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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.
If you're comparing the Star Wars EU to the holocaust... then yeah, I kind of agree. Both were unmitigated disasters caused by horrible people.
Except this 'holocaust' is something that can be fixed, which is what LucasFilm is FINALLY trying to do after letting garbage pile up for 30+ years.
I would not be surprised at all if many of the existing stories are brought back in anyways. There's really no reason to try and redo nearly 40 years of history when there's stuff that fit just fine when it's not jammed in with 20 other sources trying to tell the same story.
This just seems like them dumping out a dirty, overflowing, disorganized dresser so they can fill it back up in a way that makes more sense. Yeah, some things no longer fit, some are tattered and broken and need to be thrown out. I imagine a good chunk of what already works will be kept. Even if it gets put through the washing machine a couple times.
"Revan and malak are not real"
Really? Because I can turn on Knights of the Old Republic right now, and... holy ****, there they are!
That's how it looks by default; we aren't going to mess with it.
Nothing to do with the topic, but as a side note:
'Jedi' is an accepted religion by the US Army
Not currently. Though it is something we've thought about. The hangup is that units are not able to fire their original weapons when garrisoned inside of a building. If you put a Shock Trooper inside, he will fire the same standard laser as everybody else instead of his rockets. As far as I know, there's no way to change this. We can go with just the lasers if people don't mind.
The design of this map mimics its Empire at War counterpart, including the narrow passages and the odd ring of land around the edge. In this case, the 'realism' of the environment isn't really as important.
To fix the colors, download the DirectDrawFix from Aok.heavengames.com
Apply it to your battlegrounds_x2.exe file.
All of that stuff will come soon.
Correct. The Sub-Faction options do not appear until you reach Tech Level 3. For now, only the Empire should have them.
From Essential Guide to Vehicles and Vessels:
It's staying as is.
Yes. The LAAT can carry up to 10 infantry units.
The models were borrowed from the Google Sketchup 3D Warehouse.
By default the LAAT uses anti-personnel lasers for standard combat. When infantry units are loaded into it, the secondary weapon is activated - a composite-beam laser effective against troops and light vehicles.
The Seismic Tank is meant for destroying bases rather than engaging infantry or tanks. It essentially has the same role as a Pummel, only much more powerful and durable.
Backed with a sufficient escort they can easily get to where they need to be and cause severe damage before being destroyed.
That was just an April Fools Day update; None of those units will be featured.
Decay sequences will last longer, but aircraft will just explode as they always did.
Their stats are about the same as typical Hvy Troopers; these are mainly here for custom scenarios and campaigns.
Excellent. LucasArts hasn't been doing anything good since they shifted to internal development. All of the best SW games were made by third-party companies who were given the SW license; Pandemic, Raven Software, Factor 5, Secret Ladder, Petroglyph, Ensemble, Bioware, etc.
All LA did was toss money at them, and they churned out successful products. Hopefully Disney will return to this form.
LucasArts already scrapped Battlefront III years ago.
Disney isn't forcing LA to stop making these games; they're postponing them on their own to focus all of their effort on the new films.
How dare we not like the things that you like!
Now all Disney needs to do is create a machine that erases the prequel films from existence, and we can finally get things back on track.
Bothans can be trained by the Rebels. Wookiee units are reserved for the Wookiee civilization. Any other rebel infantry will be revealed soon.
Maybe the AT-AT Swimmers will change your mind about that.
The Spy feature is being reworked, but I don't think we are able to have it single out single players.
That's a Bothan - the Rebel equivalent to a Scout Trooper, and the earliest stealth-capable unit that can be produced.
The Repeater Trooper is now a separate unit from the normal trooper upgrade chain. There just isn't enough menu space for us to universally disable upgrades replacing units.
Funny you should mention Demolition...
Anyway, we don't have the early AT-AT planned at the moment, but we'll see what we can do.
If we can find units that fill the rosters, we'll put them to use. Aquatic vehicles are already a sadly neglected part of the EU, and trying to find useable stuff for the smaller civs like the Gungans and Wookiees is nigh-impossible. I'd rather not resort to just making crap up since we want to maintain authenticity, but I don't see much other choice.
'Fraid it's the other way around..
I'm not sure why anybody would use non-Star Wars music for a Star Wars game...
SWGB allows online play via LAN and direct IP connection. There are also services such as GameRanger, and XFire that host online lobbies.
This is a new building, the old GBH one doesn't match the game's perspective.
Ask and ye shall receive.
Not quite. What you're actually seeing here is Shadow troopers, and Shadow EVOs.
But you'll get to see the new Dark Troopers soon enough.
Not a clue, that's just the way the game renders projectiles. During gameplay, it appears as a solid beam and only lasts a split second. Took about a dozen tries to even catch it on screen.
Looks a lot like the Havoc's bomb explosions in Starfighter.
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.
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.
Good work. I'm surprised somebody recognized the Sitra one. The blue one between Kenobi and Tiin is the standard player model.
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.
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.
I don't see how asking for a few extra hands marks a failing project. I also don't see how you came to the conclusion that this mod will be bad seeing as how it isn't even released yet.
It seems like you've got some background in JKA modding, so if you think something's wrong with their work why not try and help (or at least offer some constructive advice) instead of being a ****?
Observe the power of Master Bug-Eyed RastaFish