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I'd suggest on that map that you stop your artillery from firing before you try to move into an area, then. It's best to station artillery along the cliff and control their fire, and lead the rest of the battle with MMT or AT-ATs as the IR while you're clearing those paths, using anti-infantry tanks for support. As the NR you can use the Gallofree to carry some plex troopers around the other side and try to peg off the enemy artillery before pushing in. The alternative if you really want to rely on artillery is to use another map.
As far as more air units go, we're adding them in the next version. We cut them because we didn't like how it was in EaW where unless you had a dedicated AA unit our your own air units (each of which 2/3 factions don't have) you're basically unable to attack them.
There's 60 maps for bout 120 planets, so they tend to not be used too much, except for one map, Generic (the night jungle one which you're probably talking about) gets used way too much.
Well, changing the name of the file from English to German doesn't autimatically translate it. The text would all still be in English. If people were to use the German text file from the original game, then the stuff added and changed by the mod would all show up as [MISSING].
That would be great if you're up to it. I'm currently removing all extra entries from the DAT file to make it easier for translation (we've also got someone who volunteered to do French), so if you give me a few days I can email it to you as well.
No, none of us speak German and I'd rather not use Google Translate or something like that. We've been trying to find a translator but nobody has ever contacted us about it.
It's in Factions.xml, however it has really glitchy consequences for GC. As a defender you're screwed because you still only have 10 ground defense slots, and once you conquer a planet with more than 10 surviving units it'll start glitching out the GUI. Not to mention the huge amount of lag you'd end up with
The opposing team is just as limited as you, anyways.
It doesn't take any coding, just particles. If you take the turbolaser projectile model files out of an older version and paste them into 1.3 they should work. The names can be found in Turbolasers and Masers.xml
I'd offer to pack them myself and send it to you, but I had to clear my older versions to make HD space, but I can get the names for you if you need them.
We considered it, but the updater would be too big to really be worth it.
Modders have no access to file regulating unit behaviours, there's nothing we can do to change it, although I don't know what more could be wanted out of it than auto-attacking units within their specific range, unless you just think that range is too small?
Which client?The 1.2 installer?
Hunt for Zsinj as the Imperial Remnant.
We do only focus on one thing at a time. I'm not saying we get everything half done and we're finishing it now, I mean we're redoing old stuff. Some of our models and skins and up to 6 years old, so it's just that we're better at it now than we used to be, so we update the old stuff. If you want to point out specific models and skins you think need to be redone, feel free, but if you're playing 1.1 there's been about 25 that were redone for 1.2 and 1.3. 1.0 and 1.1 were only released because we weren't actually planning to finish the mod at that point and wanted to get something playable out so it wasn't all wasted, so we basically had to decide whether to leave in some of the worse stuff or just cut it, and so we decided to leave it in and update it as we went.
I mean, between the version you're using and the current version, the following models and skins have been completely redone:
Golan I, Golan II, Golan III, Ascendancy, Au'riette, Carrack, VSDI, VSDII, Phalanx, Chaf, ISD, ISDII, Dominator, E-Wing, Syca, Strike Cruiser, Krsiss, Light Frigate Shipyard, Heavy Frigate Shipyard, Capital Shipyard, Kariek Cruiser, Warlord Decimator. I may be forgetting a few.
We appreciate the interest and feedback, so if you want to tell us specific ships or whatever you think should be updated, feel free to post them, either here or start a topic on our forums.
A lot of the models have been upgraded since 1.1, considering 1.1 was well over a year ago. Phoenix Rising uses models from other mods, we make our own. We prefer the ones we have, and the ones we don't think are good enough we redo ourselves. It's just that there's a lot of them, so it can take a while before we get through them all.
We have exactly as much information about that step in the process as you guys do. It's Mod Database staff that does it.
No, the flak effect is not in 1.3
Just awaiting approval for 1.3. The rar file will be uploaded after the installer version gets approved.
Currently packing the installer, will start uploading tonight.
It's possible, but the New Republic was formed out of the Rebel Alliance, not the Republic. They didn't base their ships and armour off of the same design as the Clones or whatever, everything actually was based off of Rebel equipment.
The Stormtroopers are fine how they are, and even if they weren't we can't improve on them.
It's a new model for their regular soldiers. We thought just wearing a vest was a little to casual.
This is an optional patch for the full mod, this isn't a mod on its own.
I UV'd it to the Imperial barracks' skin.
The New Republic is getting more than anyone except the Remant this release.
The Remnant is getting 6 redone units (Carrack, Golans I-III, VSDI, VSDII)two new units (Crimson Command, Specialist) and one new hero (Cronus)
The New Republic is getting 5 redone units (Golans I-III, Lusankya, Infantry) two new units (Corona, Specialist) and one new hero (Iillor)
Empire of the Hand is getting two redone units (Ascendancy, Au'riette) one new unit (Artillery) and one new hero (HoJ)
Zsinj is getting two new units (Raptor Soldiers, Raptor Scout)
The Ascendancy Star Destroyer and Au'riette Carrier are the two redone ones
Empire of the Hand gets a Land hero (Hand of Judgement), land unit (Mortar TAT artillery)and two of the redone units are also theirs.
9 new units, 9 redone.
We want all issues reported.
Abilities for all ships are still under consideration. I've been meaning to post a topic on the forum about it, so if you want to, feel free.
I'll give it a shot, but my previous comments on my ablity to model bumpy things like that still stand. I'll get back to you on Monday (16th) with a model WIP or a mess.
That's part of an issue with the game itself which occurs essentially after too much has happened in a GC. There's nothing we can do about it.
Dammit Farseer, I was halfway done :P I guess you'll need to tell me something else to do.
Did you install it properly and then run it from the correct shortcut?