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You can in 2.2
In the full version, everything retreats to the nearest owned planet. If more than one swaps, there's still a bit of an issue we need to work around, where sometimes the first planet will start retreating to the first planet, but we think we have a workaround.
Carnor is only a ground hero in the mod- he canonically has a flagship called Emperor's Revenge, which we have put in as a separate hero under its direct commander, Redd Wessel.
In the 2.2 demo, and in the upcoming full 2.2. They weren't in 2.15
There are two things like this. For one, the Triumvirate is there, but it doesn't require Pellaeon dying, and for two, the EotH gets the Thrawn clone.
Not really, the Republic was supplanted by the Nebula. There were originally both in the mod, but they have such similar armaments and roles, and the Republic is basically impossible to make look good, and the Nebula is the more prominent of the two, so the Nebula was kept over the Republic.
The Allegiance class is in the mod.
We currently have no plans to include the galaxy gun in ICW, though it is present in Ascendancy, our mod for Sins of a Solar Empire.
No, that was cut a while ago.
There will not. If you only want to play in a single era and 100 weeks is not enough, we have a pretty wide selection of GCs that take place just within those eras, especially with Palpatine and Isard where their single-era GCs are basically the size of 2.1 Art of War. From a gameplay perspective, as the Imperial, you start strongest, and every single mechanism to control when and how stuff progresses is otherwise under your control. It's also 100 weeks, so really, if we hadn't explicitly laid it out, I doubt most people would have noticed that it was a thing even in multiple playthroughs.
On top of what Slornie says, for most of the devs, Stellaris isn't a game we play too much, on top of which mods basically have to be completely recoded every time the game updates, so it's a huge amount of repeat work.
What version of the game do you have? Retail, GoG?
What folder is the .bat file in?
The flat upkeep cost you're referring to has applied since the base game. Every mod has it, including vanilla. It can't make you go negative, since it's a percentage of income.
The thing resulting in negative income is a separate upkeep paid per ship, which you only pay on ships you already have. If you try to field too many ships, you will lose more money than you're making. This requires putting a lot more infrastructure towardfs your economy, and managing it more effectively than the base game (which was simply "always rolling in credits."), where the limiting factor on ships is basically who had shipyards closer to the front lines. If you find yourself with a larger fleet than you can afford to field, you can use the Mothball ability on shipyards to disable them while you regrow your economy. With things like that and veterancy, we're trying to put the emphasis on actually keeping your ships alive, instead of building a ton, throwing them at someone, and then immediately rebuilding because whily uo had a full stack, you could save up more than enough money to replace it entirely twice over.
If we were ever to use significant amounts of rotating turrets, it would have to be as a separate, optional download. We work really hard to make sure performance in the mod is smooth, and rotating turrets are a significant CPU strain relative to the benefit of having them.
We don't intend to outright replace anything with it, maybe just a roster swap. Executor is the Executor, Sovereign and Bellator serve a unique role, and the Eclipse is important for story. We have enough Imperial factions that there's always room for more unique content to diversify them.
The Eclipse is your hero unit, you get it from your Imperial Command Center which spawns on your hgome planet at the start of the game if you have heroes turned on in the pregame options./ The Sovereign is a separate ship, which is an alternative build option. You can have the Eclipse at the same time as either, but you can only have one of the Executor/Sovereign at the same time.
They can spawn ships behind you, but they can't change the direction they'd be facing when they come in
Glad you got it working
Most will be in carriers, like the majority of the Eriadu heroes already are.
Yes, Joruus is being adjusted., And as I believe I have already said in response to the last time you made that comment about limited economic structures, the point of having them be limited is not about realism, it's about balance and making sure the game remains challenging or at least somewhat engaging after you've taken planets. We don't want the player overflowing with credits. Just relying on unit and other upkeep costs is not enough, because you have to try to balance around larger and smaller factions, larger and smaller maps, etc. When you've taken anywhere around half the planets in FoC, there's no challenge left in it, and you start swimming in cash way too soon. We also have to let people be able to build ships from the start of the GC, when they don't have a ton of planets, so we have to have economic structures still have a certain amount of base power.
One thing which the game *doesn't* simulate is the fact that the bigger your Empire, the more you'd have to actually spend on types of upkeep EaW doesn't represent at all. If your goal is a "realistic" economy in EaW, then you're barking up the wrong tree. It doesn't even have the same basic levers other 4X games have. Our priority is making the game fun.
The AI actually can't do it, all ships jump in the way the markers face.
It's not impossible to LUA script some stuff in that lets them rotate, but we're not sure how at the moment. It's not a functionality that'd directly supported by the game, natively.
In my current playthrough, I haven't lost any heroes except to bugs (Home One shields being half what they should, Mara getting one one-hit KO'd by Joruus while he has absolutely no support and I had my entire army, and Chewie getting killed by the OP Vornskrs).
I also have never commented on your strategies. I don't know what they are, and you're perfectly free to enjoy the game however you want. There's really no need to be so aggressive about this. It's a game, it's not that serious.
Along with a few other changes to tactical behaviours
A lot of this comes down to that you're assuming I'm playing with the same goals as you would be. I know pretty well what the heroes actually contribute to the game. I'm the one who put those numbers there, in a lot of cases. To me, it's not as important if I lose them. More importantly, when I'm playing, I'm not just trying to take only engagements I'm 100% sure I'm going to win. These playthroughs are, as much as if not more than anything, testing sessions.
When you're playing, you're playing the mod *after* the work is done, the content is finished and tested, and the mod has been balanced to a reasonable standard. I'm playing the builds *before* that's done, in order to figure out what works still needs to *be* done. Sure, I could *only* attack when they've moved their fleets away, or retreat immediately if I'm in a battle that's even close to even, but I'm not just trying to play for the sake of playing, I'm trying to figure out what ships are doing what they're supposed to, what aren't, whether the AI is acting in the way we expect or want it to, etc . For example, the early roughly-even in force composition battles, like the one where I lost Ackbar, are how I found out the New Republic ships were still significantly under performing after the changes with the projectile counts were inconsistently applied. It's how I knew to check the shield strength and learned that the MC80 Home One shields were way weaker than they ought to have been, which is how Ackbar lost his engines. Basically, when you're playing, you're playing with the benefit of someone else already having identified those irregularities- I'm playing specifically to find them.
That's a side effect of how we had to fix the era-change crash in 2.15, so it won't give you the end screen. In 2.2 we've dealt with it a different way, so that shouldn't be an issue.
Individual ships cost money for upkeep, not just the flat rate the tech for it takes. The more ships youy have, the more you'll be paying (each ship shows its rough cost per second), but since it's ability-based, the game doesn't sync it with the regular income graph. Shipyards have a Mothball ability which can disable a ship, and remove the upkeep cost while disabled.
12 is the regular size of squadrons in Star Wars, and all ships have always carried their canon starfighter complements in the mod.
No, we're strictly sticking to Legends. There's plenty for all the factions in Legends, so no reason to supplant Legends ships with new Canon ships