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We'll talk about what's going to be in the first release when we're a bit closer to it. However, we do intend to include proper icons and such for everything in it.
The scale will be as it is in the pictures and videos, although it's kind of irrelevant since the scale you see ingame is only measurable against other things ingame. It's impossible to do actual "realistic" scaling though, since even the largest ships in Star Wars are 9000 times smaller than the diameter of an Earth-sized planet.
We've talked about it a bit before; the three resources are Credits, Durasteel and Tibanna Gas, and the "asteroids" are refineries as opposed to direct extractors. We have the model for the Tibanna refinery done, I just haven't put it in yet.
That depends how much changes related to a specific GC. I'd say probably not, especially with Diplomacy.
That honestly isn't boarding in any real/balanceable state. For one thing, it doesn't have any way to give it a success/failure rate, which means if we did it you could just spam them and capture everything, and there's no way to pass it to the galactic map, which makes the whole thing kind of pointless.
It really doesn't need either of those things.
But it looks so much cooler... If it looks cooler it has to be right.
We're currently internally debating some things about that.
Yeah, thanks. I know it's been around, I just felt like playing with shaders a bit and this seemed like the best place to start. If it ends up blowing up in my face, or we're ultimately not happy with the results my backup plan was to ask for the existing ones.
Pretty much always blue in the times they ever bother to actually show them. Droidekas and that giant Gungan thing on Naboo were blue, everything in EaW/FoC was blue. When they're not blue they're usually white.
If you haven't tried it that seems like a somewhat unfair basis to judge it on.
Any estimate we gave now would most likely turn out to be wrong.
It'll always be true that the more planets and units you have on a map, the more likely you are to experience lag; we're doing our best to keep it optimized however, with a lot of our stuff taking fewer resources than their counterparts in the base game, although until everything's actually in it'll be impossible to give 100% accurate metrics. If there are problems, we'll be adjusting it as we go, just like we did with ICW so I wouldn't be too concerned.
Definitely dinosaurs. Pretty sure you're thinking of the Killiks.
There is a known issue where the game will crash when the era changes after a faction has been eliminated. As it says in the news post which can be found directly above the downloads section, we have released a patch beta which should fix this.
In ICW, they average out to about the same. In Ascendancy, their main strength is going to be speed and firepower, at the expense of defense on their ships.
It's going to be released the same way as any other previous full version.
We plan on having all 5 canon ship models, yeah.
And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.
Functionally they're just like the playable factions in every way, except they aren't pickable and have smaller unit lists.
Currently the way it works is there are certain maps where, if the last slot is filled in the player selection, that AI will become the Hapans/Ssi-Ruu. So, you can choose to disable them or enable them. It also means if you were to play that map in multiplayer and you have more people than the map was "intended" for, the last person gets to lose. And also play as an NPF.
It'll be explained better ingame, but if it ends up being too confusing we may end up just putting them as selectable so people can have as many of them, wherever they want, just with the caveat that we're not balancing or filling them the same way as we are for the others so if they choose to play as them they're gonna have a harder time.
The Ssi-Ruuvi were only announced at al today. They're going to function the same way as the Hapans.
I've always tried to ignore the dinosaur parts and focus more on the fact that the ship designs are pretty interesting, once you get past the fact that they're all literally the exact same.
We have some basics laid out for it but we're still mostly just in the planning stage and taking suggestions (http://thrawnsrevenge.com/forums/index.php?topic=5030.msg48471#msg48471)
There's not really an ideal place to put a command bridge. Keep in mind all ships have shields, and if the shields go down you tend to be screwed anyways. Also, there's typically redundancies in command areas, and as far as field of view goes there's sensors everywhere. Also, in space you can orient your ship and fly around something however you want; the little command strut things on mon calamari cruisers or obvious command structure of the ISD is hardly more secure. Neither would a real life battleship be.
It doesn't matter that much if you can't see anything since everyone relies pretty heavily on sensors. And it's probably safer than having a small strut in top, especially since they'd orient themselves differently in battles. It's a very common (and canon) design feature.
Most of the Empire of the Hand is getting reskinned, and there are some IR ships getting a makeover as well.
Ah. We have no plans to do that, we feel like it heavily detracts from gameplay.
When it's ready.