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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.
Download link for the MP/RAM patch is at the bottom.
Because in the canon Interdiction technology was extremely expensive. We wanted to reflect this instead of making it a ship type you can spam in every fleet you have.
I would recommend trying a battle on more than one planet. If it happens on other planets it is likely a problem on your end.
Gamefront is having some pretty big issues with their site and downloads right now. Gamefront is having some pretty big issues with their site and downloads right now. You can use the installer download and when you go to download on ModDB and the box pops up; select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
That or you can try using Desura.
Gamefront is having some pretty big issues with their site and downloads right now. When you go to download on ModDB and the box pops up select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
Well that's odd, I can't reply to a guest. Anyways we have no control over the mirrors that ModDB makes for the download so we can't just "fix it". Gamefront is having some pretty big issues with their site and downloads right now. When you go to download on ModDB and the box pops up select the try another mirror link and use a ModDB mirror. You shouldn't experience any issues with that.
It's Microsoft that's in control of the IP and its usage. Not 343i or Bungie.
When it's ready, you'll see it.
Yes, and I am definitely not biased in saying this.
(The rating out of 10 is generally a good indicator of mod quality however)
No, not unless someone that speaks German volunteers to translate it.
No idea, that would be a default SOASE background,
Some of our team is waiting for the same thing to happen :p .
You guys do know that rankings are based on the number of visits you get within a set time period right? ie. IF you post an update you're going to get more visits. That's why it can jump from 7 to 43 in under a day.
The factions for the initial release will be the New Republic, Imperial Remnant and the Empire of the Hand. This mod focuses on the Imperial Civil War era after the Battle of Endor. Due to this era focus as well as us not being the biggest Clone Wars fans in the world we have no intention of creating the Republic/CIS as factions to tack on to an incorrect time period. I'm happy though that you like the art assets we have created and hope you will enjoy the upcoming updates.
As Corey said earlier, the AI tends to ignore the build limits sometimes, hence interesting circumstances like Med8r's large amount of Viscounts.
The speed of ground units was increased to speed up land gameplay to make it more entertaining (in our opinion).
If you want to actualy fix the bugs it says it fixes then yes.
We will not be switching the Maurauder back to a missile variant. That variant was created soley for EAW/FOC and is not seen else where in the Star Wars canon. As for skirmish cost I'll let Corey mull over that