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Use the pathfinder unit slot if you want to get there faster. The size they are now is necessary to accomodate starting positions and supership sizes.
The New Republic did canonically have soldiers.
The Enforecer and Vindicator are visually similar but have completely different armaments and roles. The MC80 and MC80 Wingless are the exact opposite of this; exact same role and armament (to the extent that any Mon Cal cruiser of the period was differtent; wingless vs Liberty type is essentially a meaningless designation)but with a different appearance.
1. There's very little that can be done to edit the AI, and the AI is already plenty aggressive. There are a few places where unfixable glitches meant we had to rip some stuff out that had poor interactions with the AI, which causes some of the NR's complacency and lack of build diversity in some GCs. There's nothing we can do about it.
2. Maybe they could use them but they canonically didn't have any significant amount of them, and they're still more than capable of fighting against the other factions with what they have. They already have more units than anyone else, as well. As we've explained, yes each side has captured some ships from the other side but we have no intention of removing the small amount of fac tion diversity the game allows by giving each side access to the other's units, and SDs are not necessarily better than the units they already have access to, especially by era 3.
-World Devastators would Nnot be able to do anything near what their actual purpose was in EaW.
-Melee units are complete trash in EaW, and there's no reason to give PAlpatine buildable jedi.
-The regular MC80 is available throughout the ear levels until it gets locked around era 3 because there's no reason to build it anymore; the other ships are way better and all it does at that point is clutter the build bar. The Nebulon B is still in the mod, but falls under the same category of early-era ships. Wingless MC80s were cut years ago because they're literally identical to the winged versions, except visually. There's no reason to have them.
-Mediators don't fit the timeline or have any usable stats whatsoever (just that it's large and has weapons, which isn't really helpful) or pictures
Ultimately, the goal is to have a good, balanced multiplayer experience that still feels like Star Wars. The Lore is being used to determine ship stats and basic faction information, but it's kind of a jumping off point we're able to build around. We're not going to make ships into something they're not just for the sake of having some cookie-cutter balance system. late game, the NR's capital ships will outclass the IR's, but the IR's superships and numbers can make up for that (for example). This means the beta phase is gonna be pretty lengthy and important, and it'll require a lot of tweaking, but we're confident we can get there. We want the mod to be able to play each other, too.
That's a bug with the base game; it happens after too long has passed in a GC. There's nothing modders can do about it.
Well, the lack of missions is that there aren't any missions in the first place (the Katana Fleet thing dgives you all the info upfront, it doesn't use the mission holocron; all we use that for it structure display), but if there's only one [MISSING] string and everything else is showing up it muight just be that one string is missing.
You need to rename the files that say "English" in the text folder to whatever language your game is.
You need to go into the mod's Data\Text folder and rename it from MasterTextFile_English.dat to MasterTextFile_German.dat
There's not much to keep people informed of currently. We were focusing on the ICW beta, and then I moved/went back to Uni so I'm pretty busy.
Petroglyph removed the existing ones in FoC, and we haven't added any new ones.
I'm a bit reluctant to do that. There's no real "narrative" reasons to do it, since all the starfighters they use remain relevant and useful, but if we make it use Furion/Scarsiss squads in later eras there's a pretty big power growth there.
You'll notice Enceladus responded saying yes right below this post, within about 12 hours of you asking. You need to calm down and stop being a jerk. Otherwise, if you're still dissatisfied with the mod we'll give you a full refun- Oh, wait.
Don't worry about that, I never pay attention to comment karma, it's pretty meaningless. I've been pretty busy though, sorry for taking so long to respond.
This would either be in the Hardpoints.xml entry for that specific weapon (they're usually named and sorted appropriately so SPMA would be in Hardpoints_IR.xml in the section for ground units) or in the GroundVehicles.xml entry (which is usually the case for the primary laser/sole weapon of a vehicle)
We have no specific plans for them in the first version at this point.
Unless you're reading this after it's been released. In that case, the past.
Yeah, we've been in beta for a while now but I've been busy with other things lately.
There's a new progressive one.
Sins has a 2GB memory limit on Windows systems since it's a 32 bit program. If the game exceeds that, it'll crash. The easiest way to avoid it is for us to make sure we optimize our models and textures as much as possible and to not clutter the game with redundant units.
IF you're experiencing lag on the galactic map your processor probably isn't good enough and you should stick to the smaller scenarios.
I'm not sure what you are talking about. Not every faction is in every GC, but all of them (including the Pentastar Alignment) are playable in at least a few. The GC descriptions list all the playable factions for that scenario.
Yeah, the other factions have it too but there's no reason to ake a preview video for all of them. Pentastar may not because only three factions are able to use story files, so unless the same triggers work from an AI story file there wouldn't be anything we can do.
No, there's nothing that's just remade on the same UV map.
He's only ever mentioned as using one incomplete one once, and they never go into much detail on what that actually meant.
It would be pointless to let the EotrH build Imperial ships. They have their own units.
Yeah, it'll be relatively soonish. I wanted to have it out by now, but I've not been able to do much for the last few weeks because I've been moving/other reasons so it was delayed a bit.