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Normally it is, it's just for the ones that have units that the rest shouldn't, we then have to script all of the other units out of the faction for that GC, and then script out the new units for that GC out of the other GCs, so it gets really clunky and cluttered. Then if we want the "proper" Imperial Remnant in it, we have to create a new NPF which has all of the main Imperial Remnant's units.
So it's possible if we did a lot of scripting like we did to make Zsinj playable, but as far as having fourth or fifth playable factions, that comes with its own set of issues.
The answer to that is a qualified "sort of".
If you want to play the mod online, you have to set it up beforehand. It's done through the same servers and whatnot as EaW, but dont expect to just go online and find a game. You can try to use this thread: Gutr.swrebellion.com to organize a match.
It's because Republic at War installs some AI stuff directly into the game's base directory, so it would basically interfere with any mod that isn't itself. We're not reworking the mod to work along with RaW's because that means we basically have to accept anything they do, and have no ability to make our own changes to those files, and it would also mean we'd have to make RaW a prerequisite to download TR.
It probably won't be game-breaking, and it's easy enough to just switch out RaW's folder when you wanna play TR/other mods. IT basically just means that if you do happen to have a lot of AI bugs when playing TR with RaW installed, there's nothing we can do about it.
If you mean the thing where units stop listening to you a couple hundred weeks in, it's an engine bug present in EaW as well when a certain amount of units have been killed in GC. We're doing whatever we can to limit it, but since it's a problem with the engine, we can't remove it entirely.
Katana Dreadnaughts and Bel-Iblis on the Peregrine have been in the mod since 1.0. In order to build the Katanas, you need to have Niles Ferrier or Talon Karrde at a planet with a Heavy Frigate shipyard. In order to have the Peregrine, you just need to be playing as the New Republic in virtually any GC set in era 2 or after. We've discussed different ways to implement them, but giving the player 45-90 free dreadnaughts is definitely overkill.
No, they'd be a waste of time to make. There's no way to make them actually do what World Devastators are supposed to do, so they'd just be another overpowered superweapon unit. Palpatine already gets Sovereigns and the Eclipse, World Devastators would be redundant at best, except they're technically several times weaker than any other unit of comparable size.
I don't know, you'd have to ask him.
We've seen it. We finished the new Nebula version, which can be seen a few pictures along the slider up there, and the new Endurance model is currently being skinned.
That's how it was originally, but it looked bad.
That's part of it.
You can't convert an EXE into a rar. By "using the archive version" I mean downloding the archive version which is right above this installer on our download page.
Alternatively, you can use Desura and it should be able to install the mod for you.
Try using the archive version, or check your security settings.
It's based on the same general design principles as the Phalanx and to a lesser extent the Kariek, which basically means General Grievous (extended hull plating covering exposed areas), the Hammerhead frigate from KOTOR, and the engines were inspired more by Battlestars.
There's nothing wrong with the model currently in.
Having our only video be of the time lapse animation thing made it look weird on Desura when you click something that looks like it's meant to be a trailer, and then you get that popping up, so we're going to keep that kind of video to our youtube channel and only put ingame video type stuff on MDB.
Which kind of engine are you asking about? Game engine?
Well, considering it spent the entirety of the mod's timeline crashed on a planet I wouldn't expect to see it ingame, but back in 2006 when we were going to do the Fall of the Republic od and cover it, we had a model made at least:
No, there's no known design or even class name for the Springhawk, which was Thrawn's ship in Outbound Flight. There's barely even a description, but it certainly wasn't only armed on one side. This was all me.
It comes with a shortcut, which gets installed o your desktop. Just double click to play. Otherwise, there's a .bat file in your Forces of Corruption folder which should have the mods name, which you can also double click to play.
We want you(r input)!
Guests *should* be able to post as well now, so you don't have to register if you don't feel like it.
Use the Rar if the installer doesn't work for you.
Windows doesn't like downloaded exes, you need to edit your permissions/security settings.
I could be wrong, since I can't play online and therefore cannot test it, but I'm 99% sure.
No, locking units and new hero spawns are done through story scripting as well, not just the progression by leader death. You'd end up with the same ships available in Era 1 still being available in era 5, but in addition to all of the new ships, so everything would be off of the build bar. And you'd have all of the heroes from each era available at the same time in era 1, which wouldn't make sense. It just plain wouldn't work.
Because the Eclipse was his flagship. Endor wasn't his actual final death, he had a bunch of clones at Byss which he could soul transfer into. He took back command of the Empire about a year after Thrawn.
Skirmish is, no GCs are. If we did make an online GC then it would have to be Isard, since the era system requires story scripting and that can't be done in multiplayer GCs.
Pellaeon really needed some heroes, and Maarek was the obvious choice for a fighter one, with Soontir gone. We're glad you approve.
I could, but it's a lot more simple than you'd think, just really tedious. I'd suggest just openning up one of the mod's Campaign_Name.xml files with notepad, and looking around in there. It should all be pretty self-evident, the only difficult part is the scripting.