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
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.
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.