Last time I promised an explanation of the two new Galactic Conquest scenarios, which will be covered at the end of this update, but first some other changes.
As many of you who follow the mod will no doubt have noticed, Beesden has redone our site and revamped the forums to bring them more in line with the mod visually, as well as make the information on the site more useful, so make sure to check those out.
As far as what's been done and what's left to do for 1.3, we've made some significant progress. The Galactic Conquest changes are mostly finished, which includes (we're pretty sure, but we could be wrong on this considering how small of a test group we have) circumventing the freezing issue in larger GCs, implementing the two new ones to be explained later, updating the starting forces (ie the Yevetha now has a couple dozen thrustships in addition to some Imperial Black Fleet ships), and a few other changes. The Au'riette and Ascendancy of the Empire of the Hand have been redone and can be seen in our gallery, and the new EotH artillery unit is almost finished. We have also fixed the bugs which limited Golan production (among other things). We've completed several maps for 1.3, including Corellia, Yag'Dhul, Abregado-Rae and Ession. All that's left is some changes to the ground portion of the mod, touching up a few skins and some other minor changes.
Moreover, as promised the optional Flak removal patch has been released due to popular demand. This is a completely optional patch which removes the "random" explosions after a ship fires. It is compatible with all existing versions of Imperial Civil War (it hasn't been tested with the FotR minimod, but it should work fine), and should work with all future versions although it will require reinstallation when you change mod versions. It can be downloaded here.
...New Galactic Conquests...
Part of the goal for the new scenarios was to give people some shorter options for GCs. As it was, we had several very long GCs which could be very time consuming, but nothing for people who just wanted a relatively quick GC like some of those offered in the base game. We decided to center these around some of the minor factions, so here's the first two in the new series.
Into the Cluster:
Playable Factions: Imperial Remnant, New Republic
Non-Playable: Hapes Consortium
Size: 22 planets
Eras: Daala, Pellaeon
Empires at War:
Playable Factions: Imperial Remnant, Empire of the Hand
Non-Playable: Warlords, Yevetha
Size: 26 planets
It's Mod of the Year time, so if you think we'd appreciate any votes we get on our Mod Database profile. Also, feel free to sign up on our forums or like our page on Facebook if you have a comment, criticism or general suggestion for the team.
That's all for now,