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Yeah, that's what I mean. You can't do that in GC in EaW
They're super useful, they're just not the insta-win button they were in the base game.
Can't do allies in EaW.
Ah. No, then. As a carrier it's not very effective considering it can only hold a third of a squadron, and as anything else it's a waste of the ship slot because it's way too small to be effective.
We're going to do the Vong in Ascendancy, but not in ICW. The existence of ground combat in EaW game pretty much ruins anything for new factions.
Possibly caused by the Clawcraft being really high poly. We've either fixed that in the 2.15 patch beta that we've already released on our forums, or in 2.2. Can't remember which.
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.
I'm not being a tease, I've never spoken to anyone from Ironclad or Stardock in my life.
Yeah but the 7th sounds cooler.
100% because of ground existing.
They're based on the map, so open the map and set them to something else. If they've removed the originals or you want to add new ones, it's a bit more complicated.
What's the directory of the mod's Data folder?
None whatsoever. They never tell me anything.
Depends on faction and fleet composition since there's varying costs. There's 50 cap ship slots (cap ships always cost one slot, except SSDs), and if you play on the Large Fleet setting with a somewhat reasonable fleet composition you'll probably end up being able to field somewhere around 400 ships at once, though that number is probably +/- 100 so it's pretty pointless to have even said it. If you wanna be a jerk and spam lancers for some reason, you can have significantly more but it probably won't be very effective.
The absolute easiest way to do it is to go into Gameplay.constants in the gameinfo folder and find these lines:
Basically, each is a multiple of what you'd find in the research subjects, so if you wanna just scale everything up universally without all the extra work of changing every subject (which is tedious) you can just adjust these multipliers.
That being said, I'd suggest being careful. No matter how good your computer is there are definite diminishing returns (usually the benefits have more to do with better graphics than processor speed since it's a single threaded thing and graphics aren't the real issue here).
While we are doing g suitable militias, they won't include hero units when its militia versions of playable factions. The Imperial militias are supposed to be smaller independent warlords, we wouldn't put one of the main leaders of a core group that's supposed to be the main one represented by one of the playable factions.
Well first off, you can't use models without their permission. That's why we make our own, and why most mods that port from other games get taken down at some point unless they have permission, or LA open sourced the game in question.
As far as sound effects, they're less stri ngent on those for fan projects especially because they're not something they sell, for one thing. If we put the entire soundtrack in the game, we're just giving out their soundtrack. Its the exact same as uploading any other album.
I don't know if you heard it or not (only you can know that), but what I said is we don't plan to include it currently because there are some legal issues with that. It's pretty much the same as distributing it for download anywhere else, and Disney/Sony are very strict with their copyrights so it's not worth the risk in our minds.
It tells you at the top of the page. And the top of the latest news post.
He's ModDB staff, not mod staff. Has nothing to do with the completion level of the mod.
Not really the end. More of an airhole near the middle.
Both single player and multiplayer are supported.
Loading screens: No. We plan to provide documentation in other ways, and we don't want to encourage the idea that people can rely on random loading screen tips to learn how to play with the new mechanics. It's hard enough to get people to RtFM before asking redundant questions without providing a crutch. Also, when we get to the point where we work on loading screens more, we're taking a different direction with the layout than the base game. I've never been a fan of the weird portrait thing.
As far as music goes, no to that as well. I've had one person PM me offering to do it for money, but for obvious reasons that's not something we're even willing to consider.
Roughly 19 days.
Because like I said, they hadnt had any sort of fleet at all for centuries.
The Mandalorians had pretty much no fleet whatsoever for at least a couple hundred years before the mod started, and the Empire pretty much crushed whatever they had left. Even FoC's really weird story doesn't attribue any power to them, it all goes to the Zann Consortium, which any attempt to portray an even half-believable picture of galactic powers would toss way by the wayside. If there was a Mandalorian faction you could probably represent every ship they had canonically with about 3 fighters. They only became even remotely relevant again pretty late into the Vong War under Fett's leadership, which was pretty much in the form of a few freedom fighters. Their first post-Imperial contribution to any sizeable war effort was in the Coalition of the Second Galactic Civil War, 20 years after the mod ends with Bes'uliik fighters as still being their only real contribution. The Mandalorian Wars were several thousand years before the mod starts, so even retrofitted ships (if any had survived at all) would be pretty ****** compared to even the worst "modern" ones.
TL;DR the mod takes place in what is arguably the lowest point for what could loosely be called a civilization in 4000 years. Even Bakura had a stronger independent defense force.
No, the Eclipse was uniquely the Reborn Emperor's flagship. The Sovereign will be available, however.
We'll be replacing all voiceovers with suitable ones. We've already changed the "announcers" for each faction (as you heard in the video) however we've yet to record most of the unit lines; the vast majority of the work left is abilities, and in certain cases those would need to be done before voiceovers, so we didn't want to create extra work by getting them wrong the first time.