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You've made an excellent point. I'll have to think about that one for a while.
Fighters will be more important and less rock-paper-scissory than in vanilla, and there's a few ways we're handling them differently which we aren't prepared to talk about yet. However, they still won't be able to operate independently.
...By getting blown up?
When we've done it before on the nights aimed specifically at North America, using EST as the reference has caused the least confusion and questions, so it's what we stick with.
People who know UTC time will likely already know what it is relative to EST and everyone else is oing to have to look it up anyways. Considering the time it's going to be at, this is pretty much only going to be North Americans, and North Americans typically just use the three main North American timezones.
This is a known problem with EaW (and therefore all mods for it); after a certain amount of objects have been created in a campaign (units, projectiles, etc), the game stops being able to track new instances of anything, and it basically just stops working. Pox has been playing with a few ways to make a tool to fix the memory addresses and work around it, but as it's a problem with the base game/engine, it's not something we can directly fix, Petroglyph would have to patch it themselves.
There's a possibility we'd include them in Ascendancy.
It means your game is not English.
It's not a mistake, it's intentional. Considering how many hardpoints we have, doing the damage particles would take years. We started doing it a few versions ago, but it took 6 months, we remade a lot of models and every time we change a hardpoint we'd have to re-rig it.
We may add a few ships in patches, almost no chance of any new maps. We have no intention of making any more eras, as that would require making a whole new mod when we're already working on Ascendancy (and honestly aren't fond of EaW), and we're far more interested in this era than the Clone Wars.
We have no plans to do any major additions. Also, none of the factions in the game used droids canonically so adding a bunch of CIS stuff wouldn't really make sense.
No, the Mediator is outside the mod's timeline and lacks stats and a picture. They already have the Viscount anyways.
We removed most of the stuff that was invented for FoC, because there was usually much better established canon stuff that could be used.
If you're trying to start a GC, then make sure the faction you have selected is available in that GC. It says which factions are playable where in the description box to the right.
They do fire, the projectile just looks pretty similar to the others at the moment. You can tell they're shooting when acapital ship loses half its shields or an entire hardpoint in one shot.
If it was in a progressive GC, they were potentially from previous eras. Otherwise, EaW's AI has an annoying tendency to ignore built limits.
Yes, same time period and the unit lists are selectedfrom the same time.
Yes, there will be patches. The NR will be put into ICW if the game will stop crashing every time we try to give it a story script.
I can assure you it is. Starwars.wikia.com
You're looking at the bottom of its front left.
Set Take all but their last planet until you're done advancing/ready to finish the GC.
This seems to be an issue which happens for any era change after a faction is destroyed (except Pellaeon) because the game stops knowing how to handle story events.
Yes, but every previous version has had multiplayer, we've talked extensively about the maps in it, and the fix for the issue is an extremely easy one which most people used to have to do to get their base game to work in multiplayer which does not effect everyone.
1. The Home One itself will be the flagship for the New Republic in the Flagship Victory gametype, in which it will have suitable abilities as Ackbar's flagship. It won't be made into a buildable ship because that wouldn't really make any sense.
2. There is a hardcoded build limit in Sins of 1 Titan. We've considered using other methods to allow more, but there are a lot of balance issues that could cause.
3. Can't really give you a solid answer at this point.
That's what we've done with most of the stuff in both mods; it was created for and used by both. There's just some stuff which is better left as is in ICW for size considerations.
We may eventually.
We've always had multiplayer.
No, but in the meantime the manual has the same information.
Can you do it if you launch the original unmodded game?
It works fine for me.