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Not just some degree; a huge degree. Content and plans change all the time, and it's impossible to know how long certain aspects will take until they're actually done. Not to mention that a percentage would make people start to try extrapolating, when the release of the mod relies a lot on our schedules outside of modding at least as much as what's actually left for the mod. Us giving any sort of release estimate or perecentage is a lose-lose situation.
We keep a complete record of how far we are with the units for each faction on our forums, but that's not really a good gauge on what's left to be done overall. Giving any sort of completion percentage would require us lying because it's impossible to know.
He's in era 4/5. I can't remember which we did or didn't put him in off the top of my head (it should say in the manual) but he's definitely in the Black Fleet Crisis GC.
Plex soldiers are still good against vehicles, you just have to protect them. If you have enough regular soldiers, they can technically take down even large vehicles, but you're meant to use the infantry primarily for map control. They aren't supposed to be the roid-raging vehicles with legs like they were in the vanilla game.
Also, garrisons aren't infinite.
It'll be workable with whichever version Rebellion is at when we release. And it's a total conversion, none of the original content is there.
Once the non-team people started doing this it lost its effect. Everyone, just look at me, Enc and Shaza. Imagine everyone else posted a poem about gingivitis.
Apparently the network people were trying to update something and it broke. It's back now.
The exact date of Chak's death is unknown, just that it's between 27 and 35 ABY at some point during the Vong War. Even if he /had/ died before it, that doesn't change a thing; he was still very much alive by the Caamas Crisis, considering the events he's most prominent in took place after it.
1. Ar'alani was pretty old by this point, and her primary alignment is to the Chiss Ascendancy. She gets replaced by Siath.
2. Chak Fel was not dead by era five, considering Era 5 is about the Caamas Crisis and Chak Fel was one of the principle characters in Survivor's Quest, which, along with the Hand of Thrawn Duology (which takes place before Survivor's Quest), are the main things that Era 5 are based on. Chak died at some point during the Vong War, which is definitely after era 5. Jag Fel was, as you say, still in the academy so I don't see why he'd be included.
She wasn't as heavily or directly involved in some as in others, and we can't put every NR hero in every GC. They'd have way too many of them.
It's not freezing, it's loading, which takes longer because the mod is 4.5 gigs.
That's because melee units are terrible in EaW.
We've had several people offer to translate it, but then never hear from them again.
When it's done.
There isn't one.
This isn't an issue with the mod, it is because the mod is English and you are more than likely using the Italian version, going by your profile. You need to go into Mods\Imperial_Civil_War\Data\Text and rename it from MAsterTextFile_English to MasterTextFile_Italian (I think the tag is Italian, at least)
My bad, I was thinking about the Strident. Either way, for this the complete lack of any information and the fact that the NR doesn't really need another ship that powerful for era 5 don't really work in its favour.
Not to mention it being outside of our time period.
Kirov's always been there, AirStraker's been there since 2.0.
Like I said, we've done it before and I can assure you that that wasn't the case. We got 99% of the feedback from a core group of 20 people, and the 1% we got from elsewhere was all stuff we'd already gotten from that core group. For the vast majority of people, they take a beta as the final release and think it's all meant to be polished, so we never hear a single thing from them. The final releases are just as polished, if not moreso, from a closed beta because we're able to more directly control the avenues for feedback.
If they're just looking to play the mod and have fun with it in the beta, yes, that's why we're making the mod, but it's also why closed betas are better. An open beta would be buggy, completely unbalanced and unfinished, so they wouldn't have fun with it in the first place. When we're picking testers we pick people who've shown they want to help actually make the mod better, and they aren't people who are going to take the beta, be like "well this isn't as good as I thought it would be" and then just leave which was the response for when we did it for ICW 1.0, 1.2 and pretty much any other mod I've seen do an open beta.
When a triple-A title does an open beta, it's already after a stringent process of closed betas, but for a mod the beta is effectively the first set of QA testing since development teams are too small to cover all the ground necessary. People get a very skewed version of what a beta actually is.
Making a new game from scratch is completely different from modding.
Thanks, but yeah, we're pretty consistently top 10, and we've been 1st several times. We've also been in the Top 100 in MotY for the last few years (last year with both mods). The Rank thing at the side is something that's calculated based on daily views, so it can fluctuate a lot. Since we haven't anything in the last week we're gonna be a bit lower.
Does an actual error message come up? It can take a while to load since the mod is 4.5 gigs.
Outside of the timeline, and not part of any faction in the mod.
Honestly, that's kind of why we switched from open betas to closed. They were almost universally just used by people who wanted to play the mod, and we only got feedback from a small group. We decided it's better to just pick that small group instead of putting out a beta which is by nature going to have severe issues and letting that be a basis by which people judge the mod.
We're well aware of that mechanic but it runs through story scripting that locks and unlocks things by building a dummy object which is entirely incompatible with the era system, and unnecessary considering the build bar is not full, and we've always thought that if you're at the point where you're overflowing the build bar at one place you've just put in redundant ships.
Because those massive shipyards were technically smaller than other shipyards from every description I've ever read of them. I'm pretty sure at this point in the timeline they were not capable of building capital ships.
We tend to strongly prefer closed betas with pre-selected tester pools.