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Story scripts can't be used in multiplayer, so that wouldn't be possible.
Fighters tend to be pretty useful, the problem in base Sins which this solves is that you essentially get an unlimited supply until the carrier is killed. That creates a lot of hidden power and make carriers overly valuable. Now, you now exactly what you're going to get out of a ship before the battle starts and makes you (whether you're playing with or against them) able to plan out your actions more carefully. Doing this means fighters will be limited in any given fight, and therefore also gives us room to play with power. It'll definitely need some tuning within the fleet tender abilities to make sure it works as intended, but it gives us a lot of room to work within.
No, it's a regular capital ship, it's shorter than the ISD. 1044 meters vs ISD's 1600.
It's possible that security settings on your computer are causing this. Try running it as administrator?
I could have swore I wrote Maestro... Anyways, fixed now.
Dev Diary #7: Running the Trenches Thrawnsrevenge.com
Should be on ModDB as soon as its approved.
Not really the best place to talk about it, but we have no intention to replace the fighter models in the other mod. There'd be like 10 of them, and several of them would require animations to be made, however my 3DS Max doesn't interact well with Windows 8, which makes rigging for Empire at War hell. I'm willing to put up with it for the larger units like the Assault Frigate and BAC, but it's not worth me ripping all of my hair out for 10 meter long fighters.
It tells you right in the utility right under the buttoms.
Does it work properly in vanilla/other mods?
Thanks, we appreciate the support.
You should be able to use it again. This won't stop the game from hitting the freeze, just fix the save files when it happens.
As it says in the manual, they're on a few planets for the PA.
No, there's far too many hardpoints on each ship, and very, very few would even be big enough to be visible.
2.1 is our last major release but we'll keep on putting out small patches as long as we have updated content; typically this'll be whatever we do for Ascendancy.
Each channel has a different function; specular, lighting, bloom, etc.
Part of the texture and data map.
Glad you're enjoying ICW, I hope we can live up to your expectations with Ascendancy.
The Pentastar Alignment is just as Imperial as the Imperial Remnant.
You've made an excellent point. I'll have to think about that one for a while.
Fighters will be more important and less rock-paper-scissory than in vanilla, and there's a few ways we're handling them differently which we aren't prepared to talk about yet. However, they still won't be able to operate independently.
...By getting blown up?
When we've done it before on the nights aimed specifically at North America, using EST as the reference has caused the least confusion and questions, so it's what we stick with.
People who know UTC time will likely already know what it is relative to EST and everyone else is oing to have to look it up anyways. Considering the time it's going to be at, this is pretty much only going to be North Americans, and North Americans typically just use the three main North American timezones.
This is a known problem with EaW (and therefore all mods for it); after a certain amount of objects have been created in a campaign (units, projectiles, etc), the game stops being able to track new instances of anything, and it basically just stops working. Pox has been playing with a few ways to make a tool to fix the memory addresses and work around it, but as it's a problem with the base game/engine, it's not something we can directly fix, Petroglyph would have to patch it themselves.
There's a possibility we'd include them in Ascendancy.
It means your game is not English.
It's not a mistake, it's intentional. Considering how many hardpoints we have, doing the damage particles would take years. We started doing it a few versions ago, but it took 6 months, we remade a lot of models and every time we change a hardpoint we'd have to re-rig it.
We may add a few ships in patches, almost no chance of any new maps. We have no intention of making any more eras, as that would require making a whole new mod when we're already working on Ascendancy (and honestly aren't fond of EaW), and we're far more interested in this era than the Clone Wars.
We have no plans to do any major additions. Also, none of the factions in the game used droids canonically so adding a bunch of CIS stuff wouldn't really make sense.
No, the Mediator is outside the mod's timeline and lacks stats and a picture. They already have the Viscount anyways.