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If there's no download that says 0.95, then it hasn't been released already.
Does the person you're playing with have the DLC?
We're just testing stuff now.
Only if you think that the ISDII and VSDII coexisting in most fleets is somehow a contradiction.
I haven't seen anything about a new patch, but whether or not that breaks mods depends on the content. Most balancing patches just requires renaming the mods folder and everything works fine. Stuff like DLC can entirely break mods and requires significant reworking.
Small ones are Venators. Large ones are not Praetors.
Except for the stuff in DifficultyAdjustments.xml, the AI pretty much doesn't care what you edit and won't load the changes (whether it's in Data or not).
They're still extremely effective (probably still the most effective thing in the game), fighters/bombers just aren't quite the insta-win button they used to be.
When the icons are done.
"EotH is 1.0." - First response.
Actually, this is incorrect; the Empire of the Hand and the Chiss Ascendancy are not the same thing, and we've never planned to addd the Chiss Ascendancy.
EotH is 1.0. We started with the NR/IR because for the vast, vast majority of SW fans (and thereby people we'd want to ease in), those are the two most recognizable factions. They're also the factions that required the least to complete,. since we didn't need to redesign or rework significant portions of their content like we do with the Hand.
Everything is done but icons. They're just super tedious.
They were always their own thing. We don't include them in the mod because we'd need to design a whole new faction worth of stuff.
The reason it's that size is because of EaW's freezing/unit selection bug where the game becomes unplayable after a certain amount has happened. Because FTGU starts with one planet for the player, it means most planets will change hands several times more than usual during the game, so it means that issue comes up far more frequently. The defreezer we released can help, but that's not an ideal solution.
No, the next release is 0.95, the overview for which is right above here, and which we will be posting the changelog for shortly.
Might be the day/week after. I posted the date, then got really sick for the weekend and lost most of my modding time to sleeping.
We've already addressed the damage thing in multiple places.
The reason we use abilities for bombardment is because if a frigate has inherent bombing capabilities, it will always do what you're describing; as an ability all we have to do is fix the autocast parameters.
While we're all for supporting ModDB, he's referring to our own site. Technially we don't get any money from that either, but it does directly go towards the costs of hosting our site. In order to enable ads on the site, assuming you have adblock, just right click Adblock, go to the "Adblock" option on the list, Customize, and then "Show ads on a webpage or domain" and add thrawnsrevenge.com
You have to build the factory. Research the ship, then build the factory. Then you can build the ship. It's exactly the same as Sins, except one tech instead of four.
Yep. Gonna look into re-openning it for user registration and editing once we're sure we won't get completely inundated with spambots again.
It's at the right of the military build bar. The Remnant one was missing its icon in 0.9, which may be what's throwing you off.
Same as the base game.
Just research and build. You need to control 15 planets.
I honestly have no idea what you mean by any of that..
Canonically the NR only had the one type, and the Remnant had several. Having more options makes more sense for the Remnant as well because their playstyle is meant to be more based around titans than the New Republic.
It tells you how to use it right on the download page.