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If the ones they have are too powerful, then all that means is that they need balance adjustments to those.
When addressing the capital ships of the Empire of the Hand, you need to keep a few things in mind. Their low number is part of the reason they have to appear so powerful. Where other factions have their roles spread amongst multiple ships, the Hand has to do everything with the three they have, without any real changes through the eras. The Empire of the Hand needs to essentially compete with the MC80/ISDI with the same stuff they have to use to compete with the Nebula and Praetor, both of which are individually better than both the Syndic and the Phalanx in most ways. What you end up is three ships that had to be given the tools to do everything in order to do anything.
The addition of a fourth (or even fifth) capital ship doesn't mean some sort of net power increase in capital ships for the Empire of the Hand, it means we get to shift around the power that's there to give each one of them a more defined role.
We would have period appropriate units and heroes.
The only heroes will be the flagship in the flagship victory condition gametype.
Currently under consideration, actually.
We plan to use the tech tree primarily as a way to emphasize the differences between factions, and we want to avoid the Sins tech tree style where every faction just has the same flat upgrades to everything that mean by late game everyone's back on equal footing. There's a few things we may do with the Remnant in particular. We aren't trying to replicate the era system, however.
The eras in which a GC take place are listed in that GC's description, as well as in the manual.
Ah, yeah. I can't comment too much on direct comparisons with any other mods, however we're putting a lot of effort into optimization of 3D models and textures to reduce poly counts and file sizes, as well as taking any actions we can to reduce the load on any other aspects. It won't be perfect on launch, but it's something we're gonna pay really close attention to and do our best to optimize.
I'm not sure what hardcode limit you're referring to. No mods can get past hardcode limits. However, in general, we're trying to make our stuff as optimized as possible, and we're pretty happy with where we're at so far.
Release dates are made to be broken.
The first alpha for the first faction just went out yesterday. It'll be a bit longer than that.
When it's ready
Your download may have stopped before it actually finished.
Like I said, I've wanted to do this for a year (probably longer), and just kept forgetting because I always prioritized other stuff first. He commented a few days ago and it reminded me that I wanted to do it, so I just did it then.
This would be released with all the other stuff we've been working on. I don't like doing too many individual patches because people tend to get confused.
This is a situation where it's better to represent the "spirit" of the limit than the actual hard limit itself. Stuff in the mod is supposed to be representative of the galaxy, it's not 1 to 1. There were thousands of planets in the galaxy, but we can really only represent about a hundred in any single campaign. The Katana Dreadnaughts were also only a very small, unique fraction of the Imperial/NR fleets. If we were to do a capture limit in the mission or a build limit of a combined 200, then it honestly isn't really a limit and Katana Dreadnaughts would essentially be normal units.
That depends what we decide to do as the first release.
GroundCompaniesRebel.xml -> Jedi_Squad -> Change tech level from 3 to 0 (For the NR, tech level in the files is one value below the actual value displayed ingame)
We wouldn't post it here if it wasn't going to be in ICW, especially if it's an ingame screenshot.
It'll be in the patch when it's finished beta. We wouldn't post it if it weren't going to be available.
That's probably true with the Empire of the Hand. In this case, though, it's a coincidence. This is sort of how the depictions of the Strike Cruiser have evolved, from being a round bulby thingy to being a more sharp-shelled, modular design (which is more how it's described anyways)
This is only compatible with Forces of Corruption.
Our goal is to redo all particles, however it may take some time to replace everything.
They're brighter than the stock projectiles.
Yes, the ISD does. The Venator isn't in the mod.
No, Eclipse is also a planet of no relation to the ship. We're using the Sovereign, not the Eclipse; doing both would be redundant and of the two, the Eclipse is a unique ship identifiable with one person, and without any of the tradeoffs the Sovereign has compared to the Executor, not to mention worse looking.
Did you download the exe or the zip?
Clicking the button that says download would download it correctly, unless the download gets interrupted; it's a large file.
Yes, most of the team has Windows 8.
Unless this only happens with a specific faction in a specific GC, most likely you have either a corrupt download, or you have another mod installed which edits things in the root data folder (RaW does this) which can often break other mods.
You would need to add the music's file into the Audio folder in the mod's data file, then add it to the MusicEvents.xml file, and then add that music event to the appropriate place in GameConstants.xml, Factions.xml, or Expansion_Factions.xml