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Not without individually editing every frame of him, or outright replacing the entire unit. I don't see any issues with the current stormies.
Nah, only the front-most fighter is the player model. The rest are for heroes.
There are tools available to extract individual scenarios from campaigns, but a good chunk of the cut portions of this scenario are rebuilt from scratch.
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.
It's possible, sure. But not very likely to happen at all - not with the stock campaigns. Just getting 2 players to work right is enough of a headache.
The second hero unit here is OOM-14. Originally supposed to be included in the mission as well, he was cut for whatever reason. We've restored him.
No hero units will be 'cloned' in these scenarios.
Making a unit or structure too big tends to cause a bunch of rendering issues. Parts start to ghost around the screen, pieces disappear, it's a mess. Even some of the stock buildings have that issue.
This building has an 8x8 tile base, but there is a smaller 6x6 version as well.
This is a new building, the old GBH one doesn't match the game's perspective.
The default troops aren't being changed, but a few Bothan units are being added to the alliance's infantry roster. Not sure about anything else at the moment.
Not exactly fair when said Wookiees don't have any capital ships of their own to fight it off.
The larger cruisers will only be available in the Scenario Editor, and in specific missions. Some smaller frigates and blockade runners are available in a normal game.
Ask and ye shall receive.
There is more than one type of transport. Each has variation in terms of speed, armor, transport capacity, and attack capability.
Nah, it's just a prop. Wish we could make it do neat stuff like shrouding the map, but GB is too uncooperative for that.
There's a way to add pretty much anything.
If everything goes as planned, yes. There will be numerous scenarios engineered to teach players how new units and factions work.
What, no love for Echuu Shen-Jon?
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.
"Commando" is a pretty broad term. But yes, there are a handful of new infantry that could fit that name.
Yes, more than nearly every other infantry type.
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.
It should work just fine in both single and multiplayer modes.
For the Infantry Sub-Faction the tree ends at Hvy Trooper, yes. For all other factions it ends at Trooper.
Unfortunately, no. Letting every single unit be constructable regardless of upgrades would result in a lot of cluttered menus. However, we are considering a system where preexisting units are not affected by major upgrades. Ie, if you upgrade a Stormtrooper to a Heavy Stormtrooper, any troops already on the field will remain in their previous state, while any further units constructed will be upgraded.
Ah. All projectiles and weapon effects are being changed to match their original counterparts as closely as possible. As far as troopers go, the Repeater troopers will be separated from the standard infantry upgrade chain.
Not quite sure what you mean, but all of our new units, as well as the existing ones, are being modified to match their original counterparts as closely as possible while maintaining balance.
All of the stock campaigns should still work just fine. Not too sure about any user-created ones, though...
Looks a lot like the Havoc's bomb explosions in Starfighter.
That is just an old design trick involving invisible targets on the ground. But we are actually looking into some way to make deflection abilities a possibility. Unfortunately I don't think we'll be able to make it actually happen.
I've thought about that a bunch of times. But I've got no clue how different Aok/AoE 3's engines are from eachother, and we probably wouldn't even know where to begin working on a project like that.