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You cannot start a Kickstarter fund to make a product for a license that you don't own. In this case Star Wars.
We're trying to figure out the sound issue.
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.
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?
Bothans can be trained by the Rebels. Wookiee units are reserved for the Wookiee civilization. Any other rebel infantry will be revealed soon.
Whenever we get around to finishing it.
Most civs will have some variety of long-range infantry - some more effective than others.
The Magnaguard will be available to the CIS. Undecided on the Vulture.
We are trying to ensure that the mod will be able to function in singleplayer in both Campaign and Skirmish modes. But this is difficult without people to actually build AI scripts.
All of the Sub-Factions will gain unique researches to make themselves more effective at their specified role.
You've got my vote.
Please tell me you'll offer it as a 4-pack bundle if online mode ever gets added!
No. The CIS can now build B1 droids. Unlike the Trade Federation's, they cannot be upgraded and remain in 'Recruit' form the entire game.
The tradeoff is that they are much cheaper, and produced much faster than any other infantry type. The B2 droids are a separate unit line, and are more expensive than average infantry.
Are you thinking about having any of the conflicts from the films that got less attention, ie; Trade Federation (pre-Clone Wars) vs Naboo Security?
Levels like that always ended up stuck in the campaigns and couldn't be selected in Instant Action.
How exactly is the scope of the battles in this mod going to pan out?
In the OT films, most of the battle sequences are focused around smaller groups of mainly infantry in intense, somewhat claustrophobic skirmishes. As opposed to the prequel battles which largely consist of lasers and tanks and whatever else flying all over the place in wide open fields.
Not that there's a problem with either when it comes to games, but is one style taking priority over the other, or will there be some sort of a balance between them?
If I could suggest something concerning music, it might be good to build off of existing SW themes and heavily remix/edit them similar to how games like Force Commander and Demolition did:
These original works are still pretty neat, though!
That is the TIE Boarding Craft, a new type of air transport.
The Phantom is a stealth-capable aircraft. Like other stealth units, it is always visible to its owner, but cannot be seen by enemy players unless it is attacking, or if they build stealth-detecting units or structures.
A fix for the Windows 7 color issue can be downloaded here:
Once we've got something that's actually worth testing, we'll need good handful of testers. We'll keep you posted.
The factions are not locked specifically into their specialty, so with infantry, you still have access to the basic mechs, heavy weapons, and aircraft.
Maybe the AT-AT Swimmers will change your mind about that.
End of summer means a lot of things have slowed down. We're hoping to reveal some details soon, though.
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.