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The icon used for Thrawn is from official pictures, specifically the main one used in the EU, so we're not offended. What you don't like is how Thrawn's actually supposed to look.
20 leader speeches, 22 new hero VO sets, and about a dozen new unit VO sets.
There's a section on our forums for Ascendancy discussion and suggestions, under the ICW stuff: Gutr.swrebellion.com
That's the plan. Ascendancy will be using a lot of ICW stuff, and then ICW will probably benefit from updated content we do for Ascendancy as well.
We've tried before, but they tend to say they'll do it and then just disappear.
We don't have a German version available because we don't have a translator, however if you go into Mods\Imperial_Civil_War\Data\Text you can just rename MasterTextFile_English to MasterTextFile_German. It'll all be in English, but it at least won't say [MISSING] for everything.
Thanks, we'll do our best not to disappoint. It's going to be a total conversion, there won't be any original Sins factions or units in the mod, however we will have at least 3 factions.
I'm not sure what you specifically mean by rescaling the ships here.
We're covering roughly the same period as Imperial Civil War, our Empire at War mod covered. Basically 5ABY-24ABY (post Endor, pre Yuuzhan Vong.
The same one we've been using for the last 2 years, it's not a new model.
We managed to get rid of them according to all of our testing data, however the AI doesn't seem to like us for it so there's a few adjustments we need to make to compensate.
I'm assuming you mean fifth, which is covered in the second half of my comment.
I mention it briefly in our latest video.
The Viscount is era 5, and the Eclipse is era 3, and considering that destroying the Eclipse is what it takes to get out of era 3 you'll never have a Viscount at the same time as the Eclipse. It's possible to have a Sovereign, which can one shot it, survive from era 3 to 5 technically, but it'll be rare.
Those designs and ships aren't canon, they're Evillejedi's designs and models.
The Manual's getting it's last readthroughs, still working on final playthroughs for the mod itself. We're also working on an AI issue; the NR in some GCs seemed to take issue with us fixing the fleet commanders.
It's going to be implemented to the same site as we have now which will be split into sections for ICW and Ascendancy once we're ready to put a bit more out publically for it. We do have the forums up for it already at
However, we also want to get some content together first before we make a Mod Database page for it.
We're just telling people to go one or two folders deeper before making the changes, this way you're not wasting a lot more time and HD space with backups and. The way Slornie is suggesting is no more complicated, both involve just renaming one and *maybe* two folders.
You likely need to install the FoC Ram Fix.
Yes. There are some significant technical hurdles to overcome if we were to try to implement the mission into Art of War.
It shouldn't matter too much, I'd suggest just trying it and seeing how it goes. If you come across problems, just go into the Forces of Corruption\Data\XML folder and rename the folders called AI and Enum in there to something else, then rename them back when you want to eturn to RaW.
We have no plans to make another mod for EaW.
Thanks but this mission is basically all because of Smallpox. The version I had before he upgraded it was much more simplistic.
They're using the Imperial AA and AV turrets right now.
No, for multiple reasons. For one it's indestructible, for two its only real use is killing planets via exploding a sun. If we really wanted to include a planet destroying mechanism into the mod (which we don't) there would be far better options.
We think we've solved the last major issue, now it's really just making sure it's all still functioning. For the manual and website we've just got to compile a few pictures.
The scaling isn't the main problem there, there are already much bigger ships in the mod. The problem is the power and functionality that comes with it. They're essentially not much better than ISDs when it comes to typical armament. There's no real way to satisfactorily implement them, all we'd end up with is something that looks like and is called the World Devastator, without any of the things that make a World Devastator what it is.
No, they're gigantic and technically underpowered for their size as far as sheer firepower in space, and on ground they'd be too big to fit into battles. There'd be no satisfactory way to fit them into the mod as what they should be, they'd just be a redundant and irrelevant ship.
Never played it so no idea. It's just a GC where the player starts with one planet and has to build up from there. The basic idea's been around and done in mods since 2006 and people started specifically requesting that we make one, so we did.
There's a GC called From the Ground Up in 2.0 which has 1 planet starts for the player.