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Well first off, you can't use models without their permission. That's why we make our own, and why most mods that port from other games get taken down at some point unless they have permission, or LA open sourced the game in question.
As far as sound effects, they're less stri ngent on those for fan projects especially because they're not something they sell, for one thing. If we put the entire soundtrack in the game, we're just giving out their soundtrack. Its the exact same as uploading any other album.
I don't know if you heard it or not (only you can know that), but what I said is we don't plan to include it currently because there are some legal issues with that. It's pretty much the same as distributing it for download anywhere else, and Disney/Sony are very strict with their copyrights so it's not worth the risk in our minds.
It tells you at the top of the page. And the top of the latest news post.
He's ModDB staff, not mod staff. Has nothing to do with the completion level of the mod.
Not really the end. More of an airhole near the middle.
Both single player and multiplayer are supported.
Loading screens: No. We plan to provide documentation in other ways, and we don't want to encourage the idea that people can rely on random loading screen tips to learn how to play with the new mechanics. It's hard enough to get people to RtFM before asking redundant questions without providing a crutch. Also, when we get to the point where we work on loading screens more, we're taking a different direction with the layout than the base game. I've never been a fan of the weird portrait thing.
As far as music goes, no to that as well. I've had one person PM me offering to do it for money, but for obvious reasons that's not something we're even willing to consider.
Roughly 19 days.
Because like I said, they hadnt had any sort of fleet at all for centuries.
The Mandalorians had pretty much no fleet whatsoever for at least a couple hundred years before the mod started, and the Empire pretty much crushed whatever they had left. Even FoC's really weird story doesn't attribue any power to them, it all goes to the Zann Consortium, which any attempt to portray an even half-believable picture of galactic powers would toss way by the wayside. If there was a Mandalorian faction you could probably represent every ship they had canonically with about 3 fighters. They only became even remotely relevant again pretty late into the Vong War under Fett's leadership, which was pretty much in the form of a few freedom fighters. Their first post-Imperial contribution to any sizeable war effort was in the Coalition of the Second Galactic Civil War, 20 years after the mod ends with Bes'uliik fighters as still being their only real contribution. The Mandalorian Wars were several thousand years before the mod starts, so even retrofitted ships (if any had survived at all) would be pretty ****** compared to even the worst "modern" ones.
TL;DR the mod takes place in what is arguably the lowest point for what could loosely be called a civilization in 4000 years. Even Bakura had a stronger independent defense force.
No, the Eclipse was uniquely the Reborn Emperor's flagship. The Sovereign will be available, however.
We'll be replacing all voiceovers with suitable ones. We've already changed the "announcers" for each faction (as you heard in the video) however we've yet to record most of the unit lines; the vast majority of the work left is abilities, and in certain cases those would need to be done before voiceovers, so we didn't want to create extra work by getting them wrong the first time.
Random events will be added as we go.
We even said in the news posts that we weren't going to make that date...
If only there was picture and video evidence somewhere of its existence and how much is done.
It's not like these things restore thousands of hull points, and there are already fleet tender units that can heal ships on all of the sides. It just means you need to actually think about what you target and when you target it instead of the classic Sins "well I'll just throw all this stuff over here and watch because it basically doesn't matter as long as I have the bigger fleet." Otherwise, you're essentially making the argument that any healer unit in any game ever is inherently unbalanced simply because you may have already gotten a target low.
The reward for destroying escape pods is that you're stopping the enemy from being able to maximally use their ships and credits, because the cost and power of NR ships (once we've got numbers nailed down better) will assume that you're picking up a fairly significant amount of them.
Sure, that's why we're releasing it how and when we are and using an iterative model, where we release patches pretty often and scale up the content as we go. We're making the mod because we want to play against each other in it, so balancing and making it not just "spam the biggest fleet" are pretty big concerns, although it's gthe kind of thing that requires tuning over time.
We've already mentioned some preliminary stuff we're doing to make it involve more strategy than just make the biggest fleet. If you don't keep up your supply, you won't be able to field fighters. If you don't collect or destroy escape pods as/against the NR, you're not going to be playign maximally. If you don't use and train fleet commanders, you're going to be behind in fights. There's no guarantee it'll work, but it's the type of thing we're trying and we're open to making whatever changes we can/need to to see the goals through. As we go on, we hope to expand into economic and cultural areas with these types of changes.
It's based on daily views, being released or not has no impact.
Eventually, maybe. We're honestly not super big fans of hero units, so what we intend to do is have them available 2 opt-in ways:
1. The flagship victory mode, in which you have one hero from the start and victory is based on them.
2. The Goa style which most mods (jncluding STA) use, although this will be done in a way that replaces the quick start option, and again, requires opting in.
SoaSE:R is only availabe on Steam in the first palce, so I'm not sure what you're asking.
Definitely something worth considering.
It tells you in the campaign selection menu which eras each GC contains.
When we do that, all we get are comments about how it's never coming out. This is the lesser of two massive annoyances.
They're not meant as exact dates, but ModDB doesn't let you set ranges. Basically, "soon but depends on work/hospital visits/school"
Unfortunately, the 18th was decided on when I was expecting to work 24 to 32 hours a week. Instead I was working 44 hours for the last two weeks, so I had considerably less time to finish stuff than I thought.
Yes, it definitely works. RaW installs their ai changes to the base game folder, which doesn't always work. It has a pretty decent chance to break the AI both for itself and for other mods (and the base game), so make sure to remove those files before playing other mods.
Luckily, mods are free so everyone can play as many as they want and we have no intention of trying to convince people to play one mod over the other. While Ascendancy and SoGE (and Interregnum) are all Star Wars mods, they are made by different groups with different teams, goals and styles so there's at least as much variance between them as between mods in different universes.
That being said, I will run down some of the major differences for you. First off, the factions ultimately being represented in them are very different, and I'd say we have a bigger "top down" focus on making the factions play differently through their tech and ships. SoGE's ship roles and functions also tend to be a bit more similar to Sins, whereas we go closer to in-unverse roles and build the gameplay from that.
In the details, we've also posted several news posts and pictures which describe several of the features in the mod, many of which are unique to Ascencdancy; migration, degrading ship systems, supply, etc. One of the main purposes for us to make the mod was because while we like Sins, we saw certain game loops and mechanics as being frustrating, and we place an emphasis on reworking or removing them.
Yeah, they're the ship markers. Considering that 90% of Imperial ships are the same shape, we went a slightly different direction. You get a top down view of half the ship, and on the other half you get role indicators which will be documented.
The circles (really more like beveled squares) are the placeholders for the frigates. We only have the markers for the capitals and cruisers done currently, so we needed something to see where our frigates were. That won't be used for anything in the release.
While the way the AI handles capital ships is annoying, it's also highly predictable and something we should be able to work around, at least to some degree. I'm semi-confident we can get at least reasonable levels of capital usage, though it'll take a bit of playing with it.
****, this is free? That must be way our money back guarantee for cut content wasn't super well received....
BRB getting real job.
New Republic, then Empire of the Hand. The Hand's serves more than one purpose.
Eventually, yeah. We're focusing on the more core aspects still, so that'll either be done very late in 1.0, or even something we hold off on until 1.1.
Using the Golan Space Colonies was already the plan, we just don't know if it's something we want to do yet.
But it looks so much cooler... If it looks cooler it has to be right.
There's not really an ideal place to put a command bridge. Keep in mind all ships have shields, and if the shields go down you tend to be screwed anyways. Also, there's typically redundancies in command areas, and as far as field of view goes there's sensors everywhere. Also, in space you can orient your ship and fly around something however you want; the little command strut things on mon calamari cruisers or obvious command structure of the ISD is hardly more secure. Neither would a real life battleship be.
It doesn't matter that much if you can't see anything since everyone relies pretty heavily on sensors. And it's probably safer than having a small strut in top, especially since they'd orient themselves differently in battles. It's a very common (and canon) design feature.
If the ones they have are too powerful, then all that means is that they need balance adjustments to those.
When addressing the capital ships of the Empire of the Hand, you need to keep a few things in mind. Their low number is part of the reason they have to appear so powerful. Where other factions have their roles spread amongst multiple ships, the Hand has to do everything with the three they have, without any real changes through the eras. The Empire of the Hand needs to essentially compete with the MC80/ISDI with the same stuff they have to use to compete with the Nebula and Praetor, both of which are individually better than both the Syndic and the Phalanx in most ways. What you end up is three ships that had to be given the tools to do everything in order to do anything.
The addition of a fourth (or even fifth) capital ship doesn't mean some sort of net power increase in capital ships for the Empire of the Hand, it means we get to shift around the power that's there to give each one of them a more defined role.
No, there's far too many hardpoints on each ship, and very, very few would even be big enough to be visible.
Yeah, it's been on the forums for about a week and we posted a picture linking to it, so you probably saw it through that.
I'd be lying if I said I didn't come up with the title hoping it would scare some people...
The Remnant is the only faction with superweapons at all, and the Galaxy Gun is way more limited than the others from vanilla. We're not gonna have superweapon missile spam.
For damage ratios and fighter capacities, the BAC is closer to the Dreadnaught. The VSDII and Chaf are more versatile. As for damage, the VSDII and Chaf are both at 165 damage per second. Bothan Assault Cruiser is 136. Katana is 138. With these however, once the shields are down on their target it's 111 and 88 respectively because of Ion Cannons. The Dreadnaught is a constant 88 since it has no Ions, and the Bu'direch is 100 DPS.
So basically, VSDII and Chaf are much stronger and have more fighters to rely on. The BAC, Dreadnaught and Bu'direch are 300-500 meters smaller, and do proportionally less damage and have fewer fighters. although they tend to have higher health per meter. The reason the BAC becomes superior or at least more comparable to the VSDII is because it's also like 40 years newer. In terms of "modern" ships, it's still in the same relative power class as the Dreadnaught would have been compared to the VSD, etc.
It's about 750 meters. The role it fills is comparable to the Dreadnaught or Bothan Assault Cruiser, something the Empire of the Hand's been lacking. It's better at the role than the Dreadnaught is (being moderately larger, newer and designed as a sort of upgrade to the dreadnaught), however it's likely to be outperformed in a 1 on 1 fight by the BAC. This basically fills the role gap they had between the Kariek, Nuruodo and Chaf.
Something like 2am.
Bridge and turret. In this picture, just the bridge (ISDI has the taller X style, ISDII has the single layer rectangular one)
Its the size compared to the ISD we care about.
Currently the plans are to have the following:
Playing as -- Attacking Faction:
New Republic -- Imperial Remnant
Imperial Remnant -- New Republic
Pentastar Alignment -- New Republic
Empire of the Hand -- Imperial Remnant
Pox is working on trying a Co-Op version but it's really unlikely that it'll be possible. This is done in GC because Skirmish maps won't accept LUA scripts. However, GC maps in multiplayer also don't seem to accept Story/LUA scripts, which would make it impossible to put in.
The save function in the mod is no more or less stable than the one in basic EaW or any other mod, since it's not a moddable thing. The only instability would come from if you modified files between saves (for example, tried to load an older save from the first hotfix while playing on the second one)
Many of them were bought by the Corporate Sector Authority, and since the Pentastar Alignment doesn't benefit from era changes in the same way the other factions do (they merged after era 2 with the reborn Emperor's forces; we don't do this since it's the starting point that matters and the player as the faction leader doesn't make the choice to give up their whole faction, obviously) we instead decided that expansion into the Corporate Sector would make most sense, since they were both sort of organized around the same economic activies. The extra ships the Pentastar gains come from the Corporate Sector's canon roster, and are obtained by building them in any CSA territory the PA controls.
Both Death Stars were destroyed before the mod's timeline.
Bombs yes, lasers always hit it fine. It isn't compleytely fixed since the issues comes from basic EaW targeting issues, but I've mitigated it.
The factions are all being remade from the ground up, so it doesn't really matter anyways. All the tech and whatnot is gone, but all 3 factions currently use Advent base assets for any necessary infrastructure which we haven't replaced yet (shipyards, etc) in order to test things. We've already got the new construction ship in.
Lower end graphics cards have problems loading the larger mt commandbar file. I'm gonna release a patch with some lower res things for it and that should solve the problem.
What screen seems weird, and weird how?
Yeah, but it also came with an uninstaller (if you used the exe version for 1.3) that you can use if you want to be fancy.
That's the plan. Ascendancy will be using a lot of ICW stuff, and then ICW will probably benefit from updated content we do for Ascendancy as well.
Just Hunt for Zsinj and Into the Cluster
We're aware the the Imperial insignia doesn't have a circle in the middle, the circle isn't meant to be part of the logo in the first place. It's the light source, it would look weird without an actual source for all of the stars in the background as well as the light, and it's something that all of the logos have and need, so it's keeping that backlight in order to stay consistent. I disagree that it looks bad anyways.
Why would we get rid of the lightsource on something backlit like that?
Well, it's slower turning than other ships but it's not some monumental task.
Both are ugly ships we'd have to remodel, and neither serves a purpose we need filled. The Assault Frigate Mk. II should have just been made as the Mk. I in the first place, really. Why would they do a second version of a ship that's already made by modifying another ship?
No, they'd be a waste of time to make. There's no way to make them actually do what World Devastators are supposed to do, so they'd just be another overpowered superweapon unit. Palpatine already gets Sovereigns and the Eclipse, World Devastators would be redundant at best, except they're technically several times weaker than any other unit of comparable size.
That's how it was originally, but it looked bad.
Well, considering it spent the entirety of the mod's timeline crashed on a planet I wouldn't expect to see it ingame, but back in 2006 when we were going to do the Fall of the Republic od and cover it, we had a model made at least:
We want all issues reported.
They have two additional turbos and a slight speed boost. What was that "No" to, though?
More units/the unit list will be posted later; this isn't even meant to be in the upcoming version so starting to post information about the next version would just distract from 1.3. I will say that they are going to have ground units (otherwise it would be hard for them to hold planets), however they will not have the actual Ssi-Ruuvi themselves as units.
"Unknown" is just planets that lack a controlling faction at the start.
We had about 6 months of stuff to catch up on and we decided to do that by posting something every 100 likes. And since we're at 240, that means we can only have done it twice, which can hardly be considered "spamming". Other mods do it every 50. If you want to add up the other updates we did, one was for our 5 year anniversary and the other was because we released a beta, neither of which can exactly be skipped.
It's not an ultimatum, it's a single-way vote/challenge for fun. If we can take the time to do a whole new faction, the people that want said faction can take the time to click a button. It's something we've been asked to do a lot, and now it's something we'll consider doing if it isn't just the same small group of very vocal people. If everyone's like you and just doesn't care if we do it or not, then it isn't worth our time to do it. If it's something that a lot of people really want (which would be demonstrated by completing this challenge) then we'd see it as worth our effort.
I don't remember giving permission for you to use this model (or you ever asking for that matter).
We're gonna post ingame screens rather than a textured render.
It isn't broken so much as the host sucks. Too many downloads so they cut us off. We'll have a solution as soon as we can.
The GC was in the 1.0 release (called the Hunt for Zsinj), and it's Remnant forces under Rogriss, the New Republic and Hapes against Zsinj.
This is from the Zsinj GC as the New Republic, where you have the 3 different factions cooperating.
We didn't design them, we didn't decide which is which. They will be in the mod, but they won't be in the upcoming patch. They aren't going to be finished in time.
When Dr. Nick did random rotations on them, the particle editor wouldn't save the, so we tried. Not to bash Mike, but that's one of the problems you can get when virtually every tool is 3rd party.
Just the Imperial Remnant in Daala's era. W're trying to differentiate the leaders a bit, and this is part of that. The NR has enough fighters, and those books are from the Vong War anyways.
No, it's a skirmish map so that's just team colours.
It's a carrier, not a warship. IT's not meant to be able to fight much.
It's an installer.. You install it like any other program, the default path it gives you should work. You just have to click "next" a bunch of times.
The missiles will be both air to ground and air to air, but they'll be more accurate when you're firing at ground targets.
No, there's one green laser per laser cannon, and yes there are missiles.