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You can build one galaxy gun per 15 planets controlled.
Our website is currently down because of server issues. It will hopefully be back up soon.
Our host network is currently down.
What victory conditions were enabled, and on what map?
Just the Imperial one. Imperial leaders are the only thing relevant to era progression.
No, you need the latest version of Sins.
That means you either installed it incorrectly, don't have the ram fix installed, or something else. 2.0 is, again, far more optimized than 1.3 was, and there's absolutely no reason performance-wise that you should be able to run 1.3 and not 2.0/2.1.
System requirements for 2.0 and on are lower than 1.3.
Network had a server failure, they're working on putting it back up.
It has to dip prrtty far forward. The movies usually show them broadsiding, too (battle of End or being the major example, obviously). This doesn't mean /none/ of the weapons can fire forward, just that the usual way to maximize firepower, which is all the game really cares about, is to broadside.
Yeah, the Galaxy Gun will not be set to autofire with the changes we announced above in the news post.
Also, as Slornie explained in his response to the post just below this one, ISD broadsides are intentional. Contrary to what is apparently common opinion, the ISD design wasn't able to fire everything forward, and broadsiding was the more common strategy.
We don't know how lomng the migration process will take for the network; the information we included at the bottom of the news post is pretty much everything we know.
As for 2, Ion cannons and turbolasers are the most common weapons. The ships that canonically have them also have concussion missiles and proton torpedos.
By that logic, however, I'd argue ours more clearly gets across information. For our research icons, we have, for example, the Tibanna symbol, and then a plus symbol. The base game has a picture of the extractor doing stuff. Our power to shied icon has the ship, and then the shield around it.
There may be more ships, but definitely not those ones. We don't want to saturate the game with a ton of what are essentially SSDs. The Allegiance would only get added as a replacement for the Praetor.
Was it the Imperial Thrawn or Empire of the Hand Thrawn? There's an issue where EotH's Era 1 Thrawn hero doesn't de-spawn properly after era 2 starts, however killing the EotH one will not make the era progress, since it's entirely based on Imperial leaders (and he's not meant to be there in the first place)
Yes. They are built entirely on the same hull, much like the ISDI and ISDII (which only have different turrets and command structures)
I actually just fixed that one last night; the effect works, but the tooltip was one of a few that escaped my initial round of ctrl+f'ing (that looks wrong...) the string file.
On this specific point its important to keep in mind, however, that it will always require some sort of additional symbol to distinguish ships. This is part of why we emphasized them and tried to use icons that would emphasize the differences instead of simply being an image of the ship in the first place; most of the distinguishing information has to come from them. In base Sins part of the reason that solely pictures works is because each ship is more distinct. In Star Wars, a lot of ships for the same faction share the same basic shape. Distinguishing an ISD, ISDII, VSD, VSD, Vindicator, and Praetor from a 30x50 side shot is more difficult than you'd think, and in our experience this aspect has caused more confusion than the achromatic aspect or symbols, however since its the "new" part it's the more obvious focal point for people to attribute confusion to.
I'm not saying you're wrong though, just that its not quite the whole story/that simple.
More or less, yes. We felt the strategic use of resources and limitations on fighters added more to the game than antimatter-gating on abilities did, although one or two abilities have slipped through the cracks (if you notice one of them, please let us know).
And no, there isn't a publically-available design document per se (having it too specifically set out in an environment where you don't have full control like a Sins mod is usually more restricting than useful).
The stock galaxy forge is still usable for this or any mod, the only drawback is that at the current moment there aren't custom planet icons (since those aren't even done for the mod itself). You just need the mod's galaxyscenario defs file in the Galaxy Forge folder.
They will be in an update. If there's new changes, the version number will change so don't worry about redownloading any version with the same version number.
Pretty much every ship is capable of orbital bombardments. We have no interest in making up a new ship specifically for it when it was a common duty for anything with turbolasers in Star Wars.
The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit harder to find at the moment.
The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit hard to find.
Any ship with the capability to bombard worlds in Sins that isn't a capital ship will always be sent by the AI to bombard that world, regardless of what's going on around it. That's why we use the ability for frigates in the first place, which at least gives us the ability to play with use times, and, if all else fails, allows you to just turn off autocast for that ability.
Both of these are addressed in the first image in the gallery.
The network is just having some server trouble right now.
I've been playing around with settings for a while trying to encourage that. Not much luck so far, but if all else fails I may have a solution.
Nope, the NR never went back to using the Republic ships, which were very outdated by this point. While there were some other planets/companies involved (like with the Nebula and Endurance) the Mon Calamari remained the main producers of capital ships.