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 is being split into various Sub-Factions that specialize in unique combat roles including Infantry, Armor, Aircraft, Navy, Support, and Economics. Each of these Sub-Factions will have a full roster of new units and technologies available to them. In addition, the Scenario Editor is being filled with hundreds of new units, buildings, effects, and objects to allow campaign and scenario designers more freedom than ever before.

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Platoon Attack Craft Imperial Troop Transport Just like Beggar's Canyon...
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9 comments by Gen_Rhys_Dallows on Feb 15th, 2015

FEBRUARY PROGRESS REPORT
As Expanding Fronts moves forward, we are constantly improving our methods of creating content. These improvements have created a little bit of a quality gap between our older and newer elements. As such, we've devoted a lot of time into looking back and polishing old models.

NEW COAT OF PAINT
The majority of our added units, buildings, and props will be receiving make-overs using improved rendering and editing methods we've uncovered over the years. This is in an effort to make everything we add look as good as GB will allow. The fidelity of our visual assets are a top priority for us - anything that we add should look like it was always there to begin with.



TRUCKING ON

On top of our old improvements, we are still hard at work building towards our upcoming reveal. Loads of new content are on the way, and we want to get them into your hands as soon as possible. However, we are still short-staffed in our animation department, and we currently have 0 capacity to create and animate new infantry, walkers, and animals, all of which are vital to our continued progress. Again, we ask that anybody who has experience in that field and an interest in helping out to please give us a shout.

UNDER CONSTRUCTION
We are still looking for talented individuals to help us bring this project to completion as quickly and efficiently as possible. If you have experience in terms of 2D/3D art, Random Map/AI scripting, or general editing experience with the AoK/SWGB Genie engine, and would like to contribute to the Expanding Fronts project, feel free to contact project members Gen_Rhys_Dallows or Sarthos. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com

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Expanding Fronts  BETA 0.1.1 (Manual Installation)

Expanding Fronts BETA 0.1.1 (Manual Installation)

Jan 5, 2014 Demo 7 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units and map design objects. This download includes a manual...

Expanding Fronts  BETA 0.1.1 (EXE Installer)

Expanding Fronts BETA 0.1.1 (EXE Installer)

Jan 5, 2014 Demo 13 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units, and map design objects. This download includes an automatic...

Expanding Fronts - Galactic Empire BETA

Expanding Fronts - Galactic Empire BETA

Oct 31, 2013 Demo 18 comments

This is the first official Expanding Fronts beta. It contains a rebuilt and functional Galactic Empire civilization, alongside numerous new units and...

SWGB Taunt Pack

SWGB Taunt Pack

May 26, 2013 Audio Pack 3 comments

This audio pack increases the number of audio taunts available in the game from 62 to 250, giving you a massive library of new sounds to rally your allies...

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Feb 13, 2013 Multiplayer Map 2 comments

The Trade Federation requires resources to fund its invasion of Naboo. The coastal town of Spinnaker has those resources. With the help of your partner...

Expanding Fronts Preview - Behind the Lines Co-op

Expanding Fronts Preview - Behind the Lines Co-op

Feb 13, 2013 Multiplayer Map 0 comments

The Naboo have captured a Droid Control Program, and rendered a portion of the Trade Federation army motionless. With your partner, secure the Control...

Post comment Comments  (60 - 70 of 476)
Sergeant_Barlex
Sergeant_Barlex Dec 1 2014, 5:49pm says:

Just curious but will the computer players in a single player game ever be able to choose a sub faction because when I play they just go along with the normal tech tree.

+1 vote     reply to comment
Gen_Rhys_Dallows Creator
Gen_Rhys_Dallows Dec 1 2014, 7:23pm replied:

We are working on getting the AI to cooperate, but we've got a bit of a shortage on knowledgeable AI scripters.

+2 votes   reply to comment
RevanShan
RevanShan Nov 28 2014, 6:14am says:

How am I suposed to play this mod if the game itself doesn't play properly on W8 ?

+1 vote     reply to comment
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Shiasnira
Shiasnira Nov 16 2014, 8:09pm says:

This is the most awesome mod what i have ever seen for a "Childhood" game (For me almost) i already have the 0.1.1 Beta, and i will wait patiently for the next release.

+2 votes     reply to comment
KeithAlvarado
KeithAlvarado Nov 4 2014, 4:51pm says:

(Continued) the robot workers however can build faster, repair faster, have stronger armor except require nova to be build instead of food. Also too just do there can be civilians to make towns seem more alive and real. Like in scenario editor.

+1 vote     reply to comment
KeithAlvarado
KeithAlvarado Nov 4 2014, 4:47pm says:

I have a suggestion just for atmospheric purposes. 1: it would be cool if the factions that don't use organic workers like the gungans or confederacy had the option to have the option to create robotic workers. Same as the other factions that useroboric workers. They have the option to make organic workers. Pro of organic workers is they have stronger attack, are cheaper and faster to make and gather resources faster.

+1 vote     reply to comment
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