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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.
That there is the TX-130, but the 2M is also present.
The AA guns here don't replace the default missile turrets, they are constructable alongside them.
We haven't forgotten about Reti. He's not quite finished at the moment, but he'll be there.
Every Sub-Faction will still hold all of the basic infantry, tanks, boats, and aircraft units no matter what their specialization is.
Fun story; I put this together because I noticed you complaining about the Mortis arc in our last image's comments and felt like messing with your head.
Mortis and its characters/story have very little use for us in terms of GB's gameplay, so apart from these map objects it isn't likely you'll see much of it.
And again, the use of these objects is entirely optional.
There are quite a few things about The Clone Wars, the prequel trilogy, and Star Wars in general that members of the team do not like for various reasons. However, we are not going to deny these assets to people that do enjoy them because of our personal preferences; that'd be selfish.
As of now, these are all Scenario Editor objects, so if it really bothers you, can can always not use them.
Ewok buildings cannot be constructed under normal circumstances, but they will appear as GAIA structures on Endor maps. If captured, the owner can use them to train Ewok units.
We've re-rendered these things dozens of times. What we're seeing here is the best result of that so far. The 256 color palette screws us over pretty bad. We'll keep working on it.
I believe he's talking about the CIS' Unique unit, the Geonosian Warrior.
Anyway, the Jump Trooper functions similarly to it, but is classified as a ground unit, rather than an air one. It can still hover over water and clouds.
Yes, everything added will be available for placement in the scenario editor.
In addition, quite a few objects from the original game that were not available in the editor will be unlocked.
Something like a resolution patch is outside of our knowledge. There does exist such a fix for Age of Kings, though. So if somebody familiar with that can help us out, we'd appreciate it.
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.
That isn't the issue. While there's a near-infinite amount of EU units we could add, we'd like to make sure that everything we use serves a unique purpose. Right now we're having trouble finding a role the Incinerator Trooper could fill that the default Mounted Troopers could not, without making one or the other obsolete.
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.
The design looks reminiscent of the Mech Factories in Galactic Battlegrounds.
Not a bad idea. Unfortunately, something that complex is downright impossible in SWGB. As much as we enjoy this game, the capabilities of the Genie engine are severely limited.