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The bulk of our work on it will be, yes.
There might be one or two, but that's not really where we're focusing for 1.0; the main thing for 1.0 is more setting up the factions, and then we want the following version before doing any more factions to be about the Galaxy/map/scenario stuff (giving us something else to focus on while we consider feedback on the factions and rework some of the more offensive art assets).
Yeah, I want to do more of them; life (and version control) just got in the way for the last little while.
It's a small tease, technically just left it there because it was easier than taking it out and putting it back in; there's a ton of assets in the files that won't become relevant until 1.0 or later.
Percentages are ultimately meaningless; I will say we have one unit left to finish (fighters notwithstanding), about 10 ability slots to fill, and about 20 techs to do before we loosely start the testing phase, at which point the majority of any work left is balancing/icons.
Realistically, if we wanted to roll the Hapans into something it would work just as well with the NR; doing the Galactic Alliance changes the entire timeline of the mod, eliminates the PA, IR and NR as factions and requires a lot of new units for the GA faction.
Works for us, not really much I can say other than try to find another mirror, or make sure the download is actually finishing; it's quite large.
Not without fairly considerable work.
It's still Ascendancy 1.0 before ICW 2.2.
Yeah, we haven't posted any versions within the last few days. If you downloaded one in the last few days, it's likely just the base 0.95 without any patches being mirrored by somebody else.
There's likely a folder in your base game's data folder called Enum/AI (it's likely in the Data/XML folder) from RaW. That causes issues with the AI for both the base game and other mods, including this one.
No. Episode 7 is a completely different universe from the EU content. Completely different factions, units, characters, planets, etc. Nothing in the mod exists in episode 7.
Do you have Republic at War installed?
That's not analysing anything, its reading a number from a source that's pretty clearly not true if you just look at the movie. 1300 isnt the general consensus, its just the number that one person has presently put in the box at the top, which changes every few months on that article.
Your annoyance is misdirected then. The MC80B is canonically 1200 meters, the ISD 1600 and the Home One's canonical references for scale are all over the place, but based on the model scaling in RotJ, at least 2000 meters.
All of these ships, like every other ship in the mod, are properly scaled against each other.
The Home One style is used for a fleet commander because when it was used, it tended to be in the capacity of a flagship for an admiral, which isn't really the case for any other ship. Also, asset-wise, it already had to exist for the Home One itself, and we don't want to waste that memory (or the team resources to make that many extra capital ships) unnecessarily for other factions.
Technically, Fractal's are the Dark Empire ones; he just took the sort of comicy stylized versions and fleshed them out.
Really, the only overlap is they both say "Star Wars" in the name; even the unit types that are in both mods tend to function fairly differently between them. Really, the fact that they're both Star Wars mods doesn't make them play any more similarly than if you were to compare either to, for example, STAIII. Especially considering Interregnum's inclusion of the vanilla factions.
Just something to make the New Republic's trade options stand out a bit more in contradistinction to the other factions.
It's not terribly difficult if you want to change something /to/ that (although putting everything available at once will definitely break the build bar). Just change the tech level requirement for all ships to 1, and in the story script file for the GC (they all have their own folders so it's not hard to find) add events for the other heroes to spawn, or put them in the starting forces for the GC. If you want to add it as another scenario or only change it in one scenario, it's significantly more difficult.
Not necessarily true. There's 20 very eventful years between the end of the mod and the Second GCW, including the entirety of the Vong War. The ships used are significantly different (the Bothan ship you're talking about is not the same one as in the mod) and the factions aren't the same either. The Confederacy, Galactic Alliance and Imperial Remnant are the major powers, 2/3 aren't in the mod.
This is correct. DLC is not necessary, but we do use the features they provide, so while not having them won't prevent you from playing the mod, having them will allow you to enjoy it more fully.
We have been busy, but also been working on stuff. I've been working on a new mechanic for the New Republic that may or may not end up being feasible, and we have two new ships and one redone ship currently in progress/nearing completion, as far as assets go.
Making our own, not porting. Same as with models. We don't port.
Those models are not leftovers.
Sorry, thought this was the Ascendancy page. All the music in ICW is stock, you have to get it from the base game .megs.
Sound. M_ is the tag for all songs.