Head of the Expanding Fronts mod for Star Wars Galactic Battlegrounds, and an amateur voice actor for numerous Mod projects including: Mental Omega, Rise of the Mandalorians, and Star Wars Battlecry
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.
The Spy feature is being reworked, but I don't think we are able to have it single out single players.
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.
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?
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.
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.