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That's how it looks by default; we aren't going to mess with it.
"Revan and malak are not real"
Really? Because I can turn on Knights of the Old Republic right now, and... holy ****, there they are!
Nothing to do with the topic, but as a side note:
'Jedi' is an accepted religion by the US Army
Not currently. Though it is something we've thought about. The hangup is that units are not able to fire their original weapons when garrisoned inside of a building. If you put a Shock Trooper inside, he will fire the same standard laser as everybody else instead of his rockets. As far as I know, there's no way to change this. We can go with just the lasers if people don't mind.
The design of this map mimics its Empire at War counterpart, including the narrow passages and the odd ring of land around the edge. In this case, the 'realism' of the environment isn't really as important.
To fix the colors, download the DirectDrawFix from Aok.heavengames.com
Apply it to your battlegrounds_x2.exe file.
All of that stuff will come soon.
Correct. The Sub-Faction options do not appear until you reach Tech Level 3. For now, only the Empire should have them.
From Essential Guide to Vehicles and Vessels:
It's staying as is.
Yes. The LAAT can carry up to 10 infantry units.
The models were borrowed from the Google Sketchup 3D Warehouse.
By default the LAAT uses anti-personnel lasers for standard combat. When infantry units are loaded into it, the secondary weapon is activated - a composite-beam laser effective against troops and light vehicles.
The Seismic Tank is meant for destroying bases rather than engaging infantry or tanks. It essentially has the same role as a Pummel, only much more powerful and durable.
Backed with a sufficient escort they can easily get to where they need to be and cause severe damage before being destroyed.
That was just an April Fools Day update; None of those units will be featured.
Decay sequences will last longer, but aircraft will just explode as they always did.
Their stats are about the same as typical Hvy Troopers; these are mainly here for custom scenarios and campaigns.
Excellent. LucasArts hasn't been doing anything good since they shifted to internal development. All of the best SW games were made by third-party companies who were given the SW license; Pandemic, Raven Software, Factor 5, Secret Ladder, Petroglyph, Ensemble, Bioware, etc.
All LA did was toss money at them, and they churned out successful products. Hopefully Disney will return to this form.
LucasArts already scrapped Battlefront III years ago.
Disney isn't forcing LA to stop making these games; they're postponing them on their own to focus all of their effort on the new films.
How dare we not like the things that you like!
Now all Disney needs to do is create a machine that erases the prequel films from existence, and we can finally get things back on track.
Bothans can be trained by the Rebels. Wookiee units are reserved for the Wookiee civilization. Any other rebel infantry will be revealed soon.
Maybe the AT-AT Swimmers will change your mind about that.
The Spy feature is being reworked, but I don't think we are able to have it single out single players.
That's a Bothan - the Rebel equivalent to a Scout Trooper, and the earliest stealth-capable unit that can be produced.
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.
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.
'Fraid it's the other way around..
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.
This is a new building, the old GBH one doesn't match the game's perspective.
Ask and ye shall receive.
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.
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.
Looks a lot like the Havoc's bomb explosions in Starfighter.
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.
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.
Good work. I'm surprised somebody recognized the Sitra one. The blue one between Kenobi and Tiin is the standard player model.
I probably should have phrased that better. TIE Maulers are in Empire at War; the Century Tanks aren't. In Expanding Fronts the Century is an upgraded Mauler.
As far as the Dark Troopers go, they are already the unique unit of the Empire. But in GB they appear to be an odd mashup of the phase 2 and 3 trooper. If we can get better models we might be able to use them, but working with infantry in GB is a pain, and we'll probably stick to the defaults.
The TIE tanks shown in this image are 'Century Tanks,' an upgrade to the TIE Maulers featured in Empire at War. Both are present in Expanding Fronts. We'll hopefully have some nice Mauler shots up soon.
I don't see how asking for a few extra hands marks a failing project. I also don't see how you came to the conclusion that this mod will be bad seeing as how it isn't even released yet.
It seems like you've got some background in JKA modding, so if you think something's wrong with their work why not try and help (or at least offer some constructive advice) instead of being a ****?
Observe the power of Master Bug-Eyed RastaFish
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?
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.
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.
If everything goes to plan, all of them sans the Royal Cruiser should be available during normal games.
I'd like to make a 'complete' list, but it wouldn't be accurate for very long. Things are constantly being added, removed, and shifted around as we get feedback. Once we're finally at a point where we can say 'this is final,' we'll be able to produce an accurate list of new stuff.
In just this article, or EF as a whole?
That feature has been included since the first version of the mod.
Capital ships cannot be constructed during normal gameplay. The ones currently in the game can be accessed in the Scenario Editor.
Star Wars: Demolition
AI is currently our biggest hiccup. There's nobody on the team who knows AI enough to work out the numerous issues presented to us. For campaign missions we can get around it somewhat with triggers, but skirmish games are going to be a nightmare unless we find somebody.
Phase II clone armor is not impossible, but unlikely unless we can find or construct a model that can match SWGB's visual style.
If everything goes to according to plan, each civilization will have a new campaign that makes use of EF's features.
We're also going to modify the stock campaigns to ensure they will support the new changes.
While a number of new clone types are being added, we have no plans to modify the default clone trooper graphics.
'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.
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.
If everything goes as planned, yes. There will be numerous scenarios engineered to teach players how new units and factions work.
"Commando" is a pretty broad term. But yes, there are a handful of new infantry that could fit that name.
We haven't forgotten about Reti. He's not quite finished at the moment, but he'll be there.
It takes a lot more than a couple days of inactivity to declare a mod 'dead.' Progress is moving at a steady pace, but there's still a lot of work to be done.
Unfortunately, there aren't many places online where you can still order SWGB cheap. I managed to find a copy collecting dust on a store shelf for about 5 bucks, though. Searching around some retail stores would probably be your best bet for getting a good deal.
On a related note, if anybody knows somebody at LucasArts I can pester to get them to put SWGB on Steam or something, please let me know.
This isn't even Generals anymore. Holy ****.
Could have sworn those cats are from Star Wars: Galactic Battlegrounds...
Mn. I was hoping all of the stations would work regardless of which city you were in. Still, Great work.