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Intel® Core™ i7 720QM 1.6 GHz Quad Core (max "turbo" speed 2.8 GHz.)
GPU: ATI Radeon HD 5870m 1GB GDDR5 VRAM
RAM: 8 GB 1333 MHz
Played on 1600 x 900 resolution with forced anti-aliasing using the Catalyst control center. Generally sat around 50-60 fps. Only had drops below 30 when I went into cinematic cam and it decided to put itself in weird places.
CPU: i7 3610QM 2.3 GHz quad core (max turbo speed of 3.3 GHz).
GPU: Nvidia 650m 2GB GDDR5 RAM
RAM: 8 GB 1600 MHz
Played on 1600 x 900 resolution with forced anti-aliasing using Nvidia's control center. Sits at 60ish (70 if absolutely nothing is happenin and I'm just moving ships) fps during most battles, drops a tad if it's on the intense side. Haven't had any drops below 30 fps that I've noticed. Although I will admit I haven't been sitting in cinematic mode as much to take pictures.
Probably sometime in the future; unless we invent a time machine. If that's the case then the past is a definite possibility as well.
When it's done.
I'm glad that you enjoy the mod. If you have any suggestions for our 2.1 release be sure to leave them at our forums: Gutr.swrebellion.com
Please do install the hotfixes however as they do fix some prominent bugs and balance issues.
(link is for those interested about the MTC population and other 2.1 changes made thus far)
Erm...it's completely possible to have multiple mods installed at the same time. Just follow the instructions in the read-me/manual regarding RAW.
Who said you'll be able to build more than one?
It's in ICW as well. You may know it as the Interdictor-class Star Destroyer.
They're already in the released version of the mod...
[Citation Needed] for the ship stats. Role-playing wikias don't count.
Also just a side not I forgot, the screen resolution you're using can also affect performance. My max res is only 1600 x 900 px so I can't vouch for those using 1920 x 1080 px.
Yeah, the misalignment is caused by some bad UVing on the ship. That particularly unit is one of the oldest ones in the mod.
Be sure to link us to your LP. We'd love to see it when it comes out.
Pretty simple actually, newer GPUs just like CPUs aren't always the best optimized to work with older games. If you have an ATI card you can always have fun looking at the glitches it produces with decals when you zoom all the way out on ground maps. I don't know what GPU you have but if you need to compare my old lappy had an ATI 5870m, my current laptop has a Nvidia 650m. With both I always force the max AA and AF that their respective control panels allow since default EAW AA is awful. The only lag I get is if the battle cam decides to place itself inside an explosion (because you know, that's cool to look at :/).
The primary stress during a battle is on your GPU, not your CPU. I've handled this version of the mod with no lag on my old laptop which had an i7 720QM and my current laptop with a i7 3610QM. The primary difference the jumps in CPUs made would be on galactic map performance (my old lappy sometimes had issues with that if I had background stuff open) and loading times. The performance during a battle mainly comes down to your GPU.
It's simply because we have a limited amount of voice recordings to use. We can only reuse the same voice people so many times before it becomes really obvious. If you think you have a voice that would well represent a unit in the game, feel free to submit a recording.
Just going out on a limb here, but I think we replied to some of these suggestions you have in your last post.
Just a pro-tip on the lasers. Our laser effects actually put less strain on your system than the default EAW ones would if the same number were to appear on the screen (ie. 200 TR lasers vs. 200 stock EAW lasers). This is due to the TR lasers using less emitters than the stock ones.
Now, I am not saying though that this mod overall is less demanding on your system than stock EAW because that is blatantly false. This is due tot he sheer number of objects on the screen being increased as well as just having some higher poly models and higher resolution textures on units and in the environment than is found in default EAW. We build this mod however catered to our own systems. This means we have is so it runs optimally on our laptops. We fully realize that this does create some lag issues for those with components that can't handle everything that goes on in the mod but at the end of the day we are modding the game to what we can handle, not what everyone can handle.
Now just as a general response to a few things that have come up multiple times. Laser speed; we may look at increasing this slightly but if you're lagging due to lasers an increase in their speed is not actually going to have a ton of performance boosting effects (or at least not to the degree you may be expecting). The staggered release of fighters will most likely be looked into. We do have this system implemented on some larger units such as SSDs and the Brask station. The main issue that comes up with this is people tend to complain when a wave style release is done as well because they assume that the first wave is all you get and lack an ability to count up the total number of squadrons coming out (see complaints on other pages about the Brask).
Also sorry about the late replies, many of the team members have just finished university finals and didn't really have spare time before to reply.
Yes it was intended; we didn't add magically appearing ships by accident. :p They're called raids and are outlined in the manual (page 11).
We aren't releasing any ETAs. It will be done when it's done.
The Republic (assuming you're referring to the Clone Wars era faction) makes absolutely no sense in the time period covered in this mod. We have zero intention of including it.
That's what 2.1 is for. There aren't going to be any more hot fixes (unless some bugs that are particularly devastating pop up).
Besides the Visvia isn't even done yet...
You'll have to make your own mods folder like it says in the read-me.
Steam Installation Instructions: (It is strongly recommended you use the .zip version for steam installation)
-Run the installer and install to anywhere, then take the Imperial_Civil_War folder out of the Mods folder it supplies.
-Find Empire at War in your steamapps folder (e.g. C:\Program Files\Steam\steamapps\common\star wars empire at war\ ).
-Create a Mods folder in star wars empire at war\corruption.
-Copy/paste the Imperial_Civil_War folder from your desktop into the newly created Mods folder.
No it does not.
No there are not. That's why it's helpful that you can vote for more than one mod so that you don't have to choose.
I'm glad you noticed that; it took a lot of effort for the team to implement that bunny.
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.
The coding for those VOs may be adjusted but it is highly unlikely that unique VOs will be created for those characters. Lando doesn't have any sounds because frankly it's not easy to find someone with the proper audio equipment that can also make a good Billy Dee Williams impersonation.
The reason Cilghal doesn't have a unique VO is you can only re-use the same people for voice acting before it becomes stale and obvious. Frankly the only reason the latest version of TR has some unique VOs is because one of our fans (Lord_Xizer) was kind of enough to obtain suitable recording equipment and fair number of people to do voices.