This member has provided no bio about themself...
By that logic, however, I'd argue ours more clearly gets across information. For our research icons, we have, for example, the Tibanna symbol, and then a plus symbol. The base game has a picture of the extractor doing stuff. Our power to shied icon has the ship, and then the shield around it.
There may be more ships, but definitely not those ones. We don't want to saturate the game with a ton of what are essentially SSDs. The Allegiance would only get added as a replacement for the Praetor.
Was it the Imperial Thrawn or Empire of the Hand Thrawn? There's an issue where EotH's Era 1 Thrawn hero doesn't de-spawn properly after era 2 starts, however killing the EotH one will not make the era progress, since it's entirely based on Imperial leaders (and he's not meant to be there in the first place)
Yes. They are built entirely on the same hull, much like the ISDI and ISDII (which only have different turrets and command structures)
I actually just fixed that one last night; the effect works, but the tooltip was one of a few that escaped my initial round of ctrl+f'ing (that looks wrong...) the string file.
On this specific point its important to keep in mind, however, that it will always require some sort of additional symbol to distinguish ships. This is part of why we emphasized them and tried to use icons that would emphasize the differences instead of simply being an image of the ship in the first place; most of the distinguishing information has to come from them. In base Sins part of the reason that solely pictures works is because each ship is more distinct. In Star Wars, a lot of ships for the same faction share the same basic shape. Distinguishing an ISD, ISDII, VSD, VSD, Vindicator, and Praetor from a 30x50 side shot is more difficult than you'd think, and in our experience this aspect has caused more confusion than the achromatic aspect or symbols, however since its the "new" part it's the more obvious focal point for people to attribute confusion to.
I'm not saying you're wrong though, just that its not quite the whole story/that simple.
More or less, yes. We felt the strategic use of resources and limitations on fighters added more to the game than antimatter-gating on abilities did, although one or two abilities have slipped through the cracks (if you notice one of them, please let us know).
And no, there isn't a publically-available design document per se (having it too specifically set out in an environment where you don't have full control like a Sins mod is usually more restricting than useful).
The stock galaxy forge is still usable for this or any mod, the only drawback is that at the current moment there aren't custom planet icons (since those aren't even done for the mod itself). You just need the mod's galaxyscenario defs file in the Galaxy Forge folder.
They will be in an update. If there's new changes, the version number will change so don't worry about redownloading any version with the same version number.
Pretty much every ship is capable of orbital bombardments. We have no interest in making up a new ship specifically for it when it was a common duty for anything with turbolasers in Star Wars.
The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit harder to find at the moment.
The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit hard to find.
Any ship with the capability to bombard worlds in Sins that isn't a capital ship will always be sent by the AI to bombard that world, regardless of what's going on around it. That's why we use the ability for frigates in the first place, which at least gives us the ability to play with use times, and, if all else fails, allows you to just turn off autocast for that ability.
Both of these are addressed in the first image in the gallery.
The network is just having some server trouble right now.
I've been playing around with settings for a while trying to encourage that. Not much luck so far, but if all else fails I may have a solution.
Nope, the NR never went back to using the Republic ships, which were very outdated by this point. While there were some other planets/companies involved (like with the Nebula and Endurance) the Mon Calamari remained the main producers of capital ships.
There are several threads with effective strategies if you're having trouble, although currently our host network is down (has been since early this morning). Still waiting for word from them.
It's impossible to have any interception for them, both ingame and in-universe. They're powerful, but not overpowering, especially considering their limitations; and being able to "fling WMDs across the map" is the MO of the Empire.
Also, it's impossible for them to destroy your empire without significant fleet engagement. You're only able to have one per 15 planets, and each one has a 20 minute cooldown. On a map like Deep Core Conflict (16 planets) you need to control all but the enemy capital before you could even build one. On a medium map like Into the Cluster, with 59 planets you'd need over half the galaxy before you could even build two, and then your rate of progress would still only be 6 planets every hour assuming you use the ability on cooldown.
So, if you use the galaxy gun as your means of doing anything other than destroying a single key position before invading, you're doing it the least efficient wa possible. Also, we've been working on other negative effects to using it within your own Empire, but those are more experimental.
Newer features like that have been done erring on the side of underutilization, especially until we have compensation for the AI, considering we can't edit the AI and therefore they have no clue how to use them.
Shield regen isn't something we're committed to, it's just something we didn't adjust yet when putting in the other values we had decided on from ICW. It'll definitely go up now that we're actually working more directly on balancing (which is the point of this release).
However, "in the context of Empire at War" isn't an argument that's ever going to convince us of anything.
No random maps, and definitely no multi system ones will ever be made by us. In the mod, system = galaxy so that would be multi-galaxy maps.
Yeah, that;'s how expanded hangars work. It increases the supply on the ship, which means it can hold additional fighters (not deploy them at once), so you can go through more fighters without having to replenish them. There's a few of the stock tooltips we still need to track down and change, however (where supply is still called antimatter in one or two places).
As for the Enlistment Center thing, that's leftover from something I was trying a while ago that ended up being impossible to do in Sins. Exploration was meant to be entirely turned off after that until we do what we want with it, but it seems to have been reverted by someone since.
Yeah, that function can only work with scuttling though. It's not something you can attach to something else.
The Acclamator thing is separate.
McCray, are you sure you're not confusing adding command points with increasing fighter supply? They're different things.
You can't make it do anything other than what it currently does within the limits of the game engine.
Also, as we've explained, you can build it, but it's limited to one Galaxy Gun per 15 planets, so you can't build it until you have at least 15 planets.
Each ship has its own max zoom setting line in its code, which determines how far in you can zoom. Most ships have at least a decent setting for it, but some (like the two you've mentioned) are still being worked on.
Depends on where they are.
Supply is irrelevant to the ability, actually. If it affected supply, it would likely just get filled by a station or tender.
1. We'd have to do debris as a persistent particle on the explosion itself, since the planet is set to invisible and we can't connect it, so either way it would have to fade over time or it might get pretty taxing.
2. Orbital turrets are already in, they're Golans. Having orbital turrets as individual guns wouldn't be very useful. In Sins "canon" ships have one or two weapons, so a weapon emplacement that's also one weapon is significant. In Star Wars a single turbolaser emplacement is negligible.
As for mines, no. Not really used in Star Wars, and also one of the most lag-inducing features in Sins.