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The function of workers and resource collection is not being changed.
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:
Absolutely. No plans of stopping anytime soon.
The Repeater Trooper is now its own unit that can be created alongside Heavy Troopers.
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.
We don't have plans to make anything like that, but I'm sure the numerous map designers in the community will find some use for them.
Not at the moment, sorry. We're working as quickly as we can with what little staff we have.
Correct, which is why it's best to play with a teammate. However, the sub-factions do not lock you out of other unit trees. If you decide to play as an infantry faction, you will still have access to basic tanks, aircraft, and heavy weapons - You may even have a few unique units within those groups. They just won't be able to become as effective as they would have had you specialized in their respective branches.
There is no standardized faction; you must select one of the four upon reaching Tech Level 3.
There are four different types of ARC Trooper, each with a unique weapon and strength. The Vanguard is equipped with a rocket launcher that can bring down armored vehicles.
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.
While a number of new clone types are being added, we have no plans to modify the default clone trooper graphics.
The ARC-170 is not part of the Bomber upgrade chain.
Hope you're happy now!
The speed issue is well under control.
Thinking about anything in Star Wars (especially post-1983 Star Wars) for more than 3 seconds causes the entire premise to collapse. Best not to worry about it too much.
Ultimately, our goal here is just to make a fun mod, with something for everybody. Personal feelings about the overall universe are largely irrelevant.
Eh, it was no stupider than any of the other battles in the prequels.
Not like losses matter anyway when you've got a nigh-infinite army of disposable meat puppets.
Absolutely. More than we can count at the moment.
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.
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.
Don't worry, the secret project is part of Expanding Fronts
Their stats are about the same as typical Hvy Troopers; these are mainly here for custom scenarios and campaigns.
"Revan and malak are not real"
Really? Because I can turn on Knights of the Old Republic right now, and... holy ****, there they are!
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.
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