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Make sure the ICW.bat file is in your Forces of Corruption folder, same place as the SWFOC.exe
The next release will be 1.0
IIRC that ability just doesn't work in Forces of Corruption to begin with.
If we did it would inevitably be way off.
The Telos map is also the Naboo map, yes. Most maps are used on multiple planets because there's simply way too many planets for us to reasonably be able to make a unique map for each, especially when the reward is so little considering that Ground is an aspect that most people playing EaW (rightfully) ignore.
And no, the diplomacy thing does not involve corruption.
No you're not; however a clean install of EaW/FoC would mean you need to redownload the FoC ram fix.
Did you delete 2.0 when installing 2.1, or did you try to install 2.1 directly over it?
None whatsoever, still too early to know.
Gladiator is actually barely over half the length of a VSD. And as Chimera1138 says, this only looks bigger because it's much closer to the camera than the ISDs.
Next full version.
Depends on how you classify stuff. Any ship greater than 100 meters is technically a capital ship but obviously that doesn't work for game purposes. There's even an in-universe classification that breaks down different sub-classifications of capital ships: Starwars.wikia.com
So as you can see, the classification in Sins doesn't line up with in-universe ones; divisions have to be made based on size, role and power within each faction. If this were a Clone Wars mod, then the Venator would be a capital ship. It is, however, significantly weaker and smaller than "capital ships" during the mod's era. If any cruisers were going to be promoted, the VSD pair would be before the Venator.
One thing I will say for EaW is that while it can still end up slowing to a crawl if you don't have a good enough computer, simply having a larger filesize won't make the game cease to function as it does in Sins.
That basically doubles the poly count which is a terrible idea in Sins for a ship this small and common. Sins has enough performance and memory issues without including giant turrets on tiny ships that can't do anything to begin with.
It says exactly what you need to do:
To install Ascendancy, put the extracted Ascendancy-Sins folder in your Mods folder:
...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 (Default)
To run the mod, edit EnabledMods with notepad to contain the following four lines:
Then you can run Sins normally, and Ascendancy will load.
There's nothing else I can be more descriptive about, that's every step.
We will be adding new ones/replacing vanilla ones as we go, won't know which versions any of them will be in until they're actually done.
Same way we're compensating for the EotH's being nonexistent. Different factions have different focuses.
The way described in the "installation instructions" provided with the download.
Easy to implement, but I don't think it's something that should be done for several reasons.
Bombers are already very effective and a 500% buff (or even 100% with fighters around) would be absurdly powerful.
As for making them less effective around fighters, if something's good against something, it shouldn't be for artificial reasons; fighters are good against bombers because they can pretty easily pick them off, and that's what makes them an effective anti-bomber tool. Making them good against bombers because bombers literally cease to function properly around them would be unintuitive to players (why would anyone expect that to happen?) and goes from being an effective counter if deployed properly to a rock-paper-scissors style of balancing with hardcounters. It goes from requiring target prioritization with fighters for them to be effective to just parking them somewhere as a way to negate any bombers.
In the end it would be almost irrelevant, considering that unless you're doing something very wrong, there's aways going to be at least *some* fighters involved.
We explained the changes we made to negate this when we announced the PA.
We may have.
As for a second super-capital for the PA, we're happier having them with limited supercap access for the time being; we'd rather have them focus on carriers, with the Remnant being the Supercap focused faction. Especially since we can't do era-locking with them, since no factions beyond the first three can use story scripts.
As for the Lucrehulk, the reason it looks bad is because it's about 7 years old; the PA as it is was made with old Fall of the Republic assets, which we shut down in like 2008. Hence that stuff being cut and replaced with other stuff in 2.2.
We've narrowed it down to sometime in the future.
When did we say we were releasing anything this month?
The movies have absolutely no effect on the mod, we're following the Legends canon still (old Expanded Universe), not the movie canon. If we followed the new canon, it wouldn't just be changing a few ships, it would be removing every ship and faction because none of them exist in the new timeline, including the New Republic and Imperial Remnant.
I know it's the name Wookiepedia uses, but I'm not sure if it was ever identified as the class name, or just used to describe what it was. Either way, I'm not that concerned to be honest; helps with identification, and I prefer the name.
I think he's referring to it being announced in the update.
Sins and EaW have different weapon systems; EaW tracks individual projectiles, while Sins tracks weapon banks, and the actual particles you see are essentially just graphical effects which correspond to but do not individually carry damage. Keep in mind, Sins potentially has thousands of ships onscreen at once whereas EaW essentially has about 20. We use the same damage scaling (more or less), but fewer particles in Sins to prevent lag.
Recharge rates are four seconds in both.