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Not that simple - the animation for the flamethrower is built into the unit itself. Lot of work would be needed to make the switch to a rifle look convincing.
Kopaka... named after the LEGO Bionicle toy?
Undecided. The default Dewback Troopers already fill that role at the moment.
They do not, these are just black overlay tiles.
Haven't had any issues with it so far.
The Spy feature is being reworked, but I don't think we are able to have it single out single players.
Thanks for putting up with all my recording issues. Hopefully I can provide a few more units once my voice returns from doing that friggen Oxidizer.
The GBH mods were ports from Jedi Academy. The graphics were kinda off because of that, so using them specifically is iffy.
We are looking to include plenty of extra units like that for the Scenario Editor, though.
They're all going to watch The Phantom Menace?
We're putting most of our effort into units you'll use during typical skirmish gameplay, and new map design objects. We have heroes like Starkiller planned, but they're a low priority right now.
It isn't entirely out of the question, but when everybody is only about 50 pixels tall I don't think that small changes in armor like that would make too much of a difference. We'll see how it goes, though.
That's a Bothan - the Rebel equivalent to a Scout Trooper, and the earliest stealth-capable unit that can be produced.
Skirmish and custom matches in SWGB don't restrict which civs can be allied with or fought against. Stuff like this is pretty much par for the course.
Would you ever consider adding 'non-standard' eras and modes to the game? For example, the Trade Federation (pre-Clone Wars) VS Naboo Security on Theed. Missions and setups like that were always stuck in the campaigns and couldn't be played in Instant Action, which was kind of disappointing in the vanilla games.
That sound issue has been irritating me from day 1. We're definitely looking into ways to handle it.
As far as music goes, we may be able to change the default track, but I don't think we can add multiple different ones. At least, not in standard games. We're working on it, though.
Accurate scaling was never really an important factor with GB. What you're seeing here is probably how it will stay.
'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.
You can use triggers in the Scenario Editor to disable tech levels or other researches. However, during a skirmish match only the starting Tech level can be adjusted. Not much we can do about that.
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.
See our Images pages for your answer.
There is a patch out there that allows the game to be played in new resolutions, but I don't recall where to get it.
We're only working with the original 8 civilizations at the moment. Adding new ones isn't entirely out of the question, but that would be a long, long way from where we are now.
Will the different factions (Rebels, Empire, etc) behave like gangs and actually fight over territories?
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.
Destructible bridges are possible. Repairable ones aren't.
If I gave you a date I'd be lying. We're hoping to get things done soon, but there's nothing in concrete at the moment.
No, that's just one of the default Sith Apprentice units.
'Fraid it's the other way around..