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No, the X-Wing will always have its S-Foils open in gameplay. The closed version will be a landed prop.
That is the R-22 Spearhead.
Not a very intimidating pose for a statue to have, I think.
Come to think of it, why would droids build statues to begin with?
I know. The V-Wing replaces the V-19 in Tech Level 4.
Considering Jedi are very much a part of the Republic anyway, I don't see any issue with the Actis acting as the interceptor.
The V-Wing is currently positioned in the Fighter role.
You would when your 40 AT-STs blend into a giant incomprehensible blob of grey and slow the game to a crawl because it isn't built to handle objects this size.
Those animals aren't new; they're the Shaaks featured in Clone Campaigns.
Unit scale will not be adjusted, no.
The Repeater Trooper is now its own unit that can be created alongside Heavy Troopers.
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.
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.
The Satellite of Love (Mystery Science Theater 3000)
Making 3 new movies = Letting Star Wars die.
Makes total sense.
Disney hasn't done anything yet. LucasArts is sidelining these projects of their own volition to focus on the new films.
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.
Kopaka... named after the LEGO Bionicle toy?
Haven't had any issues with it so far.
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.
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.
Not without individually editing every frame of him, or outright replacing the entire unit. I don't see any issues with the current stormies.
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.
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.
This building has an 8x8 tile base, but there is a smaller 6x6 version as well.
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.
Yes, more than nearly every other infantry type.
Every Sub-Faction will still hold all of the basic infantry, tanks, boats, and aircraft units no matter what their specialization is.
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.
The design looks reminiscent of the Mech Factories in Galactic Battlegrounds.
Our top priority is to make sure everything actually looks and works right within the big picture before filling in small details. Rest assured that all of the units in Expanding Fronts will use the appropriate weapons, visuals, and sounds when released.
That's about right. Since this was taken, several more aircraft have been added to the Republic's roster. You'll get to see them up close very soon.
I've never experience the game totally locking up. The only issues I've ever had with SWGB on Windows 7 were the colors freaking out, which is a pretty easy fix.
As for the Sub-Factions, there's at least 2 for each of the 8 civs that specialize in certain aspects such as air, infantry, armor, etc. We'll be focusing on the Rebels, Empire, and Wookiees in the upcoming updates. Stay tuned!
I don't think rocket launchers are a good choice to put into (what I assume will be) close quarters maps like this. That was hell to deal with in Battlefront 2. (It looks excellent, though)
That music is kinda unnecessary. Especially when all of the action amounts to shooting a wall.
Hell of a lot better than the old one, Nice work!
Most of the weapons in the original trilogy were just real weapons with a bunch of stuff added to them to make them look Star Wars-ish. This model is basically exactly what it was in the movies - a modified M16.
Wow, I haven't played Hill 30 in years... but I HAVE to get this.
Undecided. The default Dewback Troopers already fill that role at the moment.
They do not, these are just black overlay tiles.
The Spy feature is being reworked, but I don't think we are able to have it single out single players.
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?
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..