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
There will be a handful of roster changes to accommodate new unit types, but for the most part none of the stock units are being outright replaced.
We'd absolutely love to properly implement widescreen features, but sadly the individual who was working on that for us decided to stop.
One thing at a time.
That's a good question.
Probably, we'll look into it.
It should be.
Corvette/Frigate units have not been implemented in the current release.
Yes, there will be history written out to accompany each mission. Much of the Imperial campaign will take place during the Western Reaches operations, and the units you're talking about are Imperial.
Like the standard campaigns, any Imperial forces you control will be marked with blue. The cyan units pictured belong to an AI player.
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.