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
Not impossible, but very unlikely given the complexity of their designs and the animations involved.
New campaigns are on the to-do list, yes.
Decorative windmills and farm silos.
We don't plan on making any further drastic alterations to the stock civs or the new Confederacy civ. We've already increased the droid production capability of the Federation by discounting their infantry at each Tech Level, and adding techs to let them transport more droids in their Assault and Transport Mechs.
Most of those characters are already available.
Changes to the base game like the new units and techs should appear naturally in the campaigns, but the levels themselves have not been modified.
We can always use additional artists, yes.
Maps larger than 255x255 tiles across are still an experimental feature. While enabled you will experience issues with structure placement, AI, and unit pathfinding, which is why it's currently optional.
Adding more than 8 players/player colors is not possible.
It is possible to modify them, but there's not a whole lot we could do to them besides redecorating the maps.
We'd prefer to put new campaigns together over messing with the old ones.
These are full mapshots from a taken from a Normal-sized map at 1:5 scale. The resolution of the full image is 3972x2063.
Mapshots can be taken using Ctrl+F12 while in game.
The campaign should still work, yes.
Thanks for the tip; we're looking into this.
It's possible to do, but it would likely cause significant performance issues on any long matches; especially on larger maps.
Not without more artists to help build them.
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.