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It'll always be true that the more planets and units you have on a map, the more likely you are to experience lag; we're doing our best to keep it optimized however, with a lot of our stuff taking fewer resources than their counterparts in the base game, although until everything's actually in it'll be impossible to give 100% accurate metrics. If there are problems, we'll be adjusting it as we go, just like we did with ICW so I wouldn't be too concerned.
Definitely dinosaurs. Pretty sure you're thinking of the Killiks.
There is a known issue where the game will crash when the era changes after a faction has been eliminated. As it says in the news post which can be found directly above the downloads section, we have released a patch beta which should fix this.
In ICW, they average out to about the same. In Ascendancy, their main strength is going to be speed and firepower, at the expense of defense on their ships.
It's going to be released the same way as any other previous full version.
We plan on having all 5 canon ship models, yeah.
And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.
Functionally they're just like the playable factions in every way, except they aren't pickable and have smaller unit lists.
Currently the way it works is there are certain maps where, if the last slot is filled in the player selection, that AI will become the Hapans/Ssi-Ruu. So, you can choose to disable them or enable them. It also means if you were to play that map in multiplayer and you have more people than the map was "intended" for, the last person gets to lose. And also play as an NPF.
It'll be explained better ingame, but if it ends up being too confusing we may end up just putting them as selectable so people can have as many of them, wherever they want, just with the caveat that we're not balancing or filling them the same way as we are for the others so if they choose to play as them they're gonna have a harder time.
The Ssi-Ruuvi were only announced at al today. They're going to function the same way as the Hapans.
I've always tried to ignore the dinosaur parts and focus more on the fact that the ship designs are pretty interesting, once you get past the fact that they're all literally the exact same.
I'll probably do another video after the next NPF news post.
We have some basics laid out for it but we're still mostly just in the planning stage and taking suggestions (http://thrawnsrevenge.com/forums/index.php?topic=5030.msg48471#msg48471)
There's not really an ideal place to put a command bridge. Keep in mind all ships have shields, and if the shields go down you tend to be screwed anyways. Also, there's typically redundancies in command areas, and as far as field of view goes there's sensors everywhere. Also, in space you can orient your ship and fly around something however you want; the little command strut things on mon calamari cruisers or obvious command structure of the ISD is hardly more secure. Neither would a real life battleship be.
It doesn't matter that much if you can't see anything since everyone relies pretty heavily on sensors. And it's probably safer than having a small strut in top, especially since they'd orient themselves differently in battles. It's a very common (and canon) design feature.
Most of the Empire of the Hand is getting reskinned, and there are some IR ships getting a makeover as well.
Ah. We have no plans to do that, we feel like it heavily detracts from gameplay.
When it's ready.
IF you're asking if it will be in the mod, then yes, it'll be present on several maps.
Can you be more specific?
We have a patch beta up, which has some of the gameplay/stability changes for testing, but not everything.
There's nothing to really distinguish the Alignment from the Remnant; they're just different splinters of the same group.
Everything looks good but I'm /still/ a little sad you aren't naming the expansion Keeping Up With the Cardassians...
Our regularly scheduled New Republic Fighter of the Day will be postponed for a news post.
We're looking at reducing auto-resolve values for the buildings, however this is an era that EaW's pretty temperamental about.
If the ones they have are too powerful, then all that means is that they need balance adjustments to those.
When addressing the capital ships of the Empire of the Hand, you need to keep a few things in mind. Their low number is part of the reason they have to appear so powerful. Where other factions have their roles spread amongst multiple ships, the Hand has to do everything with the three they have, without any real changes through the eras. The Empire of the Hand needs to essentially compete with the MC80/ISDI with the same stuff they have to use to compete with the Nebula and Praetor, both of which are individually better than both the Syndic and the Phalanx in most ways. What you end up is three ships that had to be given the tools to do everything in order to do anything.
The addition of a fourth (or even fifth) capital ship doesn't mean some sort of net power increase in capital ships for the Empire of the Hand, it means we get to shift around the power that's there to give each one of them a more defined role.
We would have period appropriate units and heroes.
The only heroes will be the flagship in the flagship victory condition gametype.