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Plenty of fighters in SW have built in hyperdrives (almost every NR fighter; certainly all of them in the mod), so they'll all still just be tied to their host ship. None will be made into corvettes.
Of course. Let's Plays are encouraged. Feel free to post links to them on our forums as well.
I'd be lying if I said I didn't come up with the title hoping it would scare some people...
Also not a bug; they weren't in 2.1.
The Pentastar got the Lucrehulk and the V19. They have a bunch of Imperial units because they're just as Imperial as the Imperial Remnant is.
It's as soon as the Desura staff approve it. We have no idea how long that will take.
You can only bring in ships between waves. The reinforcements button becomes available after you've defeated a wave and before the next one spawns, at which point you can bring in any ships you've bought.
It'll be on Desura when the file is authorized.
The issues with pathfinding start to happen with anything the size of a VSD up, but yes, bigger ships do exacerbate it. It's also a function of hardpoint distances (primarily where the spinning comes from), which the game doesn't take into account very well and it just tries to shoot everything with everything..
The cheating AI is from the base game, and I can assure you the AI is cheating just as much in any other mod.
Well, if you've uninstalled and reinstalled and you're not getting the new content, then you probably have an old installer, or you're expecting to see something that isn't there.
What's making you think it's not applying?
That's because EaW's AI sucks. Pox tried rewriting the targeting algorithm for it, which works for the first wave but then the game stops using it after that. Going for the shipyard is technically their goal anyway, and they do attack your ships on the way. It's pretty high on the list of things we're trying to find a workaround for.
Go the the galactic conquest list and select the GC's named "Survival: Faction"
Certainly no for this version or we'd be here until Ascendancy is released. As we've said, future support for ICW will include replacing models with those we've made for Ascendancy just as they have since 2.0, where appropriate. This does mean absolutely no ground units will be remade, especially infantry. Other than that there's far, far too many units in the mod for it to be even remotely reasonable for one or two people to go through and remodel everything.
Yes, we decided we didn't want to release a mod after all so we're just leaving it at the manual...
But really, the mod is 1.8 gigabytes. The manual is 12 megabytes. Therefore, considering that I started uploading both at the same time and that the manual uploads ~1200 times as fast as the mod, you get access to the manual before the mod.
(Not to mention the fact that I had to restart the upload for the mod itself because the upload failed halfway through the first time)
RaW attempts to make edits to the AI which it installs to the base game's data folder, which means that they can potentially make the AI in any mod stop functioning.
I'm not sure specifically which files didn't get included, but there were quite a few. Given the order in which Winrar compresses things usually, I'd assume the ZIP included the majority of the art but absolutely none of the coding, so that wouldn't surprise me.
Turns out the ZIP didn't upload properly, so I'm going to have to re-upload it.
First, the AI really doesn't use any edits at all; the game doesn't load the files from mods so there's nothing we can do about it. Secondly, issues with SSDs tend to have a lot more to do with pathfinding, which is hardcoded and not moddable.
It's intentional, because they aren't stars, they're ice particles. We've had them in for several years now.
The Eclipse is only identifiable with Palpatine, where the Sovereign was just a 'generic' ship. So it can make sense for various groups to have them.
We keep threads with the unit lists indicating what level of progress everything is at, they're the stickied threads here: Thrawnsrevenge.com
As for everything else, probably only 15%.
No, the mod covers from Endor to the Vong war. The Sovereign class existed simultaneously to the Eclipse.
Check the second last video.
Thanks, we all appreciate it. Merry Christmas to you as well.
We have an entire news post and a section in the manual which explain how hardpoint numbers and firing rates have been determined.