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Create a Mods folder in whichever folder contains the swfoc.exe. All of the installation and playing instructions are the same as with a retail disk version, so everything in the manual still applies.
Menu -> User interface -> Small underworld panel thing (bottom left of menu)
No, The Force Awakens is part of the new canon run by Disney which replaced the Expanded Universe (now Legends), which is what this mod is set in. No e of it exists in the same Universe.
Do you have the Steam version or the GoG version?
Thank you, we appreciate it. If you're getting an exception error, then make sure you have the FoC RAM fix. If no error pops up, make sure you're giving it time to load. It's several gigs, so can take a few minutes.
The installation and running instructions are provided on the download page as well as in the readme. If you have a specific problem with it, let me know and I can try to help you.
It's right above this comment section.
Or, click here:
That's just the "corvette" movement class. 99% of ships won't use it, because Star Wars ships tended to stay where they were supposed to be and only move when it was tactically required, not fly around in loops like that except smaller craft (fighters, Millenium Falcon), just look at Coruscant and Endor in the movies. Only stuff like the Lancer/CR90 would be in consideration for it.
No problem, thanks for your patience. Hope you enjoy it.
If you've run the steam version with other mods, you do the exact same thing to run it with this.
Look in the existing Art of War story files. There are already events like that which you can use as a reference.
Do you have LAA enabled?
Just copy-paste the date file, rename one of them DataBackup or something, and paste the contents of the ICW data folder into the other one (don't just replace it, you need the other information)
Makena backup before you put the ICW one in. I just keep both in and rename them when I want to switch.
Yes, you just need to put the contents of the ICW data folder into the base FoC data folder for the map editor to load it.
That tech doesn't exist in the mod because its not about systems, its one galaxy which takes the place of Sins "systems." Otherwise,every single planet would be its own system.
The Steam version has the option to change between versions, I'm not quite sure how GOG handles it since I don't have a copy through that service. I'm going to try to figure out the version difference soon though.
At the moment, the GOG version auto-updates to 1.82, which is opt-in for Steam, which means different people have different versions. Since we're about to release our own new version, we haven't made a compatibility patch for 1.83 yet.
Do you have the GoG or the Steam version?
A mix of IR/PA ships (which can be different because the Empire canonically just had so many options to choose from) with maybe one or two different ones per faction, depending on the faction.
We already have a titan for the New Republic, one for the Alignment and two for the Remnant. There's no reason to add any more for those factions. The goal here isn't to make a unit spam mod where there's a ton of redundant units (especially superships) just so that people can look at them once.
As far as heroes, we may decide to implement them another way later on, however as it is you can already use Thrawn and Ackbar if you use the flagship victory conditions.
Raid fleets. They spawn sometimes in space battles, can be from any faction.
"Extremely powerful" is a pretty big overstatement... They were powerful as a series of crime syndicates, but they didn't have an organized political structure throughout them, or a navy. Same reason the Zann Consortium doesn't actually make sense, minus all the ships that at least made them unique. It'd be like having a WWII game where the Sicilian Mafia was a playable faction.
Do you have the Steam version?
You can expand the companies, but I don't suggest increasing the actually land cap. It causes some pretty significant bugs because of there only being the 10 slots.