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
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.
Neither of those can really be done given the limitations of the game's graphics.
Unless we find people who can do animations, pretty much anything new infantry-related is a no-go.
I work mainly on the graphics/audio side of things, so I'm not very familiar with the more technical aspects. If one of our genie editors shows up they could explain better than I could.
As far as releases go, we aren't sure yet. There's still quite a long list of stuff to get added.
We're working on rooting out and fixing all of these issues, yes.
Yes, both the GOG and Steam versions should work.
Not without people to help build them.
Not currently. The few widescreen fixes that exist now tend to cause stability issues, especially in regards to multiplayer. Once a more stable fix is found or created, it will be included.
Without anybody to model/animate new infantry, pretty much all new characters are a no-go for the moment.
I really hope this goes somewhere. Car Combat is a genre that's been dead for too long.
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.