Head of the Expanding Fronts mod for Star Wars Galactic Battlegrounds, and an amateur voice actor for numerous Mod projects including: Mental Omega, Rise of the Mandalorians, and Star Wars Battlecry
Only if we can find capable scripters to build them.
2. A changelog will be included with the release.
Not yet, unfortunately. We are lacking people skilled in the AI department, and are unable to pinpoint the cause of the problems.
We are hoping to include a few in the December release. No official EF campaigns yet, though.
The Zann AI now knows how to advance through the Tech Levels and fight properly. New campaigns are on the to-do list, but we'll have to fully complete the civilization before that.
If that were easy to do, we'd have done it already. Just getting the default track to play without the disc is an issue for us.
Again, animation. We would have to create new sequences of them standing with the weapon packed, as well as deploying it.
Our biggest need right now is for people who can build and animate characters - infantry, droids, and animals - and can then render them as image sequences that we can turn into game sprites. Each unit generally has five required animation sequences - Idle, Attacking, Walking, Dying, and Decaying. Said sequences are usually around 8-15 frames, then multiplied for each direction the unit can face (south, southwest, west, northwest, north). The detail level required for GB infantry models isn't particularly high: Vignette3.wikia.nocookie.net
Our high priority at the moment is filling out the character rosters for the new Zann Consortium civ, including troops, workers, medics, and heroes.
Only if there is a way to give them a unique role that does not make the normal Trooper obsolete. The Trooper line would also need to have a replacement upgrade for Tech Level 4, which brings us back to our lack of infantry animators.
Nope, still lacking infantry artists.
That's correct, yes.
Units will not automatically fire at targets if their range exceeds their line of sight. They will need to be ordered to attack their intended target. They must also have sight of the enemy - either themselves or through a friendly unit, using exploration cheats won't work. The maximum sight distance a unit can be given is 20.
Guides for the new triggers will be coming soon.
Not available in the current release, but we're working on it.
That can already be done using Trigger Effects.
It's possible, but extremely unlikely to happen. Repeaters are far too common a unit for that to be anything other than frustrating to micromanage.
We don't have any capacity to animate such a deployment sequence either, so it would still look equally weird, just with the added benefit of several extra seconds in which your troops can be massacred without the ability to fight back.
So, how exactly do you plan to do any of this when AoK HD doesn't support data mods? You can't even add single units to it in its current state.
I disagree about it being better. I think mechanically, and to an extent visually, Battlefront I is a much better game. II just gets a pass for having a ton of content, most of which felt unfinished to me.
It is not officially supported, you will need to rename the Expanding Fronts executable, 'Battlegrounds_x2' to 'Battlegrounds_x1.'
You can play Expanding Fronts online using GameRanger.
They are melee units.
You will need to download the 1.0.1 patch as well.
We'll be providing guides for the use of the new triggers soon.
No, 'maybes' aren't really a thing that can happen in Battlegrounds. Either they would spawn every time, or not at all. A pilot as a standard ground unit would be useless either way.
Scanners and any other new Confederacy techs are there for a special reason which we aren't prepared to talk about yet.
The A-Wing Research tech does improve Interceptors now, or at least, it should. The cost of TF Troops also automatically decreases as they advance through the Tech Levels, with a -35% discount at TL4. Editing the Tech Trees to represent all of the changes can be quite a hassle, so some descriptions may be missing.
Icons are a nightmare to work with, but we're doing what we can.
It's a recreation of the design, yes.