the same as they are in the base game. Any difference you're noticing would likely be because some units had been forgotten to add to the list for deflection (which are being fixed), but other than that it's identical.
Make sure the version of the mod you're using is the one on the download page currently, and that your game version is 1.85
When we initially released the mod, a lot more of the models had death animations, however as we updated the models, a lot of the models with death animations in the mod have been replaced. We'd love to be able to redo the death animations, however we're a small team and there's a metric ****-ton of models that need it, so it's something that we've just not had the resources to do yet.
Ah, that's actually really easy. Go into GroundCompanies.xml, find the company you want, and then change Max_squad_size to the number you want.
I'm not 100% sure what you mean there. Like an infantry company using, for example, Han Solo's model?
No idea what their purpose is, but they're from the actual design.
The existing factions are getting some new units.
For Steam, change the launch options as the manual states and run the game through steam normally. For other versions, use the .bat file we include with the download.
Without seeing the files, I don't know.
Its not a mod that does that, the base game already does that and you cant change it. The overflow problem is when you have more than 10 in a ground battle while taking over the planet.
<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap> in Factions.xml/Expansion_factions.xml
What version of Sins do you have?
You just copy the data folder from here and paste it over the data folder from ICW. It'll overwrite the old versions of the same files.
Also, the selection glitch is an engine issue. This patch doesn't fix it, no mods can. You need to use the conveniently-titled selection freeze fixer below this file:
The mod was pretty much just announced, we're nowhere near doing an alpha. We haven't even said what's in the mod yet. Once we're done with ICW 2.2 and Ascendancy 1.1 I'll be focusing a bit more on this.
Will be doing another playthrough session as Warlord Zsinj today (thursday) at 4:30 PM EST at www.hitbox.tv/CoreyLoses,, for those interested. There's also a poll there for who people want to see next.
Even if we wanted to, the alamo exporter has some issues with stealth meshes, so until it decides to actually export them properly we can't do stealthed units.