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These textures are all from ICW.
Each ship has its own max zoom setting line in its code, which determines how far in you can zoom. Most ships have at least a decent setting for it, but some (like the two you've mentioned) are still being worked on.
1. We'd have to do debris as a persistent particle on the explosion itself, since the planet is set to invisible and we can't connect it, so either way it would have to fade over time or it might get pretty taxing.
2. Orbital turrets are already in, they're Golans. Having orbital turrets as individual guns wouldn't be very useful. In Sins "canon" ships have one or two weapons, so a weapon emplacement that's also one weapon is significant. In Star Wars a single turbolaser emplacement is negligible.
As for mines, no. Not really used in Star Wars, and also one of the most lag-inducing features in Sins.
New Republic trailer was underway, but Jinz got busy and I really hated the dialogue I wrote so we weren't able to do it in time for the beta (and we didn't want to delay the release so we could do a trailer). As for the Empire of the Hand, they'll get a trailer when we're working on their release.
Not really the end. More of an airhole near the middle.
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.
Definitely something worth considering.
IF you assume a baseline of ~100 techs, around 90 of them are flat upgrades that youd definitely want at some point. The rest are a split between 50/50 depending on playstyle, and stuff that is more upgrade than not while emphasizing one aspect core to the faction and minimizing one that isn't.
So, if you're a research buff you'll have no shortage of options. We just feel like this is a more interesting way than just AFK spamming every button.
Yeah, Sony's owned it since like 2004 unless it's changed in the last year or so. It certainly wasn't included in the acquisition of LFL, but either way it's not like Disney would be less stringent about copyright stuff.
There are some mods that get away with it, yes. That's not because it's not illegal or that they don't care, it's that they haven't noticed. They wouldn't see it as any different from distributing the music for any other purpose. Plenty of Star Wars fan projects get taken down by Sony's claims (including Let's Plays of our own mods on Youtube), and plenty of mods within different IPs have been taken down for including copyrighted content. To us, it's not worth the risk of having the entire mod taken down just to include a few songs. If people own the tracks they can put them in themselves.
Like MrPerson said, the problem is legal. The music is owned by Sony, and if they find stuff they tend to be very strict. The fact that it's not for money doesn't matter, no company is ever okay with people just uploading entire soundtracks. It's no different from just posting it on a torrent site or something.
The fact that it's free doesn't matter; uploading any music for free on its own is still an issue. When people post "I'm not the copyright holder, no infringement intended" it doesn't matter. You may not be intending to infringe upon copyrights, but you still are. People only get away with that when the copyright holder doesn't notice or care, and I can assure you, Sony does care. Fair Use doesn't mean you're not getting money for it, it means it has to be for parody, scholarship, archiving or criticism. "We needed music for our mod" doesn't quite cut it.
No, considering that the Phalanx is the baseline that these new EotH skins have all been made to be in line with and replicate. The only thing the Phalanx will get is team colouriing and a few more lights.
We plan on having all 5 canon ship models, yeah.
And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.
I've always tried to ignore the dinosaur parts and focus more on the fact that the ship designs are pretty interesting, once you get past the fact that they're all literally the exact same.
Most of the Empire of the Hand is getting reskinned, and there are some IR ships getting a makeover as well.
We're looking at reducing auto-resolve values for the buildings, however this is an era that EaW's pretty temperamental about.
Your download may have stopped before it actually finished.
Like I said, I've wanted to do this for a year (probably longer), and just kept forgetting because I always prioritized other stuff first. He commented a few days ago and it reminded me that I wanted to do it, so I just did it then.
This would be released with all the other stuff we've been working on. I don't like doing too many individual patches because people tend to get confused.
It'll be in the patch when it's finished beta. We wouldn't post it if it weren't going to be available.
No, Eclipse is also a planet of no relation to the ship. We're using the Sovereign, not the Eclipse; doing both would be redundant and of the two, the Eclipse is a unique ship identifiable with one person, and without any of the tradeoffs the Sovereign has compared to the Executor, not to mention worse looking.
It's neither hardcoded nor difficult, you just need to give them AI. One of the older versions had it on release I think (1.3?) but we removed it when the selection bug became too much of an issue.
Galactic AI. They would be active in tactical battles, but not on the galactic level, like Pirates were in EaW (pre-FoC). Now we've given them back the galactic A, so they should move on through the galaxy as well.
The ones that progress through different eras, yeah.
Yes, unless this brings up other issues. I only did it in the progressive ones for the moment, however.
The actual painting would be very clean, it's scratches which would make it inconsistent (which are there), not where it gets painted or else whoever made it would likely be fired by the navy.
Also, if you look at a "real" A-Wing, there's a slight lip where (most of) the red part meets the white part, so even an intern New Republic painter on his first day would have a hard time screwing up the paint job, however considering the size of the ship and the memory limits of Sins, that lip fell beneath what we felt was necessary for the model, so it wasn't modeled in.
It'll be determined more on an ability-by-ability basis. Some will be cooldown only where it seems appropriate. Some will have tradeoffs to their use which limit when they'd be used, for example the ramming ability which destroys the ship. Some may cost resources.
No, it's a regular capital ship, it's shorter than the ISD. 1044 meters vs ISD's 1600.
I could have swore I wrote Maestro... Anyways, fixed now.
Each channel has a different function; specular, lighting, bloom, etc.
Part of the texture and data map.
...By getting blown up?
That's what we've done with most of the stuff in both mods; it was created for and used by both. There's just some stuff which is better left as is in ICW for size considerations.
We may eventually.
Did you delete the 2.0 installation before installing 2.1?
I don't see why they wouldn't.
In the base game you were allowed one superweapon per every 4 planets and the cooldown meant you could shoot about once every 3 minutes or something. Maybe 5. Our requirements are going to be substantially higher.
Plenty of fighters in SW have built in hyperdrives (almost every NR fighter; certainly all of them in the mod), so they'll all still just be tied to their host ship. None will be made into corvettes.
Mon Calamari ships have a lot more hue variance, and we've replicated that. Imperial designs have in-universe reasons for why they're grey, so changing that goes against the faction identity. Its kinda like the Borg.
That's kind of how Star Wars ships work. The EotH stuff have those things because we designed them, but with the rest we have to go off the source material. Imperial designs are all very uniform like that, and if you try to put markings on an ISD it looks both inaccurate /and/ bad. If you look at the source material for the Galaxy Gun, this already has more variety than it "should."
We haven't started putting in planet textures yet. IIRC this was over a desert planet.
Yeah, I got the request.
Also Munificents, Recusants, V-19 Torrents and Acclamators.
It's something we're going to be looking into for several ships, however not all.
You'll have to research the Golan II and III. The I will be available from the start. From there, they'll just cost varying amounts of resources and slots, but none will ever become unavailable.
Yeah, and those who learned how to count in kindergarten can probably guess what the next one is.
Yeah, both the Brask and the Visvia will be in for the Empire of the Hand
Quite a few, however the release will be staggered. This is definitely not a carrier you can just drop the fighters out of and then send it to its death.
If you want to go for sheer overwhelming numbers of starfighters, then the Venator will remain the Pentastar's best option. This is going to be more for sustained fighters and also increasing individual effectiveness of those fighters.
Yes, we've always been using bump mapping.
Smaller than the default Sins ones.
They already exist in 2.0, we're doing more but it didn't seem worth mentioning for now since it's not anything new.
The balancing from ICW is actually a pretty decent metric to go off of for individual ship capabilities, with some tweaks for Sins gameplay style (persistent map with tactical battles being on the same level as the galactic). We're still familizarizing ourselves with the engine as well, which may lead to some other changes.
As for the shipyards, that is something staying more Sins than ICW. Since you can see things being constructed, the really large ships (Executor, Viscount, etc) will still have their own level of shipyard. We'll probably also have to make some adjustments for our capital shipyard model as well.
The important thing to remember is that this is a conversion, it isn't Sins. So asking things like "What's their titan?" or "What's their carrier?" really aren't the proper questions to ask. Some factions have one ship that would be a Titan according to Sins scaling and balance (NR), some have more than one (IR), and some won't have any (EotH). There isn't a 1-1 correlation between what Sins factions have and what we're doing. There also isn't a 1-1 correlation between the factions themselves (the NR isn't just a reskinned IR). You're not going to play the New Republic the same way you play the Empire of the Hand, or the Imperial Remnant. So we could say "wouldn't it be cool to give the EotH an SSD?" Sure, maybe it would, but then it wouldn't be the EotH.
Hope this helps clear things up a bit. These kinds of factional differences are something we intend to expound on a lot more in upcoming news posts.
Sins is a lot more specialised in ship roles, with hard-classes anti-fighter/anti-ship/etc than Star Wars. Ascendancy balancing should be pretty close to what ICW was.
Hand stuff will be coming soon. Ironically the Hand is the farthest ahead specifically because of the reasons that held them behind in EaW.
A lot of stuff that uses assets from the original game needs to be redone (a lot of the fighters, Nebulon-Bs, some frigates, some hull plating textures). It's not really a huge amount.
As far as posting in the Sins community, we want to make sure we have a lot to show for the work we've done so far before we do, otherwise the response wil just be "well why not just join Requiem/SOGE."
We don't know. I've contacted them, but we have absolutely no control over it.
I'm not sure what you specifically mean by rescaling the ships here.
Empire at War doesn't have any sort of diplomacy system so yes. The Remnant and Empire of the Hand were more neutral to each other than anything (considering nobody in the Remnant knew the EotH existed). Either way the options in Empire at War are the factions are at war, or the factions aren't in the game.
They play at the start of each GC, however not as loading screens. You can't make the game do something while it's loading.
If you want to apply for the beta, please post here: Gutr.swrebellion.com
We can't edit the basic functions related to Autoresolve, just fudge with the numbers being plugged in. It'll never be perfect and the way PG set it up biased it against the player to begin with, but we think we've managed to make it at least reasonable.
We've posted the unskinned version before: Moddb.com
And it's meant to be in the same ship line as the Phalanx:
This is like the VSD to the Phalanx's ISD.
I've always liked the way it looked, and when I was trying to think of designs for EotH ships it seemed to fit in nicely with what we already had.
The background galaxy model rescales itself slightly after a battle. This was done by creating a GC with every planet and no enemy forces, so initiating a battle was impossible, meaning the background image is a little off initially, as well as being from a different perspective than what you'll normally be seeing it from, which also has an effect; ingame, everything will look a little farther north than it does in here.
However, Byss was not at the direct center of the galaxy, it was actually slightly south (outside of the deep core). Considering that the bright dot at the center of the image is the center of the galaxy, too (right between Tsoss and Pakrik), Coruscant isn't at the center in this image.
Basically. It's a canon ship. They had two main types of Star Destroyers a couple years after Endor.
This is an optional patch for the full mod, this isn't a mod on its own.
I UV'd it to the Imperial barracks' skin.
They are better than average stormtroopers, but there's no reason to give them a different weapon, the E-11 is the standard issue for stormtroopers.
It's not acceleration. I compared them going all the way across the map with me driving on Sandtrap, they were slower at every point. As far as the map names go, you can easily change them in the menu of the map editor when you make them (that's how all of TR's were done). I'm not sure that having a meg put them into the actual map list, either.
-Remove Scorpion from drop animation when being airlifted in a few frames earlier (would make it flow a little better if you can manage it)
-This may have just been lag issues on my end, however the Warthog and Mongoose seemed a tad too slow (compared tracking battle cam to me driving across Sandtrap.
-Tech upgrades would probably be better suited to being in the tech research queue. I've always felt it being in the unit queue interrupted the flow of battle, but even moreso in a Halo mod.
-Halo map name doesn't show up as Halo, still shows up as Corellian Countdown or whatever it is.
I'll be looking for more (and should have another model for you soon), but I do have to say very promising so far, I think you're really capturing that "Halo feel," especially with the menu.
You get them automatically in a small amount (the amount shown) for conquering the planet. You do not get a free SSD which you would have to have just destroyed for conquering N'zoth, just some Thrustships. These are not meant to represent specific ships that would have had specific fates during the battle, just generic ships of the line.
Thanks, it's appreciated.
Every source I've seen has described them as atmospheric maneuvering stabilizers. Opening them in Space is pointless.
The wings on a VSD are atmospheric stabilizers. They wouldn't ever be open in space.
That's just a bombing run.
No, flak is the "random" explosions in space.
Yeah, I designed it based slightly off of a combined Venator/Acclamator type of idea. The Empire of the Hand based ships off of borrowed technology (just look at the Clawcraft) so I went with the same idea here.
Not entirely sure, we'll decide when the new map for Duro gets made. Probably NR, but potentially hostile. As for other species, there's these, the Chiss on some EotH worlds, possibly things like Muuns and Bimms. I'd like to do actual fauna as well but that may take a bit more practice.
Just because it's the one from the base game doesn't mean it's necessarily bad. If we felt like it needed a new model, we would make one for it. Either way, we have higher priorities. Also, we don't use outside material unless we have to, especially for models, so it's not like we just go model shopping and pick whatever we want.
Yeah, register and go to the thread.
I think he plays on 1600x900
That's a different kind of tank. It's the Megamaser Tank that was already in the mod. And these don't even look like Scorpions...
The additional population values for capturing planets has been reduced. It was way too high before, and that contributed to other issues with the AI.
This was taken in cinematic mode so the angle is not the normal one.
Well, I don't know that what we're doing with it will be unique anymore. The person we told about it and asked to do it decided to take the idea, do it and give it to a modding group that we're not in because they're cool like that, so we have to do it a different way now.
These are fighters like any other, really. They aren't a hero or a transport.
You realise you're comparing a zoomed in picture to a picture that's zoomed out really far?
We're certainly open to changing the name of this...
Well, considering we had to ask several times...
Filefront, specifically EaWFiles. This was the picture of the day a few days ago.
It's called the XR-85 Tank Droid. It's from Rogue Squadron/Dark Empire
It's the same resolution as every other texture.
The mod was dead and now it's slightly less so.
There was smoke on broken hardpoints in the regular game, however this is a new particle.
No, they're an EotH ship, the Massias.
We're moving more towards showing things actually ingame than just renders.
It's impractical for the game to have the whole map covered in forest, so there are less trees where you're actually playing, and more around the edges and such, though there are spots on the map with a denser forest.
No. Au'riette is not a Mando word, and the only Mando word it even sounds like is aruetiise. Au'riette just come from me taking the French word Au and the USS Riette and putting them together.
Well, Dreadnaughts aren't actually that big to begin with, so it won't be too big. Yes, it will be very powerful however you can only ever get one, and it won't be cheap.
No, I made a bunch of the changes that you suggested right after talking to you, and haven't changed anything like that since. Probably just busy MDB staff.
There are certain GCs that are only set in one specific era; each scenario says what eras it's set during in the GC setup screen in the description box, so make sure to check that.
Also, keep in mind that "teching up" is a progression through time, not necessarily an increase in technology- it doesn't necessarily mean what you're going to get is better, especially for the Remnant.
What GC, how many planets do they have left, and do you have RaW installed?
There are several rough outlines for general strategies for each faction on multiple GCs on our forums. If you're having trouble in a specific GC, I'm sure some of the posters wuld be happy to give you tips.
Other than battle cam I don't believe so.
Keep in mind that this isn't ICW; what it means to be a carrier is different. The Escort Carrier wouldn't have put out any more fighters at a single time than the Acclamator will.
The total number of fighter supply is more or less correct. However in Sins you get to choose what types of fighters you use.
What gave you that idea?
Stuff in the base FoC folder will overwrite whatever mod is being loaded. RaW installs its AI stuff to the data folder, and in many cases this messes up the AI in other mods or breaks it completely.
When it's finished.
This is a carrier variant. There were definitely Acclamators modified to serve carrier roles, and considering they were holdovers from several years beforehand, the ones that stuck around would tend to be modified (much like dreadnaughts were).
The Acclamator is taking the carrier role. There is no Venator though.
It doesn't look at all like an ISD hangar so I find that unlikely. Either way, it's pretty irrelevant to our choice; ingame it's still the same effect (with a few differences that work out in the Acclamator's favour), but one is significantly uglier than the other.
We'd like to have something out this month, but if we can't do it, we have no problems delaying.
The vanilla map has absolutely no bearing on our decisions for this GC. We picked about 50 planets that were relevant to the GCW, some of which already in ICW and several which aren't. Some of the ones being added were also present in FoC, but it's not something we even looked at when planning the GC.
The mod can be followed here by doing what jordan said if you have a profile. We also have our own site/forums here:
I know what he was talking about; I just can't remember what else we cut from EaW and whether any of it is in the new GC.
All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.
As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.
Slornie is, I think.
Yes to those specific three, don't know about the etc.
Which version are you trying to download, and when/how does it fail?
It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).
The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.
The technical term "skybox" does refer to the whole thing, actually.
There are different parts to it, but neither is more "skybox" than the others. Except for maybe the actual physical cube.
What have you done so far?
Can you be a bit more specific?
We haven't done anything to the skyboxes yet. This is just the only vanilla one I like, so it ends up in a lot of pictures.
We completely disagree; despite being a 4X game, there's very, very little (essentially nothing) that goes into managing your economy or anything beyond the military side.
Yeah, that function can only work with scuttling though. It's not something you can attach to something else.
You can't make it do anything other than what it currently does within the limits of the game engine.
Also, as we've explained, you can build it, but it's limited to one Galaxy Gun per 15 planets, so you can't build it until you have at least 15 planets.
No, there aren't hero units except in the flagship victory mode, and a free SSD would be too much.
We wouldn't post it here if it wasn't going to be in ICW, especially if it's an ingame screenshot.
When we dicussed it we decided that the Swamp type is probably both visually and functionally more suitable than Polluted, although you could make a case either way.
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.
The similarity is that it's a large cannon over a planet that can shoot other planets. The key difference is that when this shoots a planet, that planet doesn't just get annoyingly irradiated and take damage, it instead ceases to be a planet.
The other differences are that while in base Sins, every 3 seconds there'll be a Kostura, Novalith, or Deliverance shell flying around the galaxy making the game annoying as hell to play honestly without having any engaging gameplay elements, the Galaxy Gun is far more limited in availability and you're only going to be able to destroy a planet once every 20 minutes or so (working number, subject to change).
The green ones are Turbolasers from the Dreadnaughts they're fighting.
The exact functions will be explained as we go.
The plan is everything but era 1.
It also clashes less when your chosen colour is different from the UI colour. Playing as the NEw Republic in cyan before? Not cool.
Button colours are relevant.
Yeah, it happens automatically. When you send a fleet to a location, it makes a wall rather than a field formation for example.
Assuming you're talking about the memory limitation, there's some stuff we're doing to take that into consideration.
1. Ship rosters don't include more than they need to. We want enough to provide variety, but not so much that there's redundancy pointlessly taking up space. It averages out to us having around the same number of units as the base Sins factions; in some cases a few more, in some a few less.
2. Basic texture size optimization. In Sins, most textures could be as high as 1024x2048 and for some reason I'll never understand, tga. Ours tend to be 1024x1024 and we only use DDS, and some ships resuse the same ones (There's literally no reason why the ISDI, ISDII, Dominator, Immobilizer, Tector, etc need different textures; as long as they're UV'd properly, the basic trench and hull plating patterns are the same). As a result, in the same number of ships we theoretically should be saving more space than base Sins would. Also, some stuff can be shared between factions. The main thing here would be structures like the shipyards, which will be universal, and the Golans which are used by both the Remnant and New Republic.
I can't make any promises as to results here, and there'll need to be a lot of testing before we can say anything definitive, but I can assure you we're taking it seriously.
The intention is to have moving turrets.
Find a solution to what problem?
Probably not. From what I know, they didn't function like an X-Wing did, on a Torrent they were just for takeoff/landing.
I'll try, but it will take a few days.
There's a section on our forums for Ascendancy discussion and suggestions, under the ICW stuff: Gutr.swrebellion.com
Yes. There are some significant technical hurdles to overcome if we were to try to implement the mission into Art of War.
Click on "Ciew Original", right click the image and then "Set as Desktop Background"
It's much smaller than even the Golan I
Just because we're putting in a few units from the time period doesn't mean we love the era.
Phalanx is 2000 meters, much more powerful.
Syndic is 1500 meters, slightly less powerful than an ISD but has a relatively stronger hull.
We've seen it. We finished the new Nebula version, which can be seen a few pictures along the slider up there, and the new Endurance model is currently being skinned.
Well, not just number but placement; certainly you need more than one, but the closer to the hardpoints they are, the better it works, since the effect tends to work better at close range, and the projectiles are going to be coming at those regions anyways.
We had a similar idea before, I'd just suggest being careful about where the bones for point defense are on it, and having a really low range or it starts looking weird.
We do only focus on one thing at a time. I'm not saying we get everything half done and we're finishing it now, I mean we're redoing old stuff. Some of our models and skins and up to 6 years old, so it's just that we're better at it now than we used to be, so we update the old stuff. If you want to point out specific models and skins you think need to be redone, feel free, but if you're playing 1.1 there's been about 25 that were redone for 1.2 and 1.3. 1.0 and 1.1 were only released because we weren't actually planning to finish the mod at that point and wanted to get something playable out so it wasn't all wasted, so we basically had to decide whether to leave in some of the worse stuff or just cut it, and so we decided to leave it in and update it as we went.
I mean, between the version you're using and the current version, the following models and skins have been completely redone:
Golan I, Golan II, Golan III, Ascendancy, Au'riette, Carrack, VSDI, VSDII, Phalanx, Chaf, ISD, ISDII, Dominator, E-Wing, Syca, Strike Cruiser, Krsiss, Light Frigate Shipyard, Heavy Frigate Shipyard, Capital Shipyard, Kariek Cruiser, Warlord Decimator. I may be forgetting a few.
We appreciate the interest and feedback, so if you want to tell us specific ships or whatever you think should be updated, feel free to post them, either here or start a topic on our forums.
It's possible, but the New Republic was formed out of the Rebel Alliance, not the Republic. They didn't base their ships and armour off of the same design as the Clones or whatever, everything actually was based off of Rebel equipment.
The New Republic is getting more than anyone except the Remant this release.
The Remnant is getting 6 redone units (Carrack, Golans I-III, VSDI, VSDII)two new units (Crimson Command, Specialist) and one new hero (Cronus)
The New Republic is getting 5 redone units (Golans I-III, Lusankya, Infantry) two new units (Corona, Specialist) and one new hero (Iillor)
Empire of the Hand is getting two redone units (Ascendancy, Au'riette) one new unit (Artillery) and one new hero (HoJ)
Zsinj is getting two new units (Raptor Soldiers, Raptor Scout)
Three times as much health.
No, this just applies to Hapan and Yevetha units. The Warlords' units area already just the Empire's so it would be pointless, this is so people get to use the Battledragons, Novas, etc.
Oh, yeah, that'll be fine. It's what we all own.
I don't know exactly what you mean by original FoC, but if you mean do you have to download anything else, then no, just 1.2, although you may or may not need the FoC Ram fixes and all of that other official stuff.
As for the rar vs. installer thing, you only need one, we put up both because people tend to prefer one kind of installation over another.
In what way?
I've explained multiple reason for the challenge before. As we have said before, the Facebook group makes it easier for us to manage the community and get the word out on things faster. For example, with the beta, most of the people testing it came from Facebook, not Mod Database or another forum. It also allows us to show we're active without necessarily having to post a picture of something new (because not every change is screenshot worthy; when we fixed the AI, we couldn't take a screenshot) in a way that Mod Database, for example, does not allow.
As far as the "we mod for ourselves so why have the challenge at all?" issue, we're basically approaching the close of the main body of ICW, which means that when we're done we have to decide a new direction to go beyond just fixing some broken stuff, which we're obviously doing anyways. ll of us have different preferences for which way we should go. Some want Vong, some want to just do one or two specific new minor factions, etc. Basically, since we know the Vong are the most popular, and we do feel slightly bad about our April Fool's joke, Enceladus and I decided to leave this up to the community; certainly Vong is harder, and it's not any more to our liking overall than any other faction or direction, but there are a lot of people who really do want it, so if they can help us make our jobs easier as far as community management goes, then we can make the sacrifice of doing the harder workload.
In any case, a few people have accused us of that "ultimatum" thing. It's not like we were planning to do Vong before, and now we're saying "you know what, if you don't like the page, we're not going to do it after all". If it makes 1000 we will certainly go in that direction, however if we don't make it to 1000 then we still might, it's just far less likely. There's no thread involved. To say that is to say any attempt by anyone every made to reward anyone else is somehow a threat to not do it.
Are you serious right now?
It might have something to do with hero bonuses as well, though. A lot of the time the EotH AI groups every hero together, and it gives a huge bonus to everything. They've been dropped a bit, it shouldn't be quite as big. If you still see an issue without heroes there, say so and we'll look into it a bit more.
If you have a laptop good enough to run FoC, then yeah. To make it not replace FoC, put it in the mods folder. (SwFoC/Mods) if you don't have one, then make it. The extracted folder goes into there, and the .bat goes into the SWFoC folder, then you double click it to play.
Extract them using the thing linked to in the previous comments, and move the .bat to the Forces of Corruption folder. Then, if another rar came out extract it to Forces of Corruption/mods, and if a folder came out move it to forces of corruption/mods
We submitted Galactic Uprising about ten days ago, still waiting for approval.
The red ISD is red because that was the colour Booster made General Bel Iblis paint his Star Destroyer, the Errant Venture, after borrowing it for an information raid against the ubiqtorate base at Yaga Minor. So that particular ISD will be staying red, though it will be the only red one.