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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.
We removed most of the stuff that was invented for FoC, because there was usually much better established canon stuff that could be used.
If you're trying to start a GC, then make sure the faction you have selected is available in that GC. It says which factions are playable where in the description box to the right.
They do fire, the projectile just looks pretty similar to the others at the moment. You can tell they're shooting when acapital ship loses half its shields or an entire hardpoint in one shot.
If it was in a progressive GC, they were potentially from previous eras. Otherwise, EaW's AI has an annoying tendency to ignore built limits.
Yes, same time period and the unit lists are selectedfrom the same time.
Yes, there will be patches. The NR will be put into ICW if the game will stop crashing every time we try to give it a story script.
I can assure you it is. Starwars.wikia.com
You're looking at the bottom of its front left.
Set Take all but their last planet until you're done advancing/ready to finish the GC.
This seems to be an issue which happens for any era change after a faction is destroyed (except Pellaeon) because the game stops knowing how to handle story events.
Yes, but every previous version has had multiplayer, we've talked extensively about the maps in it, and the fix for the issue is an extremely easy one which most people used to have to do to get their base game to work in multiplayer which does not effect everyone.