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No, the X-Wing will always have its S-Foils open in gameplay. The closed version will be a landed prop.
We are working on getting the AI to cooperate, but we've got a bit of a shortage on knowledgeable AI scripters.
Probably Sev'Rance Tann from Star Wars Galactic Battlegrounds. Though she had a yellow saber in that game.
You cannot create a unit via triggers that has units garrisoned. You'd have to place it somewhere on the map pre-loaded. The default AI will rarely do specifically what you want them to when left to their own devices, so you may have to toy with the triggers and custom AI scripts.
The avatar I'm using is the TIE Oppressor from this very mod, originally depicted in SW Galaxies.
It's possible, but we aren't going to do that. Air Cruisers and the like are already powerful enough.
That is the R-22 Spearhead.
Only the Empire is working properly in the current release. All of the other civs are highly incomplete, and I don't recommend playing as them.
All effort right now is going into finishing the Empire. We'll address any issues with the Republic, and other civs, once we focus on them specifically.
The game should already work fine on Win7 64.
Not a very intimidating pose for a statue to have, I think.
Come to think of it, why would droids build statues to begin with?
Ki-Adi Mundi was playable in the Dreamcast version of the game.
Expanding Fronts uses new 'x2' DRS files for all of the Clone Campaigns units/audio/etc. When you run Battlegrounds_x2, the game refers to the new DRS/DAT files instead of the originals, so any modifications to those will not be seen.
In short, mods that effect non-CC/EF Units and objects should work. As far as I know, there's no way to adjust the Mod Installer to modify the x2 files instead. But honestly, there isn't much point in doing it to begin with. All of the stuff you just listed is already on our 'to-do' list anyway, most of which will use higher-quality models than the existing HeavenGames mods, and won't replace currently existing units/objects.
Because of the changes Expanding Fronts makes to GB's file structure, mods installed using the Mod Installer will not work with Expanding Fronts. The changes should still show up when playing non-EF games.
A Sub-Faction must be selected, yes.
Your specialization does not lock you specifically into your selected role. Even infantry factions still have a unique selection of mechs, aircraft, and heavy weapons; so they are certainly not powerless in those fields.
The pictured items are examples and don't represent every unit of each class.
Also, the Gungans fly birds in space just fine, so I don't see any issue with the LAATs.
I'd like to make a 'complete' list, but it wouldn't be accurate for very long. Things are constantly being added, removed, and shifted around as we get feedback. Once we're finally at a point where we can say 'this is final,' we'll be able to produce an accurate list of new stuff.
In just this article, or EF as a whole?
I know. The V-Wing replaces the V-19 in Tech Level 4.
I think we may have answered a question like this previously. In short it's not really possible. Infantry cannot garrison into a structure that isn't owned by either you or an ally.
Even if they could, they'd be unable to really do anything.
Considering Jedi are very much a part of the Republic anyway, I don't see any issue with the Actis acting as the interceptor.
The V-Wing is currently positioned in the Fighter role.
Cruisers and Corvettes are mutually exclusive units that depend on the Sub-Faction you select. It's one or the other.
Now, if you've got a teammate with Air Cruisers while you have Corvettes...
-The game can now play more than one instance of a sound at once. In addition, most units will now have unique sounds for their weapons instead of the 1 generic blaster sound.
-Not quite sure what you're asking here.
-Air Cruisers are going through a few alterations, we'll reveal more about that later.
There are plenty of people still floating around, I personally moderate the download section.
Best way to get your files noticed is to make a thread about them in the forums.
That's some fierce texture stretching you've got there.
"As it stands, you can still enjoy Star Wars comics, novels, and games as an interpretation of an established lore, but constructing a timeline will no longer be an option. In other words, not much has changed for me since that’s exactly what I’ve been doing ever since I played Shadows of the Empire on the Nintendo 64."
Exactly. Not sure why people are getting so much sand in their panties over this.
The mental image of some sobbing kid looking at his shelf in despair waiting for all of his Star Wars action figures and books to evaporate into thin air is pretty hilarious, though.
I get that, but when there's like 8 completely different versions of how the Normandy landings went, all of which are supposed to be equally 'historically accurate,' there's a problem. Even that tiered canon system they used made no sense because there were numerous conflicting elements within the tiers themselves. Attempts to spackle things together just made it more confusing. Trying to clear all that up book by book over an almost 40 year period would have been an absolute nightmare. Purging it was really the only thing that could have been done.
I don't blame Disney for a second (if they're even the ones behind this decision), for looking at this train wreck, tossing up their hands and going "No, we're not dealing with this ****."
Oh no, all my books and games have disappeared! Except no, they haven't, so who really cares? Kyle Katarn is no longer canon? All my Dark Forces/Jedi Knight games are still sitting right here, and I enjoy them just as much now as I did last week, and the 10+ years before that.
The entire EU was a convoluted mess anyway, because LucasFilm had no quality control and would let anything through without actually checking whether it made sense or not. There were about a dozen versions how how the rebels captured the death star plans, like 6 origin stories of the AT-AT, conflicting timelines all over the place, etc. Then TOR, The Clone Wars, and the upcoming Rebels came in and started piling even more junk onto the train wreck, aggressively ignoring/rewriting the EU, often at the demands of Lucas himself (Maul being alive, pacifist Mandalorians, Mortis, Moriband).
Purging it all was really the best thing that could have happened. Disney is fixing the mess that LucasFilm shouldn't have allowed to happen in the first place.
Games don't work the way you seem to think they do.
Exactly why we decided to go with this for today. A pretty effective demonstration of just how awful an idea it'd be to actually try.
The bunker is just a design object.
A pack containing these showcased maps will be released later on. We have yet to determine an exact date.
Yes, everything in this mod is added; nothing is getting replaced or removed.
Most of the best Star Wars games were outsourced anyways:
Rogue Squadron: Factor 5
Empire at War: Petroglyph
Galactic Battlegrounds: Ensemble
Jedi Outcast: Raven Software
Noted. We'll see what we can do about it.
It might be. Only the Empire has been significantly altered in this release, but the campaign files haven't been modified to adapt to all of the changes yet.
Download the DirectDraw fix from here and apply it to your battlegrounds.exe and battlegrounds_x1.exe file:
For the Empire, Rebels, Republic and CIS, that's no problem at all. But smaller factions like the Gungans, Wookiees, and Naboo are very underrepresented in the films/EU, and finding new content for them is extremely difficult. I don't like having to do it, but many of their new units might end up being made from scratch.
There should be no issues with Win7.
Some of the new Imperial infantry units will include:
Scout Troopers, Jump Troopers, EVO Troopers, Shadow Troopers, and new Dark Troopers. Among many others yet to be introduced.
The ARC Troopers are some of the best units available to the Republic. They're costly to build, and require a lot of time and resources to bring up to full strength.
In this video, they're fighting against lower-tiered units, many of which don't have their planned EF adjustments implemented yet.
Not completely decided, but I would like them to.
The "Campaign Manager" tool, downloadable here:
The ARC-170 is not part of the Bomber upgrade chain.
Hope you're happy now!
The speed issue is well under control.
I think it's very doubtful for a game this old. It isn't like we're creating a game from scratch. It's a Star Wars mod for a Star Wars game. I don't see an issue.
Our goal here is mainly to get games that more or less are no longer available for purchase patched up to run on modern systems, and available digitally to audiences that would buy them.
Don't worry, the secret project is part of Expanding Fronts
We're trying to figure out the sound issue.
You've got my vote.
Please tell me you'll offer it as a 4-pack bundle if online mode ever gets added!
No. The CIS can now build B1 droids. Unlike the Trade Federation's, they cannot be upgraded and remain in 'Recruit' form the entire game.
The tradeoff is that they are much cheaper, and produced much faster than any other infantry type. The B2 droids are a separate unit line, and are more expensive than average infantry.
If I could suggest something concerning music, it might be good to build off of existing SW themes and heavily remix/edit them similar to how games like Force Commander and Demolition did:
These original works are still pretty neat, though!
That is the TIE Boarding Craft, a new type of air transport.
End of summer means a lot of things have slowed down. We're hoping to reveal some details soon, though.
They're all going to watch The Phantom Menace?
Skirmish and custom matches in SWGB don't restrict which civs can be allied with or fought against. Stuff like this is pretty much par for the course.
Destructible bridges are possible. Repairable ones aren't.
No, that's just one of the default Sith Apprentice units.
Nah, only the front-most fighter is the player model. The rest are for heroes.
It's possible, sure. But not very likely to happen at all - not with the stock campaigns. Just getting 2 players to work right is enough of a headache.
That there is the TX-130, but the 2M is also present.
The AA guns here don't replace the default missile turrets, they are constructable alongside them.
Fun story; I put this together because I noticed you complaining about the Mortis arc in our last image's comments and felt like messing with your head.
Mortis and its characters/story have very little use for us in terms of GB's gameplay, so apart from these map objects it isn't likely you'll see much of it.
And again, the use of these objects is entirely optional.
There are quite a few things about The Clone Wars, the prequel trilogy, and Star Wars in general that members of the team do not like for various reasons. However, we are not going to deny these assets to people that do enjoy them because of our personal preferences; that'd be selfish.
As of now, these are all Scenario Editor objects, so if it really bothers you, can can always not use them.
Yes, everything added will be available for placement in the scenario editor.
In addition, quite a few objects from the original game that were not available in the editor will be unlocked.
Not a bad idea. Unfortunately, something that complex is downright impossible in SWGB. As much as we enjoy this game, the capabilities of the Genie engine are severely limited.
That is the Sundered Heart, yes.
Null's been instrumental in providing us with a huge library of art assets, including items converted from EaW and his own work. Can't thank him enough.
Correct, as noted in the description. The TIE Maulers from EaW will be present, though. They're just not pictured here.
It all depends on the unit. There are a few new aircraft that can take out most others with one shot. We're trying several methods of making aerial combat more visually interesting as well.
Our community at HeavenGames has the exact opposite story. Our Empire at War section is almost completely barren.
If we had the know-how, manpower, and time to build a game from scratch, we'd consider it. For most of the people on this team, we've been working with GB for years, and modding it is a pretty simple (if not time-consuming) process. Not to mention building a new game would mean coming up with tons new visual assets on top of the ones we're already using
We'll definitely keep the idea in mind, though. Maybe one day an EF standalone game will be a reality.
Or maybe one day LucasArts will stop being jerks and release SWGB on Steam or something.
Surprisingly, yes. Community's been fading for quite some time though, we're hoping this will bring at least a few people back to it.
There are still quite a few multiplayer matches running through GameRanger.
Kick friggen ***.
Lucas himself has stated the the current Clone Wars TV show is just below the films in terms of canon. So, if it overrides anything that already exists in comics, novels, etc, tough **** I guess. But the producers have stated that they're trying to work within what already exists.
Seeing as how the mod already has the Malevolence, Christophsis, and BX Droids, all of which debuted on the current Clone Wars show, what made you think this mod would have nothing to do with it?
This guy really hates corn.
Looking damn good!
Sounds like a hell of a lot of pressure.
People today are just impatient as hell. Good luck.