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All of the Republic stuff was put into the Empire, and the CIS stuff was put into the Zann Consortium. It's a minimod adding units, and MAce Windu was never part of either the Rebellion or the Empire, so it doesn't really matter where anything went as long as it stayed together.
Imperial Civil War. That's basically what the whole post-Endor pre-Vong timeframe is about :P
Put the music files (it's either wav or mp3) into the Data/Audio/Music folder, and then code them into MusicEvents.xml
I don't really know what help we can be in that department.
Just Hunt for Zsinj and Into the Cluster
Empire at War doesn't have any sort of diplomacy system so yes. The Remnant and Empire of the Hand were more neutral to each other than anything (considering nobody in the Remnant knew the EotH existed). Either way the options in Empire at War are the factions are at war, or the factions aren't in the game.
They're most likely being reactivated for 2.0.
You'll need to go into
Forces of Corruption\Mods\Imperial_Civil_War\Data\Text
And then if the problem is what I think it is, it should work.
What language is your base game?
If you mean for the beta, then yeah. At this point we're more than halfway through.
Click on "Ciew Original", right click the image and then "Set as Desktop Background"
We're aware the the Imperial insignia doesn't have a circle in the middle, the circle isn't meant to be part of the logo in the first place. It's the light source, it would look weird without an actual source for all of the stars in the background as well as the light, and it's something that all of the logos have and need, so it's keeping that backlight in order to stay consistent. I disagree that it looks bad anyways.
Because the ships were all redone with 3ds Max 9 and the only alamo exporter that seems to have a functioning stealth mesh export ability seems to be 3DS Max 6, and then we forgot to change the text. It's been fixed for 2.0.
If we were to replace it, we'd make our own model. We only use other people's work if we really have to, and the limiting factor here isn't difficulty or time constraints. The turrets on the CR90 are way too small to be worth making them rotate in my opinion. As far as the basic model goes, we'll have to make a new one for another project which we may or may not implement into ICW (along with the DP20 and some other ships) but Petroglyph's model for it is probably one of the best in the original game. There's certainly nothing overtly wrong with it.
Why would we get rid of the lightsource on something backlit like that?
You need to get a copy of the MT_Commandbar.tga and MT_Commandbar.mtd files out of the Textures meg (extract with this Modtools.petrolution.net ). Then open the .mtd file with this: Modtools.petrolution.net and edit-> insert, then find your icon tga files and insert them that way, and save.
The short answer is maybe. The long answer is we'd like to have them, however death clones require animation, which is it's own skillset and not one I've really worked on. Kalo was working on them before but then he stopped so I'm not sure what's going on there.
So little importance that he isn't even in it. After Endor Rieekan was a major player in NR intelligence, a role we already have Airen Cracken in.
It's not irritating, you can all ask whatever you like.
It's in 2.0. W've posted pics on the forums before I believe.
Having multiplayer GCs with more than two actual people playing isn't possible in the engine, however.
The Majestic's price has been adjusted for 2.0 (as with everything else) but it is actually a capital ship, not a frigate.
They're both better in different aspects. IIRC the ISDII has more sheer firepower, but it's better arranged on the MC80B, which has better shields.
The SSDs don't have targetable engine and shield hardpoints because those were both redundant systems on all SSDs. Destroying the engines or all of the shields would basically mean destroying a huge portion of the ship, so much so that the ship itself would be entirely destroyed by the time the systems were all taken out.
As we've said in multiple news posts, media description boxes and comments, the beta started about 2 weeks ago, and we plan for the full release to be around the end of this month or the beginning of next.
Because Katarn is actually supposed to look like something, and a Luke reskin wouldn't look like him at all. No, we haven't considered that because EaW has very limited options for abilities, and the few it does have tend to be overpowered.
It sounds like a problem with the textfile. The mod is only in English, so if your game is another language you`ll need to go into Mods\Imperial_Civil_War\Data\Text and rename MasterTextFile_English.dat to MasterTextFile_French.dat (or whatever your game's installed language is).
Ther two visible ones do move, yes.
Also, TIE Interceptors didn't tend to have concussion missiles.
1. Yes, all fighters now have all of their weapons now.
2. No, that would cause severe performance issues.
3. Well, Golans in the mod /do/ have their canonical 2 starfighter squadrons so the hangars do have a point.
4. Yes there's a new menu battle.