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This was fixed about an hour after release- if you redownload, it should be fixed.
It's still in the Remnant, the PA just needed more to differentiate it from the IR, and early game capital ships are a good place to do that.
I explained this on a comment that got pushed to the second page already, but it was intentional.
There's not an issue with the shipyard as far as I can find. You're doing something else wrong.
We were initially going to swap the Immobilizer and Vindicator and apparently reversing the changes didn't stick entirely. In about 20 minutes the download will be updated with the proper files.
Are you sure it's that you don't have enough money and not that you don't have enough slots, tibanna or durasteel?
You mean the price of shipyards? That's not something that's going to be 'fixed' because it's intentional, so people can't just spam ship production facilities, since that contributes to the late-game problem of being able to immediately replace entire fleets. Shipyards are important, so they should feel important and not just be thrown around.
If LAA is already installed, you shouldn't need to reinstall it. Delete the old version refers to the mod, you'll find that folder in the exact same folder you're supposed to install this one in.
I removed the 1.0 beta so that 1.0f will be the only version available when it goes up in 8 hours, 40 minutes and 12 seconds from when I posted this comment. In the immortal words of Terriermon, "Momentai, Henry."
The next new faction will be in 1.2, not this release or the next one.
Both of those ships are getting various improvements at some point, engines among them. One thing worth noting is that all of our engine effects are done using texture/data map effects as opposed to particles and actual engine trails. This is partially because Sins only lets each ship use one properly-functioning exhaust trail particle and most SW ships have varying engine types and sizes, but also because it is far better for performance, especially on lower end machines, to limit particle usage where we can.
This does also mean while we continue to find better ways to do the engine textures, some will lag a bit behind the others, especially on ships which need other changes (ie bigger UV space for engines) to accommodate the different way it's handled by us between EaW and Sins. It's all on the list, though.
There are no known crashing issues with the currently released version, so your issues are either with settings, LAA or something else; not something the new version will fixed.
First, do you have LAA enabled?
Second, what are your graphics settings at?
I mean, SotP just had a major release and STAIII posts public updates more often than we do to name just two.
Link in the description.
The main thing is the new EotH capital ship, which I just finished modeling last night (and a teaser for which can be seen on the forums in the member-only section)
I would argue that the fact that they only have 3 of their planned 6 capital ships and none of their starbases makes them feel incomplete, as opposed to the lack of a titan.
As far as a more visible place to post or discuss suggestions than news posts: Thrawnsrevenge.com
The overall time period of the mod is 4ABY to around 19 ABY. Each GC states the specific year in which it starts in its name on the GC list. So some do cover the time period of Thrawn's offensive in the IR (including Mount Tantiss)/The Thrawn Trilogy (the Thrawn Campaign GC), while others are set around the events of the Hand of Thrawn Duology (Caamas Crisis/Final Imperial Push).
Sariss isn't the only hero being added, however even without any new additions, they've always had Grant.
Gladiators are somewhere between Carrack and Strike Cruiser in terms of sheer firepower.
Sariss will be a ground-only hero. The Remnant unit list will be pretty much unchanged.
None of that does anything in game. It acts as a carrier by spawning its own fighters, like any other carrier or ship in the game.
Depends how you define couple of months.
It's what we're calling 2.2.
Gladiator and Secutor, two of the new PA ships for 2.2 We'll have a news post fairly soon with all the changes to the PA including units and heroes (and by the time of release, of course, the icons will be there).
Yeah, with the Tector we pretty much decided it's a worse Allegiance. There's enough grey triangles, and the Torpedo Sphere is not only a unique design, it's also a unique role.
As for remodels, I think it's just the Bellator for this particular update.
I'm pretty busy today, but if you send me the files I can look at them for you tomorrow.
It's not that it's being treated that way, it was created that way by Disney; those ships (the T-70, Resurgent SD) simply don't exist in this universe, and neither do the factions that created them. The alternate takes on existing stuff is different, because it's simply a different aesthetic on a ship that exists in both timelines; where we felt the Quasar design (since it was only shown in now decades-old material) was lacking in existing reference material, the Rebels version provided a new take on it that we preferred. the flip side of that is something like the ISD, which looks slightly different in Rebels because of the aesthetic style as well, but not in a way that we feel is superior or worth using as a reference for a new model.
We've been pretty open about the fact that we've been working on getting Ascendnacy 1.0 out first. 2.2 isn't the kind of thing that's just going to pop up in the downloads box, there's going to be more dev diaries about what we're actually doing in it before it pops out...
Do you have LAA enabled?