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Usually its just that we're more sure of what direction we want to take something, and then that faction becomes a general testing ground.
I don't believe so. I just used the title Jinz had it under though since he's the one who took the shot so I'd have to ask him to know if its from anything.
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.
My understanding of it is pretty basic, but essentially there's a certain number within a variable assigned to each projectile, unit, etc that ever exists in the game, and there's a hard limit on how high that number can be. Essentially, this reduces that number to a point where the game still has room to breath without (as far as testing has shown us) causing any side effects.
Most of the team refers to the Empire as a series of floating space triangles.
Don't ruin the surprise.
Sometime in the future.
At what point?
The zip version has been up for about an hour now. It's right above the installer on the download list.
Yes, From the Ground Up in 2.0
SoaSE is a game that most of the team has owned, liked, and wanted to mod for years now. Starcraft II way less so, I've never owned or played either Starcraft game and honestly have no desire to. There's also completely different processes and workloads involved. Part of the draw for SoaSE is we don't have to worry about Star Wars' terribly developed lore for ground combat between the Empire/Rebels and IR/NR. There's very little to work with, and it's not interesting in the least. Sins on the other hand has the iconic space combat which is much more developed in SW for this period, allows us to explore more of what we want, and has the whole galactic context thing.
Always glad to help.
You said one word, but if it were me I'd wait. As awesome as it would be for people to get it now, I feel people would appreciate it more (as in enjoy) if they got the whole land section at once. I've always found that when you get a TC while there's still a lot remaining in the crossover it can district from your enjoyment of the initial playthroughs, and then when you do get the complete product you don't have the same "wow" factor as you would since you've already gotten that taste. Just my two cents.
Make sure you completely delete 1.0 before installing 1.1
Ripping things is illegal. It could result in the mod getting closed down and possibly a lawsuit by Microsoft.
New news post and updated image gallery. :)
How are you trying to run it? Does the normal game start?
Even after he died, they tended to follow his ideas and strategies. They were still waiting for him to come back by the time the mod ends. "MAssive" just isn't the Empire of the Hand's style, and we don't want to homogenize the factions.
Changes some values in the save file.
Doing an SSD for the Empire of the Hand would go against the fact that Thrawn, who led and founded the faction, hated them and thought they were a waste of money, not to mention that EaW handles SSDs terribly.
That wouldn't do anything. You wouldn't need to create a 6th era. Locking ships between eras is done with story scripting, so without it every unit would be available. The problem with that is: every unit would be available. Stuff would just get pushed off the build bar and be inaccessible.
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.
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.