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It has other dual megamasers, no anti-fighter stuff (which the Golans don't have either). Otherwise it would be a lot more versatile than it should be.
What? Era 4 and 5 are where you start losing most of your better ships, and it's when the NR and EotH get most of their best.
That would essentially mean maintaining three versions of the mod, and retaining outdated assets which we replaced for a reason.
You're assuming that higher era means better tech, which isn't true.
It applies to everyone in the same way.
Killing your leader doesn't necessarily put you in a better position.
That would probably cause a huge hit to performance, and because of the scale (number of ships, not necessarily size) in Sins it may cause some readability issues in larger battles.
No, they already have five jedi heroes (Luke, Mara, Corran, Cilghal, Kyle). There's really no reason to add more.
We did make him a Jedi though... He's only ever in the mod as a jedi.
It's not overpowered, it has specific use cases that are relatively obvious, and, like the Sovereign, it is susceptible to attack by smaller ships (even capital ships). If you try to use another SSD against it then yeah, it's going to get superlasered. All that means is you need to keep Wedge away from it.
Coruscant doesn't need to be able to do more than every single other individual planet to be valuable. And it doesn't need to have more tax centers to have a higher income, it has by far the highest base credit income rate, and if you *do* build multiple mines/tax centers it stacks better than anything else because it's a percentage increase.
Because we already put in all of the people even tangentially associated with the PA.
We left capital shipyard construction for the planets that actually had shipyards canonically. Coruscant has other benefits (Golan IIIs, huge income boosts)
So you don't get to era 5 and have 86 New Republic heroes that you get to spam around mindlessly. If you get them back, you're basically getting a whole set of your most powerful ships for free every five minutes with absolutely no reason to be careful with them.
Finding voice actors is relatively difficult.
For some reason this is getting downvoted, so I'll explain; when I say it adds nothing, I mean nothing that really helps the mod. The vast majority of what it does is add content that can (and has) been created already by modding groups, ourselves included. The only structural things it opens up for modding is the two extra planet upgrade buttons, but those have effects you can easily get thrpugh other means. So yeah, there's no reason to make people have to spend $5 when it doesn't really do anything we need.
We're not quite there yet.
The DLC will not be necessary to play the mod. It adds absolutely nothing.
That's not true at all. Look up any New Republic ship designed after Endor, and almost all of them can beat their Imperial counterparts. By 5ABY the ISD was like two and a half decades old, and the NR's ships were designed specifically to beat them. The MC80B could beat an ISDI and was only moderately worse than an ISDII, but then you get to 19ABY and you have all of the New Class Project ships which could destroy Imperials 1 on 1... It's hard to have a tech advantage when you your newest ships were developed before the opposing faction even came into existance. The last time Imperials had superior capital ships was when they only had to deal with MC80s.
"The guiding principle of 2.1 has been and will continue to be bugfixes and general quality of life or polishing improvements [...] like the attack loops of the AI (which I think I have resolved, but will not be sure of until we can get a larger testing pool)."
The exact functions will be explained as we go.
On the off chance that we do heroes in some way, it'd be a corvette that's primarily anti-fighter.
We have no plans to do a reverse for the New Republic; they didn't have an overt change like that, especially not during this period.
Relatively well. Yourself?
Not unless Petrodisney decide to make one.
The pirates as they exist in Sins won't exist in the mod. As far as non-playable factions, we intend to use themtp set up the starting forces on planets where appropriate, memory limits notwithstanding.
The Eclipse was a specific flagship for one individual; because of how Sins does mirror matches, we opted for the Sovereign so there's no huge indicators to say the Remnant group is necessarily one leader's version versus the other. The Sovereign and Eclipse play more or less the same role, in any case.
Honestly I'm currently personally using a midrange laptop on which the dedicated GPU won't even function. All the screenshots in the latest update were even taken using that.
I have no idea why that would happen; nothing in the mod does or can change how networking stuff works.