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
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.
Ewok buildings cannot be constructed under normal circumstances, but they will appear as GAIA structures on Endor maps. If captured, the owner can use them to train Ewok units.
We've re-rendered these things dozens of times. What we're seeing here is the best result of that so far. The 256 color palette screws us over pretty bad. We'll keep working on it.
I believe he's talking about the CIS' Unique unit, the Geonosian Warrior.
Anyway, the Jump Trooper functions similarly to it, but is classified as a ground unit, rather than an air one. It can still hover over water and clouds.
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.
Something like a resolution patch is outside of our knowledge. There does exist such a fix for Age of Kings, though. So if somebody familiar with that can help us out, we'd appreciate it.
It is possible to have a unit generate multiple projectiles when it attacks, and even have multiple points of origin for those projectiles. What we CAN'T do is have components that work independently of eachother like in Empire at War; the engine just wasn't designed for that sort of complexity. We're working around limitations like that as best as we can.
That isn't the issue. While there's a near-infinite amount of EU units we could add, we'd like to make sure that everything we use serves a unique purpose. Right now we're having trouble finding a role the Incinerator Trooper could fill that the default Mounted Troopers could not, without making one or the other obsolete.
This doesn't represent anything in particular, it's just a mass of Imperial buildings smashed together.
Also, this game is over 10 years old; it isn't exactly demanding on hardware. I'm pretty sure any modern console, cell phone, or toaster could run it just fine.
The design looks reminiscent of the Mech Factories in Galactic Battlegrounds.
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.
We are hitting the SWGBH downloads heavily for content. However, we are only using the best mods available. Many of the existing mods such as the Malevolence/Shaak Ti/Etc have numerous issues: bad coloring, bad camera angles/perspective, anchoring problems, bad sound, etc, etc. We want to avoid that as much as possible.
Last update: 6 days ago.
I'm noticing that people on this site have a very odd definition of dead. We're progressing as quickly as we can given the number of team members we have.
Why didn't I think of doing that?
No, the unit you're probably seeing is the Sabaoth Fighter, as featured in Star Wars: Jedi Starfighter.
I don't mean to offend, but scrapping your entire project, wasting all of your hard work, and letting down (going by this mod's watchers) over 200 people because of 1 kid who grabbed some graphics without permission seems like a very immature thing to do. Posting a wall of text full of childish insults and cursing doesn't help either.
It is a shame that some people will take and use somebody else's work without attributing proper credit, but what good will spazzing out like this do for you or your fans? And how will it hinder the person you've accused of stealing? Chances are, if he is using others' models, code, etc, he'll just laugh his way through that whole post and find somebody else's work to grab.
I'm sure if would benefit yourself, your fans, other CnC Generals modders, and the ModDB community as a whole if you just reported the offense to the ModDB staff in a civilized manner, encouraged others to do the same, brushed it off, and moved on like an adult.
The Confederacy is keeping its original Geonosis-themed structures, although several new buildings will likely be added to support their new units.
Our top priority is to make sure everything actually looks and works right within the big picture before filling in small details. Rest assured that all of the units in Expanding Fronts will use the appropriate weapons, visuals, and sounds when released.
As stated in the news article, we do not have a release date for this mod yet.
Good work. I'm surprised somebody recognized the Sitra one. The blue one between Kenobi and Tiin is the standard player model.
We've yet to fully test it, but as far as I can remember those sorts of errors only happen if all of the players aren't using the same mod(s).
So long as everybody in a multiplayer match has the same version of Expanding Fronts installed, it should work just fine.
It takes a lot more than a couple days of inactivity to declare a mod 'dead.' Progress is moving at a steady pace, but there's still a lot of work to be done.
I probably should have phrased that better. TIE Maulers are in Empire at War; the Century Tanks aren't. In Expanding Fronts the Century is an upgraded Mauler.
As far as the Dark Troopers go, they are already the unique unit of the Empire. But in GB they appear to be an odd mashup of the phase 2 and 3 trooper. If we can get better models we might be able to use them, but working with infantry in GB is a pain, and we'll probably stick to the defaults.
Depends on what you mean by that. In addition to all of the new units being added, the stats of quite a few of the stock units are being adjusted to better match their film/EU counterparts, and add diversity to the various civilizations and sub-factions.
The majority of the changes to GB will be on the Genie side of things, and with only 2 Genie editors (both bogged down by various real life issues) thing can sometimes slow down considerably.
That's about right. Since this was taken, several more aircraft have been added to the Republic's roster. You'll get to see them up close very soon.
The TIE tanks shown in this image are 'Century Tanks,' an upgrade to the TIE Maulers featured in Empire at War. Both are present in Expanding Fronts. We'll hopefully have some nice Mauler shots up soon.
Correct, as noted in the description. The TIE Maulers from EaW will be present, though. They're just not pictured here.
There will be a new campaign for each civilization, each with 8-10 missions. In addition, each of the stock campaigns are being adjusted to accommodate the changes made by the mod, and to restore cut content.
Modding's been going on for SWGB since the game was released in 2001. It's not very difficult to do, it's just a very, very time-consuming process, and generally the previous modding projects never got much exposure outside of our host site.
There are hundreds of smaller mods available to download from HeavenGames; many of the best ones will be included in Expanding Fronts.