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They were always their own thing. We don't include them in the mod because we'd need to design a whole new faction worth of stuff.
The reason it's that size is because of EaW's freezing/unit selection bug where the game becomes unplayable after a certain amount has happened. Because FTGU starts with one planet for the player, it means most planets will change hands several times more than usual during the game, so it means that issue comes up far more frequently. The defreezer we released can help, but that's not an ideal solution.
No, the next release is 0.95, the overview for which is right above here, and which we will be posting the changelog for shortly.
Might be the day/week after. I posted the date, then got really sick for the weekend and lost most of my modding time to sleeping.
We've already addressed the damage thing in multiple places.
The reason we use abilities for bombardment is because if a frigate has inherent bombing capabilities, it will always do what you're describing; as an ability all we have to do is fix the autocast parameters.
While we're all for supporting ModDB, he's referring to our own site. Technially we don't get any money from that either, but it does directly go towards the costs of hosting our site. In order to enable ads on the site, assuming you have adblock, just right click Adblock, go to the "Adblock" option on the list, Customize, and then "Show ads on a webpage or domain" and add thrawnsrevenge.com
You have to build the factory. Research the ship, then build the factory. Then you can build the ship. It's exactly the same as Sins, except one tech instead of four.
Yep. Gonna look into re-openning it for user registration and editing once we're sure we won't get completely inundated with spambots again.
It's at the right of the military build bar. The Remnant one was missing its icon in 0.9, which may be what's throwing you off.
Same as the base game.
Just research and build. You need to control 15 planets.
I honestly have no idea what you mean by any of that..
Canonically the NR only had the one type, and the Remnant had several. Having more options makes more sense for the Remnant as well because their playstyle is meant to be more based around titans than the New Republic.
It tells you how to use it right on the download page.
Nope; the way it works in base Sins isn't transferrable into Star Wars, since in base Sins it's planets within a system/different systems, and in Star Wars it's different planets around the galaxy. Otherwise you'd just have the entire map within the Kuat system or something. In the mod, the system is the galaxy, and the galaxy has the Deep Core as the "star" and the planets/systems as the planets. Therefore, there's no tech for travelling between stars because that would mean travelling between galaxies in the context of Star Wars.
That's the point. That kind of mix has a name. Individual combinations don't, but that they exist on the same planet doesn't make it a contradiction.
These textures are all from ICW.
It would be if it referred to the same areas, but as you cans see the oceans and deserts occupy different areas. Technically it should be Deserts and Oceans, but that's too long for the string. Same way that Earth is an Arid Oceanic Temperate Tropical Jungle Arctic Volcanic planet.
This usually means something is not in the correct directory.
You need to directly edit the planets.xml, GC xml file (ie campaigns_Isard.xml) , and traderoutes.xml file
It should work the same as the retail copy, I'm pretty sure. Cretae amods folder in the same folder as the EXE, install the mod to there, and then use the same .bat file provided.
Hero death is permanent. The only time a hero will respawn is if they died and then would have gotten a new ship in the next era, ie Ackbar 2-3 from Home One to Galactic Voyager (but not 3-4)
The shield generator was bugged, there's a more thorough explanation in the split image in the gallery as well as the latest news post.
The Empire of the Hand is next in the 1.0 version. There will be an intermediary version to polish the NR/IR a bit more.
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.