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Comment History
crazyboule
crazyboule - - 17 comments @ 2.2 Ability Preview: Capturing Ships (With FAQ)

Sound like a great thing. That make me think of when ennemy retreat the ship without engine are lost I think. I dont know if it possible but insteed you can make a % of them join the side of the winner.

Good karma+3 votes
crazyboule
crazyboule - - 17 comments @ Leading to Release, Official EaW Patch & Era 4 Breakdown

Nice update! I cant help for testing. For the steam version it just 20$ was on sale a few week ago at 10$. I was planning to get that version anyway so I have it in wishlist. Maybe we can have it at 75% sale someday. ;-)

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

For it price it better be good. Also it a new model upgrade of Nebula. The problem with these small ship with no hard point it when they flee from the front line they come back latter with full shield. It the same thing for the Lancer and I find it far more dangerous against fighter than the Coronna. You better use escort light cruiser to destroy them as Bothan are better against bigger ship and it wil be waste of fire power to use them against those target.
Use the Lancer against any figher it take me like 10 squadrons to kill just one lancer in one of my lastet battle. For Viscount with imperial you can use the planet canon and have like over 30-40 squadron of fighter for defense the planet,plus some other frigate. With 2 defense station it should be not so hard. The Executor is far more dangerous.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

If you lag on beginning try disable option like hide\show cargo ship icons it the one that make me lag at start, but you may try others to it will always help your performance. But otherwise this mod it a little more hard on the ram than other I have played because it use lot of heavy ship.. If you have low spec pc, mine are 4g ram, you need to play with the small fleet option especially on large map to reduce some lag when players begin to have hundred of ship each and regroup them all in the same place.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Trek: Armada 3

1366 x 768 on laptop. I can plug it on my 32po led tv but anyway I like it at low resolution on it to.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Im eager to play the new version with the 1.90 update. I hope it will be less laggy for me on big battle and late game with the 1.90v. With the new heroes it look to be awesone as it was the major missing feature previously. Having an heroe admiral for the 3 major fleet is better. Keep it up and RL 1st ;-)

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Wars BattleFront Commander

I got the same problem but I got the game in french. Normaly with other mod I just need to rename the text file but in this mod it have alot of text file. I dont really know wich one to rename. I renamed some but still I got some missing text remaining.
This mod got lot of potential to become the greatest or top 3 at least, but the biggest problem I encounter appart from missing text, it the balance. I think some ship spawn to much fighter and some fighter seem really OP compare to other. I like the idea to have the possibility to play with SSD but that need some balance to. For space battle you should check the mod Trawn revenge it the best balanced space battle I played in all the mods. Plus the hero dont respawn, who it a real nice thing to see them die for the rest of a game.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

I did some test today and I manage to finaly got to era 2 but I can say we got a problem with the executor. And yes like I expected the Ir just spawn me lot of Exucutor, I killed 5 today and with minimal lost. Yes From the front it way to much powerfull unless the ship plunge\dive to give some angle. But here how it act today, it was real weird. I defeated one when he got at the edge of the map it was unable to turn so I barely just execute it from rear without almost no lost. Another got stuck in asteroid field so again from the rear was execute with almost no lost. The imperial girls leader was clearly favorite to win with her canon from the planet when I attack with like just 3 cruiser and barely a 41 pop. fleet but she decide to take a weird turn to pursuit one of my heavy frigate so she turned her back to 2\3 of my fleet but yes ERA 2! The only one who was acting good was against Ackbar but I manage again to get to rear with no real lost, I execute it with like just 3 frigate lost. I dont know what to say it way to much powerfull from the front but it get stuck in some place so you can just execute it from the rear. Maybe you can try to scale it down a little or make it crush asteroid like in the movie lol! Well I really dont know what to say to help blalance, I will try the 2.2 one in the demo and let you know my feeling but like you said it difficult to balance if you want to keep it by the lore. The battle map just dont seem to be able to support a large ship like this. On a side note From the starboard\port sides however they act good unless you get to close. From the front and rear it just like black and white, like 45-90 degree approx.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

@Corey;I know the vanilla one is to squeasy I was just asking for some hardpoint and maybe like 5-10 cannon less to balance with the added hard points. It need to represent like 10-1 power, I mean it have the size and power of more than 10 capital ship, so to squeasy it not good neither.
Well they not so hard to take when you know how by exploiting behind the engine or that you need lot of bomber. I almost take one down with just 6 calamari and some dreadnaught and frigate, if they was not 2 in the fleet I will have take it down. Or you can wait them to attack one of your strongold with a Ion Cannon. But the fact I dont like as you said it is can make the game realy easy for even a baby(against ai at least)with one SSD like this in there fleet , and the cannon effect was a little to much.
For the 2.2 I have read a little on it I have seen you modified the cannon effect so this a big step ahead, but if you added engine hard point it will make it more like other ships.
I didnt try 2.2 it say demo, does it playable like a demo or it more like a beta. Demo in my vocabulary just mean like a prologue or something like this.
*Im just trying this mod since this week so it was my first impression. Im playing at hard and the IR seem to have a big bonus to credit, so I can imagine that they will spwan lot of SSD.
@Slornie;I know if you take legend lore they are under power but if you take Return of Jedi one they way to powerful lol. And lot of other ship are under power if we go by the lore. Please dont nerf it to much if you do But just adding some hard point can change so(for the cannon they seem better in the demo, I still need to try it altrough or you just changed the effect, maybe more cannon(to go with lore)but slower cannon fire rate can do). Players who want it more powerfull are probaly real bad players who want just to spawn that kind of ships. For example take lot of Mmo where advanced items farming where people want a magic mirror who reflect all damage done or kill people in one shot. But sure the Ai need a powerfull one.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

I agree that this mod is awesone but I have the same problem with there SSD vision, beside that only some missing ship ability are major negative point of this mod. As NR I need to go to era 5 or 4 at least to get the fleet carrier, but for that it mean I need to destroy those Ssd, and by the time I destroy one I will have conquer the map already on era 1. I can just do avoiding tactic with those SSD if it was not that I want to play with the fleet carrier Endurance.
SO this sub-mod you talk do it nerf the SSd back as in Vanilla because in TR mod they are just out of the track and they just want me to auto-resolve when they present in a fight. They just have 2 SSD in the fleet without any screening and they whip out my cruiser so fast. I dont really like the idea of spawning thing just behind there engine. And not talking of how canon seem to be fire across the haul. But a nerf on the canon should be done,too much it like not enough, and adding some hard point for shield, engine and hangar. Now it just feel like Im fighting cannons and torpedo launchers. So I will like to know how to do a reverse to vanilla model myself if it possible or if it have not already submod who fix the Executor to something more playable.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Sins of a Solar Empire: Rebellion

They are both fantasy world and science lore are something we can forget that I agree with you.
The Executor-class are something federations dont have anything comparable, execept maybe some static Star-bases, but from what I read it consomune like an entire planet ressources when refuelling.

Second I will not make any mod it was just a suggestion like the mod for Galactic Civ. 2, and I'm already working on a Mtw2 mods.
If SW vs ST worked in Gal. Civ 2 or some others space games Idk why it can't work for Sin.

For rules SW are maybe a little much to fantasy compared to ST, and sometime referring to tech from WW2 for example, turret of Millennieum falcon or ship fuel or Cannons battle of the revenge of the Sith begin.
What of SW turbo-laser(it date from when lasers was someting big), I'm not even sure it will make a scratch on any ST ship, like I said laser it a 21 century weapon. And what of the SW torpedo, look more like old missiles.
So this mod should be more for the eyes than for the lore, and make easier to play with all factions combined, without switching mods. It should not be to difficult for an expert, with already like 3 mods for Sw and 3 for ST, maybe more, so combining the most advanced 2 and make some tweak to balance the thing.Dont even need for any 3d modelling and factions rosters.

Good karma0 votes
crazyboule
crazyboule - - 17 comments @ Sins of a Solar Empire: Rebellion

Well it seem just a good reason for trekies to prove this guy is wrong. In fact federation limit there armement development a little like after WWI treaties for ship tonnages, but they have the knowledge for doing lot more. The only thing I think SW are better it the Hyperdrive, but Star-Trek have sub-space corridor. And the hyperdrive in SW it really dangerous to use on uncharted region. Even on the major trade route it not safe to use.
Im watching ST NG and they make a sun go supernova with some modified torpedo.
For the weapon range Idk his source but from what a see in movies SW are not accurate as ST and for the range SW look like old ranged navy battle with close-range canons. Again ST they can modify torpedo to make them long range. And Laser it like an old tech in ST, Phaser are far beyond.
I dont really see majors advantage if we forgot time travel. Technology in SW dont grow as fast as in ST too and SW peak tech are the galaxy-guns.
The plus of a mod like that it all factions available in the same mod to.

Good karma0 votes
crazyboule
crazyboule - - 17 comments @ Star Trek: Armada 3

Well was a reply to Orion slaver in my other comment. I will surely have got the DLC soon anyway. If the Galaxy Forge out of date that explain everything. Im eager to see Final Frontier

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Sins of a Solar Empire: Rebellion

Anyone planning of a mod of Star-War vs Star-Trek? Or some some kind of sub-mod merging two of already made mods.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Trek: Armada 3

I tried all planet on galaxy forge one by one. When on maps choice for a new game, planets type who need the DLC was : Class J, Gas Giant, Class Y, Class N and Green House. All others worked or adapted in the game . Example Barren was same as Class H or K(dont remember exactly). Moon same as Class D asteroid, etc.
Class J suppose to be same as Gas Giant in Star-Trek universe,

If a compare Interregnum only Ferrous and Greenhouse cant be added for planet on Galaxy forge.

In rebellion only Barren, Greenhouse, Ferrous and Oceanic.

*Oops It a reply to my other post.

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Trek: Armada 3

Ok thank I will look for it. But any idea why the Gas Giant dont work without DlC in this mod?

Good karma+1 vote
crazyboule
crazyboule - - 17 comments @ Star Trek: Armada 3

I want to try this mod more but I dont have any DLC. Almost all map need dlc to play. So I tried to make my own but when I had Class-J or Gas Giant it say I need dlc Fobidden World when I try to play. So I checked all the Planet I cant add Class-N, Y or Greenhouse too without the Dlc. I wonder for Gas Giant anyway because I can play them in Rebellion without the mod.
So should I spend 5$ for Dlc or it have a fix?

Good karma+1 vote