Thanks for the suggestions! A few of my throughts, though.
New units: Recusant, Gozanti, ARC-170
I think boiling it down to this shows the reasons why this isn't a direction we're going. We're trying to remove the CW units from places, especially where they don't really make sense. There's not really a reason to keep them there, and adding more definitely gets away from that goal.
First is Leonia Tavira, with the main thing being that in early eras and scenarios and campaigns being recruited not slotted in as it fits more into why she joined the malrood in the first place (Treuten had bribed her with a star destroyer) this would solve the main bug issue with her.
The reason she's not recruitable is because we're not able to lock and unlock units for the factions that aren't the Empire, Nr and EotH. If she's recruitable for them in one scenario, she's recruitable for them at all times, in all scenarios. That's why the only ones that are recruitable for them are heroes like Boba and Dengar who were more or less active the whole time, give or take a few years. Merili has been considered, but is another character model (which aren't easy to make, and our focus there has been the dozens needed for the first release of FotR recently, with other upcoming faction reworks requiring that attention as well), plus she's not really a combatant. Same with the Jensaarai, except they're even harder and their ingame use ends up being even more niche.
We're also at the faction limit in EaW, we can't add a bunch more to represent other holdings like that. We only get 16 slots total.
We are doing plenty of ground reworks, which you will be able to see the start of in Fall of the Republic's first release. We will absolutely not be removing ground. Not only does that remove ground, it also fucks up galactic systems. We're not cutting off half the game and making galactic worse.
Especially for people who have troiuble getting the GoG/Disk copies to run, we recommend getting Steam and using the steam workshop. The GoG/Disk versions always require more troubleshooting and the mod even has to be stripped down significantly for them. The Steam version is on sale currently.
- New mechanic: Planet influence levels - New mechanic: Chief of State Elections (New Republic - New environment sets for land & space, space maps being updated with new assets - Fighter Rebalancing (Dogfights should be faster, all stats adjusted) - Pirate hero and fleet recruitment added for Zsinj - New fighters: Missile Boat, XG-1, TIE Terror, TIE Oppressor, TIE Aggressor, TIE Sentinel for Imperials Aggressor Fighter for Mandalorians - New units: Repulsor Sled (Eriadu), BARC Speeder, Adz Destroyer (Maldrood), Beta Cruiser WIP (Hapes) - TIE Avenger has proper model now - Instant Action improvements: Hapan faction now supported - Galaxy Art edits: Particle updates, camera moved slightly, travel route line thickness edited - UI modified to support more button space, new galactic filters for political events - Support ended for multiplayer GC - Fixed AI bugs in skirmish (will now capture mines and upgrade)- Fixed several crashes on galactic and battle initiation- Many other changes and fixes
You should be able to make 'em quite easily - I guess - by editing the already-existing model of the Dark Troopers 3rd series. I miss the Dark Troopers a lot, so I may be biased.
They're really not that close to Dark Troopers, it'd probably be more work to edit the Dark Troopers to look like them than to just make them entirely from scratch. Character models (which SDs basically are) are one of the most difficult things to do, especially animations, which isn't the primary strength of anyone on the team.
The primary reason there's not more Dark Empire stuff in the mod is because it's so niche- it's typically weirder units that would gtake a lot more work to get to do whate they should in Empire at War than other stuff, for the reward of being sued by one faction in one era, so it's hard to justify doing them over the huge number of other things we have to do. Things like FotR's core rosters, updating EotH, fleshing out Hapes, even updating the NR/Ir core units are also still ongoing, so it's hard to justify making those units of limited use. I'm not saying none of it will ever happen, but that's typically why it hasn't so far.
We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory.
Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. There is also a copy of 2.3.3 there for people who want that instead of the workshop version, for whatever reason (and as a backup for when 2.3.4 is out).
This is also the first release of 2.3’s cycle for non-Steam version, specifically Disk and GoG. There are several things to note about this, since it’s one of the things I’m asked about all the time, and quite often, along with many other modders for EaW, harassed about. The Steam version of Empire at War has several patches that Disk and GoG do not have. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. It was not possible for the GoG or Disk versions to save in Art of War and Empire’s End, so those maps will not be available outside of Steam. Unit VOs and map preview images also use up RAM space on the galactic map, and make it more likely that saves will also fail to load in other maps, so they too will remain only for the Steam version. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. The game goes on sale on Steam for $5 fairly regularly, so while we understand that’s not possible for everyone, the reality of the situation is that until and unless the Disk and GoG versions get patched, we will never be able to provide the exact same features we can in Steam.
That being said, it’s time to go over the major changes for 2.3.3. The biggest new addition is a new game mode, instant action, which we announced recently. In this mode, you can build up custom fleets of whatever composition you want for each faction and fight it out, even disregarding pop cap. Right now, the mode only supports playing as the Empire and is only Empire vs New Republic, but that’s just while we work on expanding it and fleshing it out. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. It can be accessed from the galactic conquest menu. There is setup phase where the factions won’t fight, which can be ended by clicking the tactical cam button (which is not a permanent solution, just for now)
- New Mode: Instant Action / Fleet Battle (Empire Beta) - New/Updated Models & Textures: AT-AP, ARC-170 AT-TE, Victory Star Destroyer, Allegance, Venator, LAAT, Praetor - New Galactic Conquests: Corporate Acquisitions, Deep Core Conflict - New Unit: BTL-B Y-Wing (CSA), Swift Assault 5 Hoverscout (Maldrood) - Attempt at some GC AI performance optimization (stagger freestore servicing) - Revamped planet defection events, fixed several issues with progressive GCs/Shadow Hand scripting - Z-layers for ships now randomize over a larger range - New Reinforcement Point indicators for CSA, Pentastar, Hapes - Changed planet selection ring collision - Fixed cloud texture for low-orbit maps - Some updated icons - Various other balance adjustments and minor bug fixes
We’re also working towards finishing the beta for Fall of the Republic, our Clone Wars mod, which will hopefully start October 31st. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description.
That is correct. Infrastructure I don't think is actually used anymore. It was for when we were having trouble spawning structures at the start of the GC for certain ones that we set up through LUA, so we gave them a huge budget so they could build structures quickly, but we ended up figuring out the spawning.