Frequently Asked Questions

Throughout the years, the community has asked many questions concerning the development and future of Awakening of the Rebellion. While all questions and ideas are welcomed to be asked, several specific questions and/or ideas have become very frequent throughout the years, being asked on what can be seen as a near daily basis. This page is to provide a small breakdown of the most asked questions about AOTR, and answers to those questions. This is to help players and new members of the community see what has already been asked, and to provide those new players ways to better present these questions.

### Question 1: Why isn't \_\_\_\_ buildable by \_\_\_ faction?

This is a very common question received on the AOTR discord server. One of the biggest examples of this is "why can't the Rebel Alliance or Empire build Venators?" This question has a couple of different answers, depending on the unit in question. For the most part, it has to do with overlapping rosters, something the development team tries to prevent. In the case of the Venator, 5 out of the 6 main and sub factions (7 if the neutral pirate faction is included) have the ability to build or receive Venator's through missions. Only the Hapes Consortium are unable to build or receive Venators in their lineup, with the Black Sun, Hutt Cartel, and Corporate Sector Authority being able to produce them. Another answer relates to uniqueness in the factions. Another common example is "why can't the Rebels build Mandalorian's?" Since the Mandalorian's are unique to the Black Sun, and a very key piece in their roster, it would remove that unique aspect of the Black Sun if they are given to another faction. Ultimately, it comes down to preventing roster overlap and keeping factions unique and fun.

### Question 2: When is \_\_\_ going to be added/why isn't \_\_\_ added yet?

This is another very common question that gets asked. There are many answers to these two questions, so let us start with the first one. The most common answer for why a unit isn't added yet is because there is not enough information about it. The prime example would be the Starhawk, which up until recently with the release of Star Wars: Squadrons, had very little information on it. Another answer is that another unit in the game already serves the role that this unit would provide. For example, asking for a Rebel tank space unit would be difficult since the Dreadnaught already serves that role. Finally, a unit may be presented and told that it would be added in the next update, which leads us to....

### Question 3: When is the next update for AOTR coming out?

By far, the most asked question in the AOTR community. As of the time of writing this (June 2021), we have recently released version 2.9, and are currently busy fixing bugs and taking a well earned break. We will continue development at some point, but 2.9.1 is far off at present.

### Question 4: Can you please add \_\_\_ to the mod?

This relates a lot to question 2 as far as answers go. When promoting a unit or hero to be added, it is important to note a few things. One, that unit or hero may not be appropriate to the time frame of the mod (Maul wouldn't be able to be added, since he is killed before Yavin). Two, not enough information may be known on that unit to implement it correctly. Finally, and the most common answer, units in the game already might serve the intended role. Despite this, never be afraid to ask for unit ideas! If the development team likes the idea, there is a high chance it can be added to future updates, but it is important to keep these things in mind.

### Question 5: Why is \_\_\_ page on the wiki wrong/outdated?

While this is a wiki-specific question, it is something asked a lot on the discord. As new updates come out, the wiki team is hard at work updating units, buildings, and gameplay mechanics to make sure they are as up-to-date and accurate as possible. However, this is still a pretty small wiki team that is consistently working on this, and with updates adding and/or changing massive amounts of the game, it is very likely that we (the wiki team) will fall behind as we attempt to catch up. So to answer, a page is either wrong or outdated simply because the information about that unit (stats, evaluation, etc.) has changed and we simply haven't gotten to that page yet. If you do see a page outdated, feel free to help out and updated it! It goes a long way to not only the wiki team, but also to make the wiki as updated as possible!

### Question 6: Why do I crash/desync in multiplayer?

This is a question that has popped up throughout the years, and while it is not as common as the questions above, it is still something that is addressed often. For this, it is very important to note that issues with multiplayer, such as crashing or desyncs in both skirmish and galactic conquests, are not AOTR specific. Empire at War is a 14 year old game that has not been updated much in recent years. Despite being released on Steam for a new generation to experience, it is still not optimized for today's experiences, not to mention it is now running on Steam servers. Because of a lack of support given to the multiplayer, and Empire at War in general, the servers are not going to be the best, unfortunately. That also isn't getting started on player-based issues, such as bad internet or lag. Once again, this is not an AOTR issue. The biggest and most popular mods, including Thrawn's Revenge, Republic at War, and Remake, have all struggled to deal with multiplayer issues. While we have members in the community who have found workarounds to limit these issues, who can be found on our discord, it is still more then likely common to occur, and it is unfortunately something that the development team is not able to fix completely.

### Question 7: Why/When will you add \_\_ from \_\_ mod to AOTR?

I think it's safe to say that we are beginning to see a pattern here, and while it is getting repetitive, it is also important to address as many frequently asked questions as possible. This question is one that some people may have some problems with as far as answers go, but it is important to address. When asking for ideas, many people will ask for units or gameplay features from other mods to make their way into AOTR, to experience those features in the AOTR style. However, there is a major issue with this thinking. For the most part, what works really well in one mod doesn't mean it will translate well into another. A big example is Thrawn's Revenges newly introduced resource system. For TR, it makes sense, given the scale of the mod and the main gameplay direction the team is going for. With how huge of a scale battles and the GC is, this is a perfect way for balance and to make each game more interesting. However, that same system wouldn't work well in AOTR, where the scale is much smaller and where every ship counts. Since it is already a difficult mod for new players compared to TR, a resource system on top would drive new players away potentially. Even for the more experienced players, given how it can be difficult to build up economy and the large amount of infrastructure needed to fully produce an army and navy, it would make the gameplay slow down even more, and given how the AI will attack almost non-stop on the higher difficulties, it can lead to unnecessary frustrations on the player.