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
Any new infantry is impossible until we find capable 3D artists to build and animate them.
As for Vader - Replacing stock art assets is something we are very reluctant to do without good reason. Andrea's Vader - and many of his other infantry mods - do not meet our quality criteria for inclusion in EF. The lighting, color contrast, model proportions, and camera angles/perspective are mostly incorrect for GB, which creates a noticeable quality gap when compared with stock units.
GB is a sprite-based game; anything that's capable of replicating the camera/lighting setup and can export renders as a series of images should be able to provide the needed animations.
The Grid options were introduced in the monthly updates on Google Drive; it should be available from there.
There should be a text indicator in the upper-right corner of the Editor screen that displays the current collision/grid placement status. If there is no such indicator, you may be using an older build of the mod.
The campaigns should still work, but they will contain the new Confederacy assets.
It varies by unit, most infantry are around 30x50.
Most units in Battlegrounds have four main animation sequences: Standing, Walking, Attacking, and Dying. Special units like Jedi and Workers have additional sequences such as using force powers or gathering resources. These animations typically range from 8-16 frames each.
Mechanically, adding a new civilization isn't too difficult. We could probably chuck 20 or so new civs in right now now if we felt like it.
Our main hangup is a lack of artists. We need good concept artists to come up with new designs for buildings, infantry and vehicles wherever canon references aren't available. Then we need 3D modelers and animators to actually build them. Without that help, we're going to be spinning our tires for a long time.
The function of Commander units will not be changed in order to preserve balance within that mode. Giving a character like Vader an attack or heavier armor would give their side an inherent, unfair advantage.
Can't do that without animators.
They currently will use the same B1 troop roster as the Trade Federation, until we can find 3D artists to help create and animate proper Geonosian troops.
Freighters are airborne variants of the Cargo Hovercraft.
Mechanically, we could probably add a dozen new civs right now if we wanted to. The main obstacle to that is artwork. Without decent concept artists and 3D modelers/animators, getting new assets for new civs made is a slow grind.
I'm very aware of this, but we are unable to modify the stock campaign missions.
No, the Trade Federation is still its own civilization. The Confederacy has been given a new roster of buildings and units, and the old assets have been given to the Geonosians.
The changes made to the Confederacy civ will carry over to the Confederacy campaign, yes, but the missions themselves have not been altered.
Hopefully before the end of the year, but that's still in flux. Monthly builds are still available from Google Drive.
The Random Map scripts included with EF are being altered to use the new terrains where appropriate, and several more entirely new scripts have been added. These scripts can be generated and modified within the Editor.
While I'm really liking the look of many of the visual/mechanical improvements, I'm not really a fan of the dissolution of San Andreas' theme and setting. The game is supposed to take place in 1991/1992, but the screenshots show modern car models, weapons like the SCAR, and army soldiers wearing UCP and MOLLE systems instead of DCU/BDU and ALICE gear.
Adding new civilizations to SWGB isn't hard. Mechanically, we could add the First Order/Resistance right now. We could probably add 20 new civs. The hangup, as always, is art. Without decent concept artists, modelers, and animators to help us put new assets together - and ensure that they are of acceptable quality, our plans for adding any new civs (of which we have many candidates) is a slow grind.
Until we can find decent animators, there's not much we can add to standard gameplay, so continuing to improve upon the Editor features is still our current goal.
A guide to the new Editor triggers and features is available here:
Expanding Fronts is not officially supported by Voobly. To run EF through GameRanger, you must rename 'Battlegrounds_x2.exe' to 'Battlegrounds_x1.exe'
It's already been fixed on our end.
Many. Mechanically, we could add a new civilization to the game right now if we wanted to, and we very much want to. We could probably add 20. The problem is, and has been for the longest time, artists.
We need people to help conceptualize, model and animate new buildings, vehicles, infantry, animals, workers, heroes, and everything else that these civs need to work. Without them, we're just stuck spinning our tires.
That is the only singleplayer mission available at this time; more will be added in the next updates.
They are no longer a part of Expanding Fronts.
GB has always had issues with AI. We currently do not have any AI scripters capable of improving it.
Multiplayer can be run through GameRanger.
The Trooper line will not be split; having 3-4 units that do the exact same thing, even with minor stat differences, would be a waste of space.