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As for a second super-capital for the PA, we're happier having them with limited supercap access for the time being; we'd rather have them focus on carriers, with the Remnant being the Supercap focused faction. Especially since we can't do era-locking with them, since no factions beyond the first three can use story scripts.
As for the Lucrehulk, the reason it looks bad is because it's about 7 years old; the PA as it is was made with old Fall of the Republic assets, which we shut down in like 2008. Hence that stuff being cut and replaced with other stuff in 2.2.
We've narrowed it down to sometime in the future.
When did we say we were releasing anything this month?
The movies have absolutely no effect on the mod, we're following the Legends canon still (old Expanded Universe), not the movie canon. If we followed the new canon, it wouldn't just be changing a few ships, it would be removing every ship and faction because none of them exist in the new timeline, including the New Republic and Imperial Remnant.
I know it's the name Wookiepedia uses, but I'm not sure if it was ever identified as the class name, or just used to describe what it was. Either way, I'm not that concerned to be honest; helps with identification, and I prefer the name.
I think he's referring to it being announced in the update.
Sins and EaW have different weapon systems; EaW tracks individual projectiles, while Sins tracks weapon banks, and the actual particles you see are essentially just graphical effects which correspond to but do not individually carry damage. Keep in mind, Sins potentially has thousands of ships onscreen at once whereas EaW essentially has about 20. We use the same damage scaling (more or less), but fewer particles in Sins to prevent lag.
Recharge rates are four seconds in both.
We added a ton of new weapon types, if that's what you mean. If not, then I'm not sure what you mean.
The name thing is because there was an internal thing with it where it varied between Asdroni/Asdoni that certain team members consistently screwed up, although I don't think it's ever been referred to anywhere as Asd'r'oni.
As far as effectiveness, accuracy stats are EXACTLY the same between the Asdoni, Lancer, CR90 and IPV. The damage ranges are effectively within the same range considering what they're doing. The only real difference between the Asdoni and anything else is that it has a shorter range, but larger firing cone.
Considering we've already announced and posted pictures of that...
The ships are realistic in armament; we've grouped every canonical weapon into one hardpoint firing ten shots per group of 10 "real" weapons. So if something has 70 weapons, it has 7 hardpoints that fire 10 shots each. If it's 77 it has 7 that fire ten shots and one that fires 7. That's about as realistic as you can get for a universe that doesn't actually exist and which has very limited explanationf or most loadouts and power levels except for that's convenient for the author at the time they write the source. If you put one hardpoint per weapon, you have a clusterfuck of hardpoiints you can't individually target and the game lags to hell.
In the process of it, yes. I watch a lot of LP's and stuff while working on the mod.
I remember you guys mentioning this in a Let's Play as well, and I hate to be the bearer of bad news but me and Severed aren't British, I'm Canadian and he's American.
We already have the squad thing, we don't want to make the mod more difficult to install and ruin multiplayer for this. We honestly don't care that much.
We've changed it in the next version because people (incorrectly) keep complaining about it.
The .bat goes in your forces of corruption folder with the swfoc.exe
What? No, that's been a fact since long before there was ever going to be a new canon. It's also something you can see by just looking at gun placements on the ship. Without reorienting, it would just end up shooting itself if it fired forward like that.
No, that's the common perception fans seem to have, but it's not how it actually worked.
"Like with several other Star Destroyer classes, the designers did not take advantage of their wedge shape to give the heavy cannons the ability to focus on targets in the forward firing arc that were level with the ship." (per Incredible Cross Sections)
In order to fire (almost) everything forward, they had to basically flip the ship forward since they could fire vertically. The firepower from broadsiding ends up being more than what they could get directly forward.
Yes, they give you a Steam download code so its all still through Steam.
Because it's run by running the actual game for Steam if it's installed correctly (as explained in the manual) or by putting the batch file in the FoC folder and running that. It needs to be in the correct folder.
Its not a bug, its how they function canonically. We've addressed this question several times.
There's also the issue where ships being larger than they are currently clumping together when you want to group them, which happens a lot in the base game. You can still see it with the larger ships in the mod (Altor, WD, Praetor)
And no, we don't intend to move to Homeworld.
No, they're a playable faction.
2.2 isn't out yet
AI behaviours are 100% totally hardcoded. Their behaviours can't be changed. The only stuff you can change is research and build patterns by taking advantage of known and existing patterns. Actions and tactics arent touchable.
They're in 2.2