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
I think this is where the misunderstanding starts. They aren't saying that you cant use their ideas/world, just their assets themselves.
Having a Kirov Airship or Prism Tank, for example, is not wrong, even if it looks and behaves identically to the RA one. They are only saying you cannot directly use the models/sounds/codes/etc that EA/Westwood themselves built back in 1999 or whenever to make them. The idea, look, and even functions of the unit itself cannot be restricted in that regard.
They didn't say he couldn't make the project, only that he couldn't use assets that EA built to do so, which is the misunderstanding here.
EA isn't saying you can't make the mod at all, only that you cannot directly lift their assets to do so, which does actually make sense. Assets, in this case, being models/music/sound effects/code/etc, but simply the act of making something set in the C&C/Red Alert universe should not be a problem at all.
There are plenty of new post-episode II Republic units available in the Editor, but the existing Republic civ will likely not undergo any further roster changes as far as standard games go.
We will not be altering the way the default infantry look.
Try disabling the All Techs option.
If Zann shows up, it's installed correctly. The changes to the old civs are there, but they are not immediately evident outside of the new unit types.
Sub-factions have been removed, and some of the previously showcased units are not yet available in this release.
Subfactions will not be coming back.
The Republic largely uses the same unit lineup it did in normal Clone Campaigns, being comprised mostly of Episode II and original units. The biggest change is the Fighter-line which is made up of canonical fighters instead of LAAT variants.
Most of what you've listed is already on our to-do list in some way shape or form moving forward. Anything and everything involving infantry and heroes, however, is a big fat NO-GO until we have an animator on board.
Projectiles colors are a tricky subject that the team has flip-flopped on many times. Our main coder reverted many of the more lore-accurate projectile colors, fearing they would confuse players about unit roles. I personally don't think anybody is that dumb, but it's an easy fix if we ever decide to revisit it.
As far as new unit types go, we took a very 'kitchen sink' approach with the beta, that being 'toss in everything and anything.' This not only proved to be a massive timesink, but confused many players and was a nightmare to balance, especially when we tried to make units more canonically-accurate. Eventually we had to make the decision to just drop it, lest we keep people waiting for another year. Moving forward, any unit types added to the 'Skirmish' roster need a clearly-defined role and purpose, beyond 'it was in my favorite movie/game/comic'.
I like the idea of snipers, but we can't think of a meaningful way to make them work besides just being longer-ranged Troopers. Anti-tank rocket troopers would be redundant since the Grenadier already exists to fill the anti-mech role. The addition of such could also cause quite a bit of confusion with AA Troopers, who already use missile weapons.
The Sub-Factions and associated buildings/units have been removed from standard gameplay. They are still available for placement in the Scenario Editor.
That issue seems to randomly come and go. As far as I can find, nobody has ever been able to pin down what exactly causes it. Usually restarting the computer fixes it.
We're looking into it, but every method we've found causes some horrible stability issues.
Can't add heroes if there's nobody around that can model/animate them. Same reason we've had to use stock placeholder units for infantry.
Just merge the 'Game' folder included in the download with the one in your SWGB's installation directory.
Any of them should work.
Check the 'Population' box in the game setup screen. Ensure that a number is selected and that the box isn't blank. This is a small side effect of the extended population options.
We are currently working on a hotfix to address the issues players have been having concerning the configurator. If you haven't downloaded the mod yet, it may be beneficial to wait a bit before grabbing it. The fix should hopefully roll out today or tomorrow. We apologize for the inconvenience.
Sadly, users are reporting many problems with the functionality of SWGB's Steam release. Because Expanding Fronts uses a separate executable file from normal SWGB, it should hopefully negate any problems with the Steam version. This is unconfirmed, however, and results may not be reliable until our hotfix is out.
EF uses a separate executable file, which should hopefully negate any problems players are having the with Steam release. And yes, we have a fix on the way shortly.
Try to specifically select a population from the setup screen instead of running with the defaults.
For those of you having problems with missing civilizations/features: Run the configurator.exe included in the Game folder and select 'Expanding Fronts (x2) from the Game Version box. Select 'Save and Exit' and attempt to run the game again using battlegrounds_x2.exe
Apologies for the delay, some severe last-second issues appeared that needed to be dealt with. The manual installation archive for EF should now be available to download. An EXE installer will follow shortly.
No, we are not capable of making changes like that.
The sub-faction system has been removed, the reasons for this were explained in a previous article.
We're hoping so, yes, but we're still shortstaffed in the AI department.
That's a graphics card setting, mine does the same thing. What you're seeing isn't true widescreen resolution, it's just stretching the standard ones to fit the monitor, which makes everything look squashed as a result.
Little bit of both.