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2. I don't think it impacts squadrons in save games that already exist, so those might still be at 6.
Actually, a lot of the base game textures are 1024x2048. Ours are typically 1024x1024 or smaller depending on what it is (data maps and normal maps we sometimes do at 512 since it saves a LOT of filespace) and then SSDs are typically 2048x2048.
We have no intention of including it; the Bellator was chosen over the Assertor because the Assertor is really just the Executor for all intents and purposes.
Playing obscure Star Wars mods may not be the best thing to do on a date, but best of luck!
It's 6 per squad, save for the E-Wing which currently has 2 still because it was missed. Canon size is only 12 to begin with. If we made them any bigger than 6 the game would essentially cease to function.
The PA's inclusion will have no impact on whether or not those three are included; their inclusion or exclusion will be determined entirely on their own merits, since work-wise, we had to do the PA art for ICW anyways and the coding for them (tech, abilities) isn't *too* much of a drain.
As for the pirate truce thingy, the problem with that is that most militia forces are from factions that were in no way friendly to the NR (mainly Imperial ie Warlord groups) and having the NR be allied to that wouldn't make any sense. Especially as we populate the galaxy more.
Hotfixes are only used for gamebreaking issues. Audio issues like that, if we can even fix them at all, are the kind of thing we'd do between whole versions.
One covers each side. Weapons aren't individual in Sins, they're done by type and then by four banks.
It already has in the previous two versions.
Unfortunately the bug will still affect it in that save.
Power-wise, an Executor is basically 4x a Praetor, and this is about 2.3x a Praetor (overall- the Praetor has proportionally more defenses but less damage than the Bellator/Executor).
That being said, while we may eventually explore having multiple SSDs available to certain factions depending on balance implications, the point of having this type of titan for the PA is to make them less reliant on titans and focus more on their fleet as opposed to the Remnant focus on the titans and superweapons, so giving them access to more than one sort of runs contrary to that goal.
The design isn't unique; there are a few over Byss, but it's mostly only associated with Jerec, and the loadout is the EXACT same as the Executor, so it's only visually different (and super ugly, the entire team hates it with a passion)
Reaper was an individual ship which is something we don't want to emphasize; if we did the Reaper, it would just the the PA having the Executor class, and we're also trying to make sure there's as little overlap as possible between the factions. We don't want the PA to just be the Remnant with one or two new units, and the Bellator offers something different from the other Titans.
Make sure LAA is still enabled.
We're gonna be releasing something to do this over the next few days.
Since its about 600 Meyers longer, its firepower is roughly comparable to an ISDish, but far greater fighter capacity
Thrawn's Revenge II: Ascendancy. Ascendancy is and has always been the sequel to Thrawn's Revenge: Imperial Civil War.
Beyond about 3 basic sound effects and the faction announcer VOs, sound hasn't been touched at all; we don't even have a sound designer.
Planetary shielding is automatic once you research it. Generators were on the surface in Star Wars, and pretty much universal, so there isn't really any reason to have them as a structure in space.
Basically because the Remnant has enough ships, and the PA doesn't. technically 99% of the Remnant and PA ships could be shared, but there's no reason to have that many ships, and certainly that much overlap. Exclusivity allows us to emphasize different aspects for different factions, and create more diverse playstyles/reasons people could prefer one faction over another.
It does; it's a stacking (additively, not multiplicatively) debuff, so if you look at a ship at 25% health, it says it's doing 75% less damage. That tooltip you're talking about shows the debuff applied at each level of damage, as opposed to the total added together. It would probably be more clear if it showed the additive amounts, but buff tooltips are automatically generated from the effects so there's nothing we could do to change that.
Specific planet is Gravlex Med, planet type is Arid Oceanic.
Its also really easy for people to put that research in if they want to make that map. There's no reason flr for us to pack in extra stuff for functionality we don't support in the mod and which doesn't make sense in the context of the mod.
Make sure you still have LAA enabled.
People are free to make their own maps with multiple galaxies of vourse, but we won't be. It doesn't make sense with the source material, none of us ever really liked that system and it causes a few issues with the game.
In the mod, as it says, the "star" function of the base game fills the function of the galactic core (although the model hasn't been changed to reflect it yet). The "system" in Sins terms in the mod is the Star Wars galaxy, and it's not like they'd be travelling to other galaxies. When you jump from Mon Calamari to Kessel or Coruscant to Pantolomin or whatever, you're jumping between systems; these planets aren't all in the same star system. Otherwise every single planet in the game would be its own system, since star systems in Star Wars rarely have more than one notable planet in them. If we kept stars for individual systems, then every map would have one star per planet, any pathing would be lost, and in order to have 150 planets you'd need to have 150 stars, so you're doubling the object count on the map (half of which would be useless, and not actually act as a chokepoint since there's only one thing connected to each, which you could freely jump between) while also breaking the AI entirely (the AI in sins is godawful at dealing with multi-star maps).
Once things aren't in flux quite so much, we'll be releasing minimods that change fighter amounts, likely packaged with each release.
Uploading a patch to hopefully deal with the credit issue, as well as a few other minor bugs, mostly string and stat related.
We are aware of this bug (it's listed in the known issues in the changelog). The level up thing is definitely useful information, thank you.
As the changelog posted with the release and various comments since then have said, we are aware of this issue, and are currently just trying to track down what causes it specifically (primarily right now we're trying to see if it's faction specific).
In Sins, fighters are usually the culprit for lag. The main difference here between 0.9 and 0.95 is that squadrons now have 6 fighters instead of 2-3, because people kept complaining about when we had them smaller to avoid lag.