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They're playable in 2.0, which isn't out yet. Not in 1.3.
Slornie would know what's left in it better than me, I'll make sure he gets the question.
I don't want to give another specific date for release, but we're still close, and there's only a few things left that need doing. We're sorry to keep pushing it back, but we want to make sure it's as ready as it can be before we release it. I'll try to be on the forum chatbox as much as possible right up until we go live in order to keep everyone up to date and to naswer any questions.
We're not quite ready yet.
Slornie should be back sometime today.
No, Brakiss was associated with the same Imperial group Daala and Pellaeon led, which is why he is a hero for those two, whereas Desann was never associated with it in any way, and was part of a completely opposed group.
Brakiss became a sort of negotiater between the Replacement Warlords after Daala killed the old Warlords, and it was these Replacement Warlords that Daala actually led, which means Brakiss was in the exact same group she was leading even if they had limited personal contact. The Second Imperium thing with Brakiss only started /after/ the Peace Treaty with the New Republic.
The Empire Reborn, on the other hand, was a completely seperate faction with its own goals, led by Galak Fyarr and Hethrir. It was essentially a tiny and irrelevant faction, but it was not associated with any other major Imperial groups. Moreover, Desann was killed within a few months of Daala taking over. Sorry, but we're not just going to find a way to shoehorn Desann in for no reason.
The Reborn Empire was tiny, it basically had one planet and a tiny army and navy. They were also irrelevant to most major events in the mod's timeline, they aren't very well-suited to being a minor faction.
The Remnant has a full land build bar as is, and this stuff was specifically chosen to make sure it wasn't going to be a carbon-copy of the Remnant so that would be counterproductive.
There's nothing we can do about the Hunt behaviour, that's part of the original game that can't be gotten rid of. As for the loop attacks, it's something we've been paying a lot of attention to in the beta. As it is from all the data we have it seems to happen between 1 and 3 times per GC now which is a huge decrease from 1.3. In general you're dealing with much better composed fleets. It's not strange to get hit with fleets with a pop cap of anywhere from 50 to 150, split between multiple types of capitals, frigates and corvettes.
They are a bit similar but only in their general shape. The existing pictures aren't really a great help seeing as they're just the schematics.
If you compare these pictures the differences are pretty obvious, though.
It will almost certainly be the last major version of Imperial Civil War, however there will probably be a few smaller patches.
There's new VOs for a lot of units and heroes, but not all. As you can imagine, it's kind of difficult to find people who do convincing impersonations for known heroes (ie Lando, Mothma and Leia), and it's also really difficult to find enough people of the right age group with good microphones to cover all the voices that would be needed, so some will still be unvoiced. We've got about 40 new voiceovers in total though.
As for abilities, the ISDs might get their tractor beams back, but in general abilities in Empire at War are really pointless. There's like 10 total abilities, and all of them are pretty much only suited to the units Petroglyoph originally made them up for.
Yes there is a manual, and no it is not yet done. It's going to be up a few days before the actual release, but until we've got the version itself finalized the manual can't technically be finished either.
Around August 10th is where we're aiming right now, however the actual uploading and approval process can take a few days. Mod Database is usually the first place we upload it.
We have started a mod for another game, however some of us (myself included) have been modding FoC for 7 years already. There's no other mod we'd really like to make for FoC, and it's time for a change.
Actually, those are the two that definitely won't. For one thing, the era progression is based on story scripts which can't be applied to multiplayer, so we're essentially stuck in eras 1-3 for multiplayer GCs. Also, Art and Essence are both based around a bunch of extra factions, lots of units and large numbers of planets which ould affect performance, load times and even basic ability to play (when we tried multiplayer GCs on maps that large we were sitting there for 20 minutes and would tend to crash rather than load.
As it is, we're doing multiplayer versions of the Thrawn Campaign (IR vs NR), The Stars Align (IR, NR and PA), Empires at War (IR, PA, EotH), I'd like to do one based just between the EotH and PA which may or may not happen, and depending on how full the build bar gets, we might go as far as an Operation Shadow Hand one (IR v NR)
1.0: First release of ICW, self-explanatory.
1.1: First major patch, made it to beta phase but never got released because of a death in my family at the time.
1.2: After 1.1 was pulled from beta phase, we did a lot more work to it and it went into beta phase again, as 1.2
1.3: Came out in January as the third major update to ICW
1.3.1: Small hotfix for 1.3
2.0: With the inclusion of the new playable factions, the overhauls to all the GCs, all of the new and redone units, the Voiceovers, the videos and everything else we've been working on, just calling it 1.4 seemed a bit inappropriate. Where 1.1-1.3 were really just updates to 1.0, 2.0 is a huge jump up. it helped sort of change the way we were thinking about things and hopefully the final product will reflect that.
I'm kind of busy today, but if it's not out today it'll definitely be out by tomorrow afternoon.
No, that would be illegal. We have an impersonation from someone who's been making a lot of voice overs for us.
They're already red in 1.3. They still had alpha channels on some textures though (which are for team colours), which meant people sometimes had display issues with them, those channels have been removed which should fix the display issues but will mean they all stay red regardless of team colour in skirmish.
It basically has the same stats as an Executor. According to some sad attempt at a post-hoc retcon, somebody decided it was built off of the same hull. There's no real stats for it other than that.
The Pentastar Alignment canonically supported Thrawn (for the most part) in what is era 2, and completely joined Palpatine in era 3. While we can't represent this merging in any sort of fair or balanced way in the mod and the PA will remain a seperate entity througout all 5 eras of the progressive GC, it means that all of the GCs it starts in take place in era 1 and will therefore have both Kaine and Jerec with their superships. Since the progressive GCs all start in era one as well, they'll stay until they die.
It'll definitely be done in August, but one of us is gone from last Saturday until August 5th, so there's just a few issues getting some files we need. The mod is essentially done, since we're in beta phase now.
We have to stick to the canon numbers, which makes it virtually identical to the NSD. We're also aware of the one in Legacy, I'm pretty sure it's EvilleJedi's model if I remember correctly, which is specifically the design we dislike (An overly round bulbous Star Destroyer).
As for Hardpoints, they were generally based around a system where every ten real weapons became one hardpoint in previous versions, with a few exceptions. In 2.0 the system has become universdally applied, with the change that it's now each weapon becomes one pulse from a hardpoint. They are completely accurate to the best available information.
More variety of units: As shown on the unit lists, we've added 3 land units to the IR, 2 to the Empire of the Hand and four to the New Republic in 2.0, however adding more would be pretty much impossible unless we did more variations for them between eras because the build bar on ground for both the Remnant and New Republic is 100% full. There are mods that get around that with a submenu system, but I've frankly always found that annoying to deal with, and it wouldn't work with the era system (there would be conflicting script calls to lock and unlock the units). In space we've added a few more units to each side, but we've already covered the vast majority of the well-documented units in SW Canon. There's 28 IR space units, and 28 NR space units. The Empire of the Hand has 17, since theirs have to be designed as we go, and that actually tends to allow us to fill the roles more efficiently, even if the unit creation process takes much longer.
For re-implementing space stations, there's really no reason whatsoever to do it. They were in Empire at War (And nowhere else in canon) to serve as ship creation and defense facilities. With shipyards creating ships, and Golans as defense units, space stations would be entirely redundant.
As for putting more space secondary structures, this has the problem that you can only see two slots from the galactic map. We have a script that would list the present structures in the tooltip for the planet where the pointless planet abilities used to be, however we still have to test it to see if it has an impact on GC performance.
The only designs we're using from the set of canonized Ansel Hsaio models in the Essential Guide to Warfare are the Praetor II and the Endurance. For one thing, the book came out within almost a month of us finishing the pre-beta phase for 2.0, which means any more would have constitutted a significant delay, and would require reworking a lot of what we've already done. As the Imperial Remnant unit lists already have 28 units, in order to put more in we would have to cut some, depending on the era. There's an additional problem with using his work in that a lot of it is just a name, a picture and a length with no real information on armament or even general function. For the Assertor, all we know is it's 15,000 meters. For the Allegiance, all we know is it's 2200 meters. We considered it as a stop-gap between the ISDs and the Executor for them, but the 4800 meter Praetor II served that function better. The Secutor is also 2200 meters, so if the only information we have on each ship is their picture and the same length of 2200 meters, there's some issues in implementation.
There's no canon stats for it, and the gap between the ISD and SSD is pretty satisfactorily filled by the Praetor II
Currently it still is canon just as it always has been in the past, but that's not the reason it's been cut, it was an added note about its long-term viability. The main points are the ones I said first; its armament and other stats are basically the exact same as another ship making it completely redundant , and the design and model for the ship both look bad.
The model was sub-par, and so is the basic design. The stats are essentially the exact same as another NR ship, making it pretty much redundant, and there were plans in the Essential Guide to Warfare that just came out to retcon is as another name for the MC80B, so it may not even be part of SW canon for much longer.
In the interest of full disclosure, for those of you who didn't read it elsewhere, we're going to be releasing one or two weeks into August instead of on the 29th of July like we previously planned. This is due to a few real life commitments of several team members which will delay one or two things we still need to do, however will also give us more time to amke any last-minute changes that come up.