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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?
That feature has been included since the first version of the mod.
Capital ships cannot be constructed during normal gameplay. The ones currently in the game can be accessed in the Scenario Editor.
Star Wars: Demolition
AI is currently our biggest hiccup. There's nobody on the team who knows AI enough to work out the numerous issues presented to us. For campaign missions we can get around it somewhat with triggers, but skirmish games are going to be a nightmare unless we find somebody.
Phase II clone armor is not impossible, but unlikely unless we can find or construct a model that can match SWGB's visual style.
If everything goes to according to plan, each civilization will have a new campaign that makes use of EF's features.
We're also going to modify the stock campaigns to ensure they will support the new changes.
While a number of new clone types are being added, we have no plans to modify the default clone trooper graphics.
These are only props for custom scenarios; there are currently no plans to make them usable in any way.
Not without creating a massive library of new animations, and matching them to the originals perfectly - which really isn't worth the effort.
They do not, these are just black overlay tiles.
'Fraid not. A unit can only fire from an attack-enabled garrison structure if the player using it owns it, so just hopping into a piece of scenery wouldn't really be possible without some work.
Even if it were, having said unit be visible behind/in said cover wouldn't really work too good either, since we'd have to make 'in cover' sprites for pretty much every infantry unit in the game.
Still, I guess it's worth looking into. We'll see how it works out.
Getting a properly functioning cover system in a game like GB would be impossible to do, unfortunately.
The closest substitute we can come up with is having lasers impact on other units or objects before reaching their target - a property unique to artillery rounds. But so far we haven't figured out how to do that.
Making a unit or structure too big tends to cause a bunch of rendering issues. Parts start to ghost around the screen, pieces disappear, it's a mess. Even some of the stock buildings have that issue.
If everything goes as planned, yes. There will be numerous scenarios engineered to teach players how new units and factions work.
"Commando" is a pretty broad term. But yes, there are a handful of new infantry that could fit that name.
We haven't forgotten about Reti. He's not quite finished at the moment, but he'll be there.
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.
Unfortunately, there aren't many places online where you can still order SWGB cheap. I managed to find a copy collecting dust on a store shelf for about 5 bucks, though. Searching around some retail stores would probably be your best bet for getting a good deal.
On a related note, if anybody knows somebody at LucasArts I can pester to get them to put SWGB on Steam or something, please let me know.
This isn't even Generals anymore. Holy ****.
Could have sworn those cats are from Star Wars: Galactic Battlegrounds...
Mn. I was hoping all of the stations would work regardless of which city you were in. Still, Great work.
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.
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.
If you think you can contribute quality content to the project, you can register at our forums at SWGB.HeavenGames.com.
Pretty much all of the various game types that existed in the MSN Zone days are still in full force with GameRanger. You tend to find the most people online during weekends.
It's free, and a very small download. Worth the time if you want to get back into GB multiplayer.
Our community at HeavenGames has the exact opposite story. Our Empire at War section is almost completely barren.
I've never experience the game totally locking up. The only issues I've ever had with SWGB on Windows 7 were the colors freaking out, which is a pretty easy fix.
As for the Sub-Factions, there's at least 2 for each of the 8 civs that specialize in certain aspects such as air, infantry, armor, etc. We'll be focusing on the Rebels, Empire, and Wookiees in the upcoming updates. Stay tuned!
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.
Good luck with this. Shame the real Battlefront 3 got canned (Allegedly). Do you have any plans to use game modes from other mods (like Control/VIP from Dark Times), or are you planning on making new ones from scratch?
Happy Holidays, btw.
"You can't just call something a furry because it's an anthropomorphic animal."
That's exactly what this picture seems to be of. I don't see anything wrong with it. In fact I thought it was just a redesign of Coco for a second.
These shots really want to make me just go off the path and explore the island. Forgive me if this has been explained elsewhere, but do these levels stick to the linear fashion of the originals, or is there some actual exploration involved to collect all of the crates, etc?
It's friggen great either way. But I'm thinking an open world, Metroid-style Crash game would kick some *** as well. (Banditroid?)
I don't think rocket launchers are a good choice to put into (what I assume will be) close quarters maps like this. That was hell to deal with in Battlefront 2. (It looks excellent, though)
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?
An excellent mod, comrade! The only issue that I have with it is that the health for units seems to be kicked up a lot from the normal game. It can sometimes take nearly half of a magazine (or what used to be half of one, since there's infinite ammo now) to take down basic troopers.
Not necessarily a bad thing - it just takes some getting used to. But it's especially obvious if you play a DT map, and then a stock map. Either way, Excellent work. Hope to see more like this soon. It's probably the closest thing to Battlefront 3 we'll ever see.
That music is kinda unnecessary. Especially when all of the action amounts to shooting a wall.
These guys have "Metal Gear Solid 4" written all over them.
Nice work anyway.
I see. Still, being able to use PT's new stuff with EF's would be fun.
Anyway, keep up the good work, I look forward to playing this.
Say, when you mention "showing support" for the other mods, does that mean that this will be compatible with them? I really wanted to have the Japanese and USMC playable alongside Eastern Front's Russians
It makes sense. A bat is a pretty common object, that can easily be used as an effective weapon. I'd be surprised if a zombie game DIDN'T have one.
There is no standardized faction; you must select one of the four upon reaching Tech Level 3.
This video shows them at post-Tech Level 4 with all of their upgrades. Producing Swimmers, and bringing them to full strength will cost a lot of time and resources.
To install custom maps, drag the .SC1 file in the download folder to the appropriate folder in your game's directory. More specific instructions are included with the download.
Will Kit Fisto and Asajj Ventress from the XBox version be made available?
Accurate scaling was never really an important factor with GB. What you're seeing here is probably how it will stay.
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.
Wait, I thought the SEAL used the MP5, while the GIs just had M16s.