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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?
We're using the Clone Wars ships for the Pentastar because they make sense there. It's like four of them.
As for the Empire of the Hand, I've explained this to you several times. The difference between making a ship for the Empire of the Hand and for the PA, NR or IR is that for the Empire of the Hand we have to do the extra step of /actually designing it/.
You keep bringing this up as if it's some conspiracy theory by the team to suppress EotH content, but guess what. The Empire of the Hand is my favourite faction, the Pentastar Alignment is my least favourite. I'm not going to come up with terrible designs just for the sake of giving them more content, though, and they have by far more unique content than the PA, which is primarily made out of Remnant units and models we'd already made for other things previously. Coming up with a GOOD design is easily the hardest part of making a ship, and it's definitely way harder than coding in something we'd already done years ago. I think there's less than 5 ships for the PA that were specifically made for them.
It's been dead since like 2007...
Fall of the Republic was cancelled in 2009.
That's a bug with Empire at War, there's nothing this or any other mod can do about it.
The factions are in the description. The mod is set after Endor, the Republic and CIS were long gone.
Also Munificents, Recusants, V-19 Torrents and Acclamators.
It also clashes less when your chosen colour is different from the UI colour. Playing as the NEw Republic in cyan before? Not cool.
During this period the Mandalorians had very little of what you're talking about except the small numbers. Mandalorian soldiers were active in the Vong War, yes, but that was their first major galactic presence since the Clone Wars, and they wouldn't become a military power in their ownn right again until the Second Galactic Civil War. Yes, there are several ship designs for Mandalorians in the canon, but the vast majority of them are from the Mandalorian Wars several thousand years before the mod, or the period several decades after it.
We're not going above 103. Having a GC with all ~140 planets would be unfinishable because of EaW's selection freeze bug.
Can we hear some stuff you've composed?