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
We generally prefer to not mess with the original unit rosters. Only in very exceptional cases where there's no other option that makes sense would we change it. The Republic fighter line was altered because of the addition of the Attacker class. The LAAT is really the only thing that would fit that role from a design standpoint, and there were a number of existing starfighter options to fill the Fighter upgrade line with. The TIE Interceptor was changed for a similar reason.
GameRanger is currently the most reliable way to play EF in multiplayer.
If we had the time and manpower to make every faction, ship, character, and blade of grass that exists in Star Wars, we would. But with our limited resources, we can only work so fast on so much.
More stuff is on the way, hopefully soon.
Netmarble's models are nice, but the realistic designs don't mesh well with the more stylized, cartoon look of the other units.
It's isn't the same without the shrieking
Additional map sizes must be enabled through the Configuration tool.
We don't know if there's a limited number of civs that GB can handle. If there is, we don't want to waste those potential slots for new civs on minor reskins of existing ones.
There may be a way to have certain map scripts assign different unit types, but again, we'd need a solid roster of units to make that effort worthwhile.
The Unit we used for the Rebel Freighter is not a new design; it is the Corellian Heavy Lifter, originally featured in Force Commander. Starwars.wikia.com
The problem with that YT-2400, and putting containers on the underside of a craft, is that you only see the top of the craft in Battlegrounds. The container would be either invisible, or absurdly proportioned to the craft.
Even if we could, we don't have people to make those infantry variants.
There are space-based skirmish maps, but capital ships are not usable in typical gameplay outside of custom scenarios and campaigns.
Already taken into consideration. There's really nothing that could be suggested that we haven't already thought about in some form or another; we all know Star Wars. Ultimately, everything will lead to the same central issue: Artists. All of the suggestions and good ideas in the world do us no good without people to help build them.
Any new infantry is impossible until we find capable 3D artists to build and animate them.
As for Vader - Replacing stock art assets is something we are very reluctant to do without good reason. Andrea's Vader - and many of his other infantry mods - do not meet our quality criteria for inclusion in EF. The lighting, color contrast, model proportions, and camera angles/perspective are mostly incorrect for GB, which creates a noticeable quality gap when compared with stock units.
GB is a sprite-based game; anything that's capable of replicating the camera/lighting setup and can export renders as a series of images should be able to provide the needed animations.
The Grid options were introduced in the monthly updates on Google Drive; it should be available from there.
There should be a text indicator in the upper-right corner of the Editor screen that displays the current collision/grid placement status. If there is no such indicator, you may be using an older build of the mod.
The campaigns should still work, but they will contain the new Confederacy assets.
It varies by unit, most infantry are around 30x50.
Most units in Battlegrounds have four main animation sequences: Standing, Walking, Attacking, and Dying. Special units like Jedi and Workers have additional sequences such as using force powers or gathering resources. These animations typically range from 8-16 frames each.
Mechanically, adding a new civilization isn't too difficult. We could probably chuck 20 or so new civs in right now now if we felt like it.
Our main hangup is a lack of artists. We need good concept artists to come up with new designs for buildings, infantry and vehicles wherever canon references aren't available. Then we need 3D modelers and animators to actually build them. Without that help, we're going to be spinning our tires for a long time.
The function of Commander units will not be changed in order to preserve balance within that mode. Giving a character like Vader an attack or heavier armor would give their side an inherent, unfair advantage.
Can't do that without animators.
They currently will use the same B1 troop roster as the Trade Federation, until we can find 3D artists to help create and animate proper Geonosian troops.
Freighters are airborne variants of the Cargo Hovercraft.
Mechanically, we could probably add a dozen new civs right now if we wanted to. The main obstacle to that is artwork. Without decent concept artists and 3D modelers/animators, getting new assets for new civs made is a slow grind.
I'm very aware of this, but we are unable to modify the stock campaign missions.
No, the Trade Federation is still its own civilization. The Confederacy has been given a new roster of buildings and units, and the old assets have been given to the Geonosians.
The changes made to the Confederacy civ will carry over to the Confederacy campaign, yes, but the missions themselves have not been altered.
Hopefully before the end of the year, but that's still in flux. Monthly builds are still available from Google Drive.
The Random Map scripts included with EF are being altered to use the new terrains where appropriate, and several more entirely new scripts have been added. These scripts can be generated and modified within the Editor.