1.2.1 NOW AVAILABLE!
Expanding Fronts 1.2.1 is now available. With it comes several stability fixes that should reduce crashes and multiplayer desyncs. In addition, numerous new units and heroes have been added, alongside some graphic and audio refinements. You can download Expanding Fronts 1.2.1 from the links below:
Exe Installer | Manual Archive
1.2.1a HOTFIX
Note: If you've downloaded Expanding Fronts on the 25th, please download the 1.2.1a Hotfix as well. This hotfix corrects a terrain-related issue that resulted in game crashes. The main 1.2.1 mod files have been updated to include the fix, and downloads on or after 26 May do not require the hotfix files.
CHANGES
NEW CONTENT AND FEATURES:
- The Zann Consortium now trains Nightsisters instead of Sith, and has access to a new unique ranged unit; the Nightsister Hunter
BALANCE AND UNIT STATS:
(All civs) - Attacker construction time reduced; dropped to 60s from 80s
(All civs) - Command Centers can no longer attack Air units when garrisoned
(CF) Magnaguards - Significantly decreased infantry armor; dropped to 5 (8) from 10 (15) (Adv)
(ZC) Defiler - Decreased anti-building damage bonus by 30%; increased build time to 40s from 35s
(ZC) Now has access to Jedi/Sith Perception
RANDOM MAPS:
- NEW Scripts: Ahch-To, Rugosa
- Takodana - Implemented new terrains, reduced number of lakes
- Scarif - Reduced number of GAIA props, reworked generation of the landmass for improved balance
- RM Scipts can now select the cliff type to generate with.
GRAPHICS/AUDIO:
- (GE) TIE Striker - Updated graphics
- (CF) Sith Temple uses proper construction graphics
- (TF) Workers have new graphics and audio
- (ZC) Anti-Air Troopers, Grenadiers, Medics, Mounted Troopers and Workers now have unique graphics and audio
- Podracers now use 16 directional facings, and leave trails while moving over certain terrains
INTERFACE:
- (CF) Air Transport tech tree dll added
- (CF) Corrected typo in Magnaguard description
- (GE) Stormtrooper Commander Language ID corrected
- (GE) Reference to AT-AT barges removed from Air Transport description
- (GE) Assault Mech tech tree dlls corrected
- (GE) Bomber tech tree dlls corrected
- (GN) Transport Mech icon slot updated
- (GO) Basic Training tech displays correctly in Tech Tree screen
- (GO) Mech Destroyer tech tree dll corrected
- (ZC) Fixed positioning of garrison indicators for units and buildings
- Cargo Freighter tech tree dll added
- Podracer Wreckage properly named
SCENARIO EDITOR:
- Additional Units, Heroes, and Props added
- 5 new Cliff types added
MISC BUG FIXES:
- Widescreen patch should no longer cause desyncs in multiplayer matches
- Fixed a bug with unit counters that coud result in crashes
- Editor status text now displays without flicker when you switch menus, and can no longer crash the game
Thank you for your continuous work and support!
Absolutely beautiful
Thank you, thank you!
Nice job, such a sweet mod, I always preferred battlegrounds to Empire at War for some reason, keep up the good work!
Lol scarif doesnt work... it chrashes everytime i open one in senario editor...
We had a problem with some new terrains, but have since fixed it now. You can use this genie_x2.dat to fix the crashes in the editor:
Moddb.com
Replace the one in your "STAR WARS - Galactic Battlegrounds Saga\Game\Data" folder.
Frankly speaking, I did give up on this mod a year ago. But you guys, made me return shamefully. Greatly appreciate your enthusiasm in developing this game further.
There is a way to add the option for use heroes in multiplayer mode? It would be awesome!
You could if you made such a scenario in the editor, but this can't be done in random maps with Expanding Fronts.
This comment is currently awaiting admin approval, join now to view.
Amazing work! Can't believe I only just found this mod (I have been playing this game for years)! Top stuff!
One bug I would like to raise (I don't know if this is new in this update on long outstanding), AI Jedi Knight don't attack properly. They seem to be somewhat schizophrenic - they come and attack me but often just stand there without causing any damage. Any help would be much appreciated!
This comment is currently awaiting admin approval, join now to view.
What a fantastic mod! Brings back so many memories playing this game, but I also love the new additions! Zann is a fantastic civ, and the new air units add a lot more strategy!
Anyone else having a problem with random AIs deciding not to farm at all? I remember a lot of quirks with the AI in the original games, but I'm not sure this was one of them. When I played SWGB on Steam before the mod, almost all the AIs in each game were pretty smart.
But in every single 4v4 match I do now, there's at least 2-3 AI that won't farm, and thus won't advance.
This comment is currently awaiting admin approval, join now to view.
Thanks you a lot for this. When I was just a baby i played my first game from lucasarts, so thank you. considerer never stop doing this for fans from this universe my lord.
This comment is currently awaiting admin approval, join now to view.
Just wondering, is it possible to build the new units in game, like the AT-AT Swimmer or Death Trooper? Or are they scenario only?
Will they add the first order faction and the resistance?