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Aurek Seven (The EotH stormtrooper squad from their 501st) is already in the mod as a hero in era 5.
I came here expecting Elsa and some sort of musical. I'm extremely disappointed.
It's neither hardcoded nor difficult, you just need to give them AI. One of the older versions had it on release I think (1.3?) but we removed it when the selection bug became too much of an issue.
Galactic AI. They would be active in tactical battles, but not on the galactic level, like Pirates were in EaW (pre-FoC). Now we've given them back the galactic A, so they should move on through the galaxy as well.
The ones that progress through different eras, yeah.
Yes, unless this brings up other issues. I only did it in the progressive ones for the moment, however.
Way too much was redone between 1.3 and 2.0 for anything to be able to be transferred. It would just crash.
BeaverTails or nothing.
It's based off of the station over Bilbringi in one of the comics
Rogue Squadron and Dark Empire.
Because we don't support FotR anymore, and it wasn't really meant for anything long-term. And the different versions of ICW aren't different mods, they're updated versions of the same mod.
No, putting old GCs in later versions wouldn't work. I don't think we've even removed any.
There's a few reasons. First, the Hapans were much smaller and lacked the ability to become a real galactic power. The Empire of the Hand, alternatively, was several times the size of the Remnant by the end of the period we're working in. Hapans are fine for militia forces, but really fall short of being a real contender. The same can be said of the Ssi-Ruuvi, although they at least have some significant levels of development as a faction. The Empire of the Hand was also more directly involved (albeit 'off-camera') in something we want to include in the mod. Hapans will be included, but not as a fully-fledged faction.
Our experience with open betas has been pretty terrible. People just download it, never report any bugs, and we only ever get feedback from our core community. So, we decided we'd rather just give it to those people to begin with. Otherwise, it's just treated as a final version and judge the mod on that basis.
At this point, we do not intend to do a public alpha or beta, just the internal ones.
When we dicussed it we decided that the Swamp type is probably both visually and functionally more suitable than Polluted, although you could make a case either way.
We'll have a news post detailing planet types relatively thoroughly sometime closer to release, right now that kind of thing is still in flux since we began working on planet types pretty recently.
Thanks, we appreciate it.
My understanding of it is pretty basic, but essentially there's a certain number within a variable assigned to each projectile, unit, etc that ever exists in the game, and there's a hard limit on how high that number can be. Essentially, this reduces that number to a point where the game still has room to breath without (as far as testing has shown us) causing any side effects.
How are you trying to run it? Does the normal game start?
Even after he died, they tended to follow his ideas and strategies. They were still waiting for him to come back by the time the mod ends. "MAssive" just isn't the Empire of the Hand's style, and we don't want to homogenize the factions.
Changes some values in the save file.
Doing an SSD for the Empire of the Hand would go against the fact that Thrawn, who led and founded the faction, hated them and thought they were a waste of money, not to mention that EaW handles SSDs terribly.
That wouldn't do anything. You wouldn't need to create a 6th era. Locking ships between eras is done with story scripting, so without it every unit would be available. The problem with that is: every unit would be available. Stuff would just get pushed off the build bar and be inaccessible.
The actual painting would be very clean, it's scratches which would make it inconsistent (which are there), not where it gets painted or else whoever made it would likely be fired by the navy.
Also, if you look at a "real" A-Wing, there's a slight lip where (most of) the red part meets the white part, so even an intern New Republic painter on his first day would have a hard time screwing up the paint job, however considering the size of the ship and the memory limits of Sins, that lip fell beneath what we felt was necessary for the model, so it wasn't modeled in.
It'll be determined more on an ability-by-ability basis. Some will be cooldown only where it seems appropriate. Some will have tradeoffs to their use which limit when they'd be used, for example the ramming ability which destroys the ship. Some may cost resources.
Story scripts can't be used in multiplayer, so that wouldn't be possible.
Fighters tend to be pretty useful, the problem in base Sins which this solves is that you essentially get an unlimited supply until the carrier is killed. That creates a lot of hidden power and make carriers overly valuable. Now, you now exactly what you're going to get out of a ship before the battle starts and makes you (whether you're playing with or against them) able to plan out your actions more carefully. Doing this means fighters will be limited in any given fight, and therefore also gives us room to play with power. It'll definitely need some tuning within the fleet tender abilities to make sure it works as intended, but it gives us a lot of room to work within.