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It's not legal to use the voice files, and the vehicle designs from that game tend to suck.
Thanks, we appreciate it.
You can't select them and play with them on their own, but in most GCs you get a few of their ships by capturing their planets, and in the Hunt for Zsinj GC the New Republic is made up of a confederation of NR, IR and Hapan units.
We haven't started yet, so if you/other people want to join we can definitely accomodate it.
The plan is to code it all ourselves so people just have to rename the files and plop them in the right folder. We just don't want to be responsible for supplying the music.
There are some mods that do it, and some get away with it, but it's definitely grounds for a C&D if they decided to go that route.
I have done so.
We will be making our own maps, and then mod content will be able to be used for making your own within the mod. I can't guarantee that maps made for the base game will be properly functional with the mod. Factions will not be limited to one per game, you can have as many as the map allows (an 8 player map can have 8 people on the same faction if you so choose) ith appropriate subfaction names for each (Fifth Fleet, Home Defense Fleet, Warlord Zsinj, Houshold Phalanx, etc)
Considering that it would be illegal for us to distribute Star Wars music like that, we can't. We're coding it so that if people have legally obtained copies of the music for themselves, they can just put the audio files in, but other than that unless we can get a compser there's nothing we can do there. Having the mod shut down would ruin the effect a lot more than that.
No, this is part of 2.1 which is still being tested. Hotfix
2 was released months ago.
Well, "more" realistic doesn't really mean much in this case. It's the difference between having them be 0.025% actual scale versus 0.045% actual scale. Technically more accurate, sure, but negligibly so.
I think it's been resolved, but until we've got further testing done I can' be sure.
Final Imperial Push as NR, Thrawn campaign as either side.
Its the size compared to the ISD we care about.
There's been some fluctuation over the last thirty years in official numbers, but it's pretty much always been either 17 or 19 km.
We've been asked this a lot so I'm posting a video about it.
We'll do our best not to disappoint.
There isn't an eta yet, and while we appreciate the offer we do not accept donations.
It was too excessive and would get in the way, which is counterintuitive for a support ship.
ISD is 1600 meters, Altor is canonically 4800 but we've scaled it down to 3400.
^This. The ISD was outclassed by pretty much every newer capital ship, and that's most of them.
RaW installs their AI changes to the base game's data folder, so there's a chance RaW's AI will cause the AI to stop working in TR or any other mod.
What non-canon changes would you want made?
As for collision boxes, that isn't the case at all. The collision mesh for the ISD fits directly around the model, if anything the Nebula's collision box is larger (relative to the size of the model) because it is in fact a box, whereas the ISDs is just a much lower poly form-fitting mesh. You can see this in the alo viewer.
The difficulties in pathfinding and spacing are simply from the fact that Empire at War has godawful pathfinding to begin with, and it gets worse and worse as ships get larger. There are certain coding constraints you can change that sort of affect this, but it almost always ends up with ships inside of other ships; they're effectively meaningless.
There are some remaining crash issues on era change in some cases which we're cleaning up for 2.1
The Empire of the Hand and Thrawn's Expeditions didn't start until like 20 years after the Clone Wars, actually, and the Pentastar Alignment is made up of planets where old Imperial hardware was common, the Munificent is one of their few known canon ships, and we've included the CSA as an expansion option for them, which primarily was made up of Confederate hardware. So no, it makes a LOT more sense on the PA and none on the Empire of the Hand. We also don't want to have that many redundancies between the PA, EotH and IR.
If you want to call it merging. The dual-release thing never happened and nobody from IAII ended up working on RaW. I don't think more than 2-3 models from IAII ended up in RaW either.
Stations aren't there because we already have Golans for defensive purposes, and shipyards for building stuff. There's literally no purpose the stations would serve, and they only ever appeared in EaW because Petroglyph for some reason decided they didn't know what Golans or shipyards were.
As for missing text, I'm assuming that means your game is not the English version. You need to go into Mods\Imperial_Civil_War\Data\Text and rename MAsterTextFile_English to MAsterTextFile_German.
Deciding not to play a mod because two random people who aren't affiliated with the developers downvoted you?