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Nothing put there intentionally, but it does make me want to hide something in the future.
That is correct. The Lucrehulk is using fighters that they currently have available to them as a faction. It's not much of a Seperatist battleship now that the PA owns it so they'll fill it with what suits them.
The Desura version is not yet available. We are working on getting it released using that platform in the near future.
Happy New Years to you too.
To quote Corey from the forums:
"The Tector was considered, and was planned for for a long time but ultimately I decided to axe it. There's nothing inherently wrong with the Tector but the power difference between an ISDII and a Tector isn't really big enough to justify using 3 capital ship slots for such a similar range (ISDI-Tector), and there are some readability issues ingame if you're trying to micromanage. Kind of hard to know at a glance what's a Tector and what's an ISD."
The Allegiance has been added to the list for a reason. ;)
It's in ICW as well. You may know it as the Interdictor-class Star Destroyer.
I can tell you that it will be done by New Year's day 2549. But other than that it'll be done when it's done.
No idea, that would be a default SOASE background,
Desura is still set to the old version, the Desura staff will have to update it. You'll have to download either the installer or zip version to play the mod at the moment.
Originally I was planning to have the landing zone start up in the arctic area but this presented some feasibility issues due to the height differences in the two areas. It would have basically ended up in one rather large ugly ramp. Ergo the map is only limited to the temperate zone.
I believe Corey was having some viewport issues in Max when he was rendering this hence, they odd lighting and zoomed out render. :p
From left to right; MC90, Viscount and a MC80B.
Indeed it is.
After you play your first battle the galaxy shrinks to about the size seen in this picture (Note: these are old planet positions):
Why the texture initially bugs out is beyond me; but it's fine after the first battle.
We're glad you enjoy the mod.
It should be fine. It has significantly less objects than some of the higher object count maps TR currently has.
Just to confirm. We are dead serious about this. This is no joke like on April 1st. If we get 1000 likes by that date, you will see Vong in the mod.
Yep, you bet.
The SSD is firing at two different ships in that picture...
Errr....not quite. That would be slightly overpowered, I lost several Hapan ships before that.
I've got bad news for you:
Very nice. Good job with the background.
Good job on the map lighting Cheeze. I like the nebula background alot.
Scorpions are hardly the only video game tank designs to have four treads.
Lol, you do a pretty darn good job yourself though.
This shouldn't add too much stress to your computer considering there is generally only one planet for GC maps (some however are an exception of course).
There will be lower resolution versions of these textures for the main GC layout to reduce loading times and any possible lag.
The only vice is that new planet textures for every single planet in the mod will make the patch size a tad bigger that previously anticipated.
What is this? I don't even?
Not quite. It doesn't actually fall, instead it just has a slow drift to emulate floating ice/snow particles. Adds a really nice touch when seen ingame.
(Copy and paste) :p
No, the planet was mostly arid after the cataclysm due to a lack of fauna. As for the Clean Lands I made sure to make it evident through city lights on the night side of the planet.
They're in the process of being completed; but they will be in the mod for release.
Apply for a testing position on the forums: Gutr.swrebellion.com
That model is an accurate design for the Assault Frigate Mk 1: Images3.wikia.nocookie.net
That's right. The details settings are set to max and are using the improved assets for the Thrawn's Revenge mod. All of my screenshots are also taken using my graphic's card forced antialiasing at a 8x level with a 24x sample as well as forced 16x anisotropic filtering for th best quality of images.
I'm glad you like it. At the moment we will not be changing any of the maps unless we have time closer to the release date. There is simply too much critical work at the moment to finish at the moment. Besides it is only in the cinematic view that the cloning is readily noticeable.
The only foilage that is not on the trail is the tall bubble trees. The shortest of those trees is three times as tall as a stormtrooper. If they where placed on the trail they would clip with units and walkers, block sightlines while playing the game and would b an unecessary addon to the already alrge amount of props used on this map.Even if layed down it would introduce even more clipping and interefrring with seeing infantry and smaller vehicles. The fauna already ont he path such as various varieties bushes, mushrooms, long grass, rocks, flowers and pitcher plants will do just fine. Also one ahs to remember the scale of the map and how certain props would affect gameplay. The bush in that image for example is fairly large and is the height of an infantry unit.
Anyways. Glad you liked the map.
Lawl, using part of the description I wrote on EAWFiles I see.
Thank-you. Happy New Years to you as well.
Thank-you for your support.
The mod is already available? Moddb.com
Yes, you will have to uninstall 2.0.
Basically if you can't read it you don't need it. It changes the text of the mod to German.
The Eclipse-class ( Starwars.wikia.com ) and the Sovereign-class (http://starwars.wikia.com/wiki/Sovereign-class_dreadnought ) are two different types of ships. The Eclipse was featured in vanilla FOC while both were present in our Thrawn's Revenge mod.
Also just to clarify when I mean "where you ended up on that page" I'm referring to only having a mention and not being in the top 5.
Congratulations on your mention in the Best Upcoming Mod guys. While I can honestly say I was bit surprised by where you ended up on that page as well as a couple of mods that made their way there it is still an awesome feat none the less. Keep up the great work and I can't wait to play the full release of your mod.
The most recent news post discusses the release of 2.1. Give it a read.
I do believe our GUI texture is higher resolution than the vanilla game so that could cause more of a demand on your system. I can't personally say much more on it however as I can't say I've had performance issues with RAW or TR.
I can't say I've tried. Are you referring specifically to ICWs interface or the vanilla FOC interface?
Our goal is to try and make that a reality.
As Corey said in the description this is still very much a work in progress. We do appreciate the criticism though as it will only help us create a better final product.
Great job on making the Top 100 this year RAW team.
Congratulations on making the Top 100 this year Cheesecake.
Congrats on making the Top 100 this year Farseer.
Thank-you for all of your support to get us into the Top 100.
When Code has some free time I'm sure he'd love to whip up some fancy looking lasers and particles.
We appreciate your vote!
Thank-you for your support. We appreciate it.
I thought the goal was to attract voters; not scare them off?
There's still work left to be done on the mod (fixing bugs etc.). It'll be released when we feel it is at a point we can release it.
When we can. We have all been extremely busy this fall but we'll try and get it out to you as soon as possible.
We do not intend to add the Vong to ICW. If you want a Vong mod I suggest you check out the work of some of the other talented modders in this community.
You beat me to it! This information is correct. We can't do anything about this bug unfortunately to solve it.
I can't say I've heard of this bug off of the top of my head. Try leaving a post on our Tech Support forum: Thrawnsrevenge.com
More of our team members are likely to see your post there and we can try and address your issue. Be sure to install the hotfixes though at some point.