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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.
Gold version already has them.
Well, technically the patches fix more than justthe Thrawn crash.
Glad I could help!
Yeah, Golan II-III planets only.
They'll be normal hardpoints as opposed to abilities in order to make them function properly, however we're going to make it so they can't target anything that's too small to feel worth it (definitely fighters, maybe even corvettes). They still have plenty of other regular megamasers to deal with those.
I tend to prefer responding to this kind of more in-depth stuff like this on the forums because of character limits and how poorly structured ModDB comment sections are, but I'll try to address your as much as I can with our general approach:
There's no ay to have more than the two collectable resources, but I'm not sure that we'd want more anyways. We've already got durasteel and tibanna gas, which are the two main requirements for anything, and even then there's a challenge to design a system which makes each valuable without making them either too rare to ever do anything, or too common to be meaningless. The more you add to that may add depth in some ways, but it's also adding a lot of background noise for the player to keep track of which detracts from more meaningful choices.
To some the approach we're taking may seem a bit more minimalist because there's some instances (with research options for example) where we're technically going to have fewer options, but our goal has been so far to make as many meaningful choices that last throughout the game as possible rather than have a higher number of smaller, less meaningful or even meaningless choices (ie we won't require research to colonize planet types for example, but in the base game that wasn't so much a choice as a tool to actually put off meaningful research choices)
Well, the front is loosely based off of the Kariek, which was loosely based on an inverted Carrack front, which is also what the Tartan was based off of.
No it isn't. Interdictor is the type of ship or a description of what it does. The ships actual class name is Immobilizer 418
We'd rather just make it compatable with both so people don't require the DLC. I haven't looked to closely at it yet, but the DLC doesn't like like much that modders couldn't already do anyways, so I'm not sure if it's worth making people buy it.
The plan is everything but era 1.
There are a significant amount of other defenses on this, don't worry. It's closer to a Golan II than a Golan III if you leave out the turrets (maybe a little less) but honestly if you leave out the turrets when considering this, you're putting yourself in a losing situation.
The cannons are not quite on the scale of the Hypervelocity Cannon with each individual shot. There are definitely some power tradeoffs with having this type of weapon versus the planetary weapons. On the one hand, you can't necessarily hit one target with the same single target up-front damage, but on the other you can have more than one of these, and the damage can be better distributed; there isn't the same bad feeling you'd get from wasting the cooldown on an HV gun on finishing off a ship with a few hardpoints, or even just using it to wipe out a corvette.
We already responded:
"This is the result of a problem with the base game where after too much has happened in a GC the game basically just stops tracking things. Unfortunately there's nothing mods can do about it, and the only way to avoid it is to try to finish GCs before it occurs, sorry. "
So in short, unless Petroglyph releases a patch there's nothing any mods can do.
As far as economics go, I don't think I'd agree that Sins is especially deep. The basic formula is really just spam trade ports and research all the upgrades then you're golden, and by a little bit into the game you're producing resources faster than you can use them. There's some stuff we want to try to do, but we can't be sure how well any of it will work.
As for the units and factions, that's where a lot of our thought thus fas has gone. One of our main goals with factions is to make sure each has its own specific feel instead of just being effectively reskins with a few weird annoying, and anti-fun mechanics. This goes into how unit lists are designed, as well as the research options available to each faction. This'll be explained more as we go along though.
If you actually look at the Vigilance, it looks pretty terrible. The small size and general shape help it a lot, but it's just a bunch of terribad extrusions.
For release, there's still at the absolute least a month worth of work left, and then we'd probably do 3-4 weeks of testing so take that however you want to.
As for how we're releasing, I'm considering doing a patch that upgrades from 2.0 with hotfix 2 but considering only 6000 of the ~60000 people who have downloaded 2.0 even have the hotfixes it may cause more problems than it solves.
This is the result of a problem with the base game where after too much has happened in a GC the game basically just stops tracking things. Unfortunately there's nothing mods can do about it, and the only way to avoid it is to try to finish GCs before it occurs, sorry.
We'll do our best not to disappoint.
The other important thing is that my laptop is currently using an integrated chip since my real graphics card is out of commission, so these shots aren't exactly on the highest detail either.
There was an issue with a texture. It's been fixed in 2.1
We plan to do more with more convenient times for Europeans in the future, but Enceladus and I had stuff to do before the start time anyways, so we decided to just keep it to the after work/school period for the North American time zones this week.