Expanding Fronts is a massive modification for Star Wars Galactic Battlegrounds aimed to breathe life back into the classic LucasArts strategy game by adding various new units, features, and gameplay elements. Each of the 8 civilizations are being reworked and enhanced to make each feel more unique and authentic to the universe, while maintaining the classic Battlegrounds gameplay. In addition, the Scenario Editor is being filled with hundreds of new units, buildings, effects, triggers, and objects to allow campaign and scenario designers more freedom than ever before.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles


NEW AND ENHANCED TRIGGER GUIDE

Our primary focus during recent development of Expanding Fronts has been on improving the Scenario Editor. The 1.1 and 1.1.1 updates introduced many new Trigger options, improvements to existing Triggers, and a mountain of new units and props, giving map designers more tools and freedom than ever before. And we are still hard at work iterating upon these improvements. This article will serve as a guide detailing the new Scenario Editor features, and how to use them. We also have a short preview of some new features that will be added in the future.

NEW FEATURES AND FUNCTIONS

Inverted Conditions - You can now invert Trigger Conditions, causing them to activate their effects when said Conditions are NOT met. You can do this by unchecking the tickbox just above the Conditions list.


CHANGED CONDITIONS

Accumulate Attribute - Over 200 new selectable attributes have been added to this Condition, allowing you to track more properties than ever before, including kills to and from individual players, combined with the new Tribute Effect, you can create functioning shop and EXP systems with more ease than ever before. The additional Attributes must be enabled via the Expanding Fronts launcher.


CHANGED EFFECTS

Display Instructions - Display Instructions now has a much broader array of selectable text colors. By using new name tags, you can display text in 20 new colors: WHITE, BLACK, GOLD, SILVER, SLATE, PINK, MAROON, BROWN, TAN, SAND, CREAM, RUST, LIME, OLIVE, FOREST, MINT, SEABLUE, SKYBLUE, NAVY, PLUM.

In addition, by using the color tags C000-C255, you can select a color from any of the 256 available options in the SWGB's palette. Tevious has provided a handy chart here.


Research Technology - A quantity box has been added to this effect which allows greater control over how technologies can be applied - including the ability to stack the same research multiple times. By typing the following digits into the Quantity box, you can activate the following effects:
-1. No additional properties (default)
1. Ignores previous iterations of the tech, allowing you to stack the benefits by researching it again
2. Ignores civilization restrictions, allowing you to grant civ-specific techs to any player
3. Applies the effects of both 1 and 2


Tribute - Like Accumulate Attribute, the Tribute Effect now carries the same extended library of properties.

NEW EFFECTS

Give/Remove Ability - These Effects are used to enable and disable special attributes on a unit or object. The values below determine which property will become active:

1. Garrison unit - Unit can garrison other units
2. Ship unit - Unit is classified as a ship
4. Stealth unit - Unit cannot be seen by non-detector units unless attacking
8. Detector unit - Unit can detect stealth units
16. Mechanical unit - Unit can be repaired by Workers
32. Biological unit - Unit can be healed by medics
64. Self-shielding unit - Unit can generate its own shielding
128. Invisible unit - Unit has no visible graphic
You can activate/deactivate multiple properties within the same Effect by adding the value of two or more abilities together. For example, entering '12' will affect both the stealth (4) and detector (8) attributes.

Change Unit Data/Change Unit Property Object - An immensely powerful trigger, Change Unit Data and Change Unit Property Object put the capabilities of the Genie Editor into the game itself, allowing you to alter almost any property of any unit using simple text commands. These two Effects are listed together because they effectively do the same thing, but by different means. Let's say, for example, you wanted to change a Trooper's range to 20. Using Change Unit Data will allow you to select a single unit, or every unit of a specific type on the map, as many of the default Effects allow. Change Unit Property Object takes this a step further, and universally alters the chosen unit to carry the new stats, meaning that Troopers who haven't even been created yet will spawn with the altered stats. Knowledge of how the Genie system works will help to make the most of this Effect, but the basics are very straightforward.


Change Unit Data/Property Object work using a text prompt, and commands must be manually typed in. These commands are divided into three parts: the Command, Variable, and Value. Some commands require a fourth part to function correctly. We'll cover those as they come up.


Command tells the game how to alter the property you wish to change. There are three available commands:
ADD - will increase the value of the chosen variable by the value you enter
SET - will overwrite the default value with the exact number you enter
MUL - will multiply the current value by whatever you enter

Variable is the property that you wish to change; be it Range, Speed, or any number of other values. A list of these Variables and their descriptions are provided in the first post of our HeavenGames thread.
(NOTE: The Change Unit Data/Property Object entry prompt is case-sensitive. Commands and Variables must be written exactly as shown to work. Not every variable is applicable to every unit).

Value is simply the amount you wish to change the Variable by. This number works differently depending on the Variable you select. For example, Speed can be altered in decimals (1.340), while Accuracy is a percentage (0-100)

Change Unit Variable - This Effect functions very similarly to Change Unit Data/Property Object, but affects different unit properties; particularly those dealing with health and shields. Some of these carry a special fourth part to their command sequence; Time. This determines how long the Effect will be active on a unit. A list of these Variables and their descriptions are provided in the first post of our HeavenGames thread.

UPCOMING FEATURES

We are still hard at work adding new content and features to the Editor, and our next update will bring about some more big changes. Not the least of which is another mountain of new buildings and props.



Off-Grid Placement and Collision Disabling - Using new keyboard shortcuts in the Editor, you can disable collision, terrain restrictions, and the placement grid, allowing you to place props, units, and objects at will without having to use Map Copy, or rely on external Editor tools.


Condition and Effect Names - Conditions and Effects now display their names, and a description of their chosen values in the Trigger list itself, helping designers to more effectively organize work, and track down pesky bugs with ease.


AND MUCH MORE

More new features will be coming your way in the future, including, after much frustration, functioning music for users without a game disc. Many of these changes will likely be available early for users with access to our Google Drive Monthly Builds. Until then, thank you for your continued support of Expanding Fronts.


HELP WANTED

Despite all of the progress we've made with the editor, we are still severely short-staffed in one major role: 3D artists. Without skilled people that can model and animate characters, vehicles, and structures, we are unable to add the plethora of new infantry, animals, monsters, heroes, and even entire civilizations we have planned for Expanding Fronts. We need your help to make all of this possible. If you, or anybody you know has the skills, and is interested in helping the project, please let us know by contacting the project head Gen_Rhys_Dallows. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com




Update Available!

Update Available!

News 10 comments

A new update for Expanding Fronts is available, which should address the problems players have been experiencing with AI, among other performance issues...

Expanding Fronts 1.1 Released!

Expanding Fronts 1.1 Released!

News 29 comments

A new version of Expanding Fronts is available, featuring countless new units, buildings, and props, alongside a massive list of new features and improvements...

The New Worlds of Expanding Fronts

The New Worlds of Expanding Fronts

News 9 comments

The Expanding Fronts mod has added an immense amount of new content since its last release. But what good are all of theses new toys without more worlds...

Coming Soon

Coming Soon

News 17 comments

A new version of Expanding Fronts is on the horizon, featuring widescreen support, an improved level editor, and countless new objects.

RSS Files
Expanding Fronts 1.1.1 Patch

Expanding Fronts 1.1.1 Patch

Patch 58 comments

A new update for Expanding Fronts is available, which should address the problems players have been experiencing with AI, among other performance issues...

Expanding Fronts 1.1 (Exe Installer)

Expanding Fronts 1.1 (Exe Installer)

Full Version 117 comments

The newest public release of SWGB: Expanding Fronts, featuring hundreds of new units, buildings, and props to play with, alongside new features, content...

Expanding Fronts 1.1 (Manual Install Archive)

Expanding Fronts 1.1 (Manual Install Archive)

Full Version 19 comments

The newest public release of SWGB: Expanding Fronts, featuring hundreds of new units, buildings, and props to play with, alongside new features, content...

Expanding Fronts 1.0.1 Hotfix

Expanding Fronts 1.0.1 Hotfix

Patch 38 comments

This patch should address the issues that many players have been having with launching Expanding Fronts. In addition, several minor in-game issues have...

Expanding Fronts 1.0 (Manual Install Archive)

Expanding Fronts 1.0 (Manual Install Archive)

Full Version 13 comments

The newest public release of SWGB: Expanding Fronts, featuring numerous new units, features, and an entirely new playable civilization!

Expanding Fronts 1.0 (Exe Installer)

Expanding Fronts 1.0 (Exe Installer)

Full Version 23 comments

The newest public release of SWGB: Expanding Fronts, featuring numerous new units, features, and an entirely new playable civilization!

Comments  (0 - 10 of 1,264)
FlippyWarbear
FlippyWarbear

Is it possible to increase custom made scenarios population cap into 1000? I seem to be stuck at hardcapped 250 on my map, even if I have set the popcap for players to 1000 and set it to 1000 when launching a game. Any hints?

Reply Good karma Bad karma+1 vote
Indurrago
Indurrago

Ok I've played several skirmishes and ******* love the Zann Consortium and stuff and some of the nice new added units but I have several issues. 1. The music doesn't play. And whenever I try to play music on youtube as bgm the game effectively pauses any video. 2. Even on "hardest" the A.I. NEVER makes an army larger than 20....effectively reducing the challenge of fighting the A.I. to zero...or should I say 17.....

Reply Good karma Bad karma+1 vote
rickydupon
rickydupon

Hey there, I LOVE The mod. I just have one problem. After installing the game, My music will not play in the background. I have a special file that plays my organized music in game for the soundtrack. And I wonder if this was just my version ((GOG)) or is it just disabled by default?
-Rick

Reply Good karma Bad karma+1 vote
st_moon
st_moon

Could you guys do something about slowdowns? For example, there's some delay when a unit explodes.

Reply Good karma Bad karma+1 vote
Vouroboros
Vouroboros

Is there somewhere we can find scenarios already made for EF?

Reply Good karma Bad karma+1 vote
RevanShan
RevanShan

Hi there Expanding Fronts team. I'm Mayorcete, from Battlefront ESP Youtube channel). I must say that I love your work so... keep it up!!

You did a really good job on this project. Please add the First Order and the Resistance!! If you have missing models for certain jobs you could just use those from the rebellion or the Empire. Both factions are suposed to use old equipment. And by the way. I feel that somth cool could be done with the First Order.

Actually the F.O. has better troopers than the Empire, better fighters and even bigger and stronger mechs. So... maybe you could make them good-all round, just like you made the Zann Consortium. They could fail in Temple stuff though as they don't have a bunch of force users in the story. Also, to compensate for some interesting superior infantry training (maybe an upgrade with extra damage), better mechs and so on... maybe you could add them a 5% time delay or cost for recruiting everything. That would represent their lack of resources in comparison to the Empire.

The Resistance could have even better starfighters than the Rebellion, but wouldn't have the Rebellion's strength in infantry or jedi. What about a "Proven pilots" upgrade, increasing speed and/or damage in X-wings, and "voluntary pilots", making all starfighters cheaper. They could keep that repair pasive from the Rebellion as well.

Reply Good karma Bad karma+3 votes
Gen_Rhys_Dallows Creator
Gen_Rhys_Dallows

Adding new civilizations to SWGB isn't hard. Mechanically, we could add the First Order/Resistance right now. We could probably add 20 new civs. The hangup, as always, is art. Without decent concept artists, modelers, and animators to help us put new assets together - and ensure that they are of acceptable quality, our plans for adding any new civs (of which we have many candidates) is a slow grind.

Reply Good karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

RevanShan
RevanShan

Actually I think you could handle most of the First Order and Resistance just with (overall) things from the galactic empire an rebellion. You have some stuff so you could use that and update afterwards. No rush though. BTW. I just streamed yor mod: Youtube.com

Reply Good karma Bad karma+1 vote
underoath77
underoath77

.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Star Wars: Galactic Battlegrounds
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

8.8

22 votes submitted.

You Say

-

Ratings closed.

Highest Rated (3 agree) 10/10

Expanding Fronts is a well put together and balanced mod. It takes Galactic Battle grounds (one of my favorite Star Wars games) to another level of greatness.

Jul 15 2016 by Doomsday4766

Style
Embed Buttons
Link to Expanding Fronts by selecting a button and using the embed code provided more...
Expanding Fronts
Statistics
Last Update
Watchers
1,138 members
Addons
4
Files
9
Articles
26
Reviews
27